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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5lp}} | | {{AttackDataCargo-SF6/Query|rashid_5lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Rashid's 4f button of choice, useful in both pressure and as an abare tool. It can chain up to 3 times, ending in LP or MP Spinning Mixer. It can also link into {{clr|L|5LK}} on hit, allowing for a stronger 214LK ender. | | Rashid's 4f button of choice, useful in both pressure and as an abare tool. It can chain up to 3 times, ending in {{clr|L|LP}} or {{clr|M|MP}} Spinning Mixer. It can also link into {{clr|L|5LK}} on hit, allowing for a stronger {{clr|L|214LK}} ender. |
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| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5mp|caption=}} |
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| * Chains into 5MP~HK target combo | | * Chains into 5MP~HK target combo |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| One of Rashid's two plus on block normals. 5MP is a bit worse than 2MP in pressure due to its larger pushback, but it gives him access to a useful launching target combo instead. This button also serves as useful combo filler after a 5MK starter. | | One of Rashid's two medium normals with advantage on block. {{clr|M|5MP}} is a bit worse than {{clr|M|2MP}} in pressure due to its larger pushback, but it gives access to a useful launching Target Combo ({{clr|M|5MP}}~{{clr|H|HK}}) instead. This button also serves as useful combo filler after a {{clr|M|5MK}} starter. |
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| Rashid can frame trap with light normals after 5MP, but his options out of this are very limited due to his generally stubby buttons. It is a great button to use out of Drive Rush on both hit and block. | | Rashid can frame trap with light normals after {{clr|M|5MP}}, but his options out of this are very limited due to his generally stubby buttons. It is a great button to use out of {{clr|DR|Drive Rush}} on both hit and block. |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_5hp}} | | {{AttackDataCargo-SF6/Query|rashid_5hp}} |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f |
| | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB |
| <br> | | <br> |
| A decent counterpoke due to its hitbox, but lacking the range to compete with some of the games stronger buttons. This button is great in many Drive Rush combos, although it is too slow to combo from 2MK > Drive Rush without at least a Counterhit advantage bonus. Rashid has several useful cancel routes like MK/OD Eagle Spike or OD Arabian Cyclone. With a Punish Counter or Drive Rush 5HP starter, you gain access to HK Eagle Spike's enormous corner carry as well. | | A decent counterpoke due to its hitbox, but lacking the range to compete with some of the game's stronger buttons. This button is great in many {{clr|DR|Drive Rush}} combos, although it is too slow to combo from {{clr|M|2MK}} > {{clr|DR|DRC}} without at least a {{clr|PC|Counter-hit}} advantage bonus, or without linking into {{clr|M|5MK}} or {{clr|M|5MP}} first. |
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| | Rashid has several useful cancel routes like {{clr|M|MK}}/{{clr|OD|OD}} Eagle Spike or {{clr|OD|OD Arabian Cyclone}}. With a {{clr|PC|Punish Counter}} or {{clr|DR|DR~}}{{clr|H|5HP}} starter, you gain access to {{clr|H|HK Eagle Spike's}} enormous corner carry as well. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L~L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5lk|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_5lk}} | | {{AttackDataCargo-SF6/Query|rashid_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 5LK has the most hitstun of any of Rashid's light normals, allowing it to combo into {{clr|L|214LK}}. The range is a little short, so it will not combo in chains that utilize 2LK unless Rashid has Drive Rush momentum. | | {{clr|L|5LK}} has the most hitstun of any of Rashid's light normals, allowing it to combo into {{clr|L|214LK}}. The range is a little short, limiting Rashid's combo options; {{clr|DR|DR~}}{{clr|L|2LK}} momentum is needed to link into this from a low chain. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5mk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mk}} | | {{AttackDataCargo-SF6/Query|rashid_5mk}} |
| * 2 extra recovery frames on whiff | | * 2f extra recovery on whiff |
| <br> | | <br> |
| One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Rashid's turn ends immediately on block without Drive Rush or Burnout, so it's not his go-to pressure button. At max range, 5MK it will not combo into anything, but on Counterhit it links to itself for a little extra damage. Somewhat vulnerable to Drive Impact since it cannot cancel, but Rashid has plenty of options to discourage random DI usage. | | One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Without {{clr|DR|Drive Rush}} or Burnout, the block disadvantage will immediately end Rashid's pressure. |
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| | At max range, {{clr|M|5MK}} will not combo into anything, but on {{clr|PC|Counter-hit}} it links to itself (or {{clr|M|2MK}} if you're closer, but still too far away for {{clr|M|5MP}}) for a little extra damage. Somewhat vulnerable to {{clr|DR|Drive Impact}} since it cannot cancel, but Rashid has plenty of options to discourage random {{clr|DR|DI}} usage. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_5hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5hk}} | | {{AttackDataCargo-SF6/Query|rashid_5hk}} |
| * Punish Counter: KD +49 Launch | | * {{clr|PC|Punish Counter}}: KD +49 Launch ({{sf6-jug|limited juggle}} state) |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Forces Stand on hit; final 2 active frames whiff on crouching opponents | | ** Anti-air {{clr|PC|Punish Counter}} causes opponent to fall toward Rashid for easier follow-up |
| | * Forces Stand on hit; final 2 active frames whiff on crouching opponents unless they extend a vertical hurtbox |
| | * Anti-air hitbox cannot hit cross-up |
| * Extends a hurtbox 1f before active that is vulnerable to projectiles | | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| A fairly long range heavy kick with notably low recovery and high pushback on block, making it unusually safe and difficult for the opponent to take their turn against. Great for whiff punishing due to its Punish Counter juggle state that allows a followup like MP Spinning Mixer from almost any range. It also gives a juggle off of a general airborne hit; this combined with its fairly vertical hitbox lets it be used fairly well as a slow but rewarding anti-air. The upward hitbox does not truly begin until the 6th active frame, making it function more like an 18f anti-air that requires prediction and spacing to land. | | A fairly long range kick with high pushback on block; despite the frame disadvantage, most characters will struggle to take their turn back after blocking. |
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| | The {{clr|PC|Punish Counter}} juggle state makes it great for whiff punishing, allowing a follow-up like {{clr|M|MP Spinning Mixer}} from almost any range. It also gives a juggle off of any airborne hit, but the upward hitbox does not truly begin until the 6th active frame; this makes it a slow but rewarding 18f anti-air if you are ready to predict the opponent's jump timing. Be careful not to attempt this from closer ranges, as Rashid can simply whiff under the opponent. |
| }} | | }} |
| <br> | | <br> |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_2lp|caption= Boi}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_2lp|caption= Boi}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2lp}} | | {{AttackDataCargo-SF6/Query|rashid_2lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| Compared to {{clr|L|5LP}}, this button has worse range and startup, but compensates with less pushback and better hit advantage. The opponent is more likely to be left in throw range for a mixup between tick throw or a chained light normal. A 3-hit chain starting with 2LP can link into {{clr|L|5LK}}, which allows better combos than ending with a LP button. | | Compared to {{clr|L|5LP}}, this button has worse range and startup, but compensates with less pushback and better hit advantage. The opponent is more likely to be left in throw range for a mixup between tick throw or a chained light normal. A 3-hit chain starting with {{clr|L|2LP}} can link into {{clr|L|5LK}}, which allows better combos than ending with a LP button. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|rashid_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|rashid_2mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2mp}} | | {{AttackDataCargo-SF6/Query|rashid_2mp}} |
| | * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) |
| | * Can whiff on crouching opponents longer ranges unless they extend a vertical hurtbox |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+8}} oB |
| * Can whiff on crouching opponents at distance
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| <br> | | <br> |
| Rashid's other plus on block normal along with 5MP. In comparison, 2MP has more active frames and less pushback, making it better as a meaty tool. It is generally worse as combo filler because it often won't connect on the first active frame, so stick with 5MP for that purpose. | | Rashid's other plus on block normal alongside {{clr|M|5MP}}. In comparison, {{clr|M|2MP}} has more active frames and less pushback, making it better as a meaty tool. It is generally worse as combo filler because it often won't connect on the first active frame, so stick with {{clr|M|5MP}} for that purpose. |
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| The anti-air hitbox is fairly low to the ground, making it difficult to time against stronger jump-ins, and it is largely ineffective against close jumps. | | The anti-air hitbox is fairly low to the ground, making it difficult to time against stronger jump-ins, and it is largely ineffective against close jumps. |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_2hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2hp}} | | {{AttackDataCargo-SF6/Query|rashid_2hp}} |
| | * 2f extra recovery on whiff |
| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * 2 extra recovery frames on whiff
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | |
| <br> | | <br> |
| One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. | | One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. |
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| 2HP can be used as a punish starter into 5HP, but the high pushback will cause combos to drop outside of close range. Its best combo use is in Drive Rush cancels after 5MP, 5HP, or Punish Counter 2MK, providing the same link options without the finicky range issues. | | {{clr|H|2HP}} can be used as a punish starter into {{clr|H|5HP}}, but the high pushback will cause combos to drop outside of close range. Its best combo use is in {{clr|DR|Drive Rush}} cancels after {{clr|M|5MP}}, {{clr|H|5HP}}, or {{clr|PC|Punish Counter}} {{clr|M|2MK}}, providing the same link options without the finicky range issues. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_2lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2lk}} | | {{AttackDataCargo-SF6/Query|rashid_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Rashid's 2LK is fairly standard, allowing for chains into either LP button that can be canceled for a low-damage combo. The pushback is higher than his other lights, so he won't be able to end a combo with 5LK > 214LK, but he can still get a 3-hit combo into Spinning Mixer. When used after Drive Rush, Rashid can frame trap into 5MP, which also allows a quick confirm on hit. | | Rashid's {{clr|L|2LK}} is fairly standard, allowing for chains into either LP button that can be canceled for a low-damage combo. The pushback is higher than his other lights, so he won't be able to end a combo with {{clr|L|5LK}} > {{clr|L|214LK}}, but he can still get a 3-hit combo into Spinning Mixer. When used after {{clr|DR|Drive Rush}}, Rashid can frame trap into {{clr|M|5MP}}, which also allows a quick confirm on hit. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|rashid_2mk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|rashid_2mk|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_2mk}} | | {{AttackDataCargo-SF6/Query|rashid_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Rashid's farthest reaching special cancelable move. This is an integral neutral tool as it can be useful to setup drive rush or buffered special moves. The range is on the lower end when it comes to cancelable 2MKs, but it's also one of the faster ones at 7f startup. After confirming a hit into Drive Rush cancel, Rashid's best link is 5MK, 5HP. If you whiff punish with 2MK, go into 2HP, 5HP instead for extra damage. | | Rashid's farthest reaching special cancelable move. This is an integral neutral tool as it can be useful to setup {{clr|DR|Drive Rush}} or buffered special moves. The range is on the lower end when it comes to cancelable {{clr|M|2MKs}}, but it's also one of the faster ones at 7f startup. After confirming a hit into {{clr|DR|Drive Rush}} cancel, Rashid's best link is {{clr|M|5MK}}, {{clr|H|5HP}}. If you whiff punish with {{clr|M|2MK}}, go into {{clr|H|2HP}}, {{clr|H|5HP}} instead for extra damage. |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2hk}} | | {{AttackDataCargo-SF6/Query|rashid_2hk}} |
| * Counterhit/Punish Counter: +47 HKD | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +47 |
| * Has juggle potential; no longer HKD when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * 4 extra recovery frames on block | | * 4f extra recovery on block (block disadvantage is fixed regardless of which active frame connects) |
| <br> | | <br> |
| Rashid's sweep has fairly short range and is easily punished by most characters even at max range. It is fast enough to use as an occasional whiff punish, or to punish other sweeps if the pushback allows it. It becomes a much better harassment tool against opponents in Burnout as long as they don't have a great 7f normal to punish with. | | Rashid's sweep has fairly short range and is easily punished by most characters even at max range. It is fast enough to use as an occasional whiff punish, or to punish other sweeps if the pushback allows it. It becomes a much better harassment tool against opponents in Burnout as long as they don't have a great 7f normal to punish with. |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_jlp|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_jlp}} | | {{AttackDataCargo-SF6/Query|rashid_jlp}} |
| <br> | | <br> |
| A standard j.LP without any notable properties. Due to its fast startup, it can be used as a panic jump back air-to-air in situations where other buttons may be too slow. | | A fast air-to-air normal for situations where other anti-airs may whiff or are too slow. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jmp}} | | {{AttackDataCargo-SF6/Query|rashid_jmp}} |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Cancelable into j.214K when used from forward jump | | * Cancelable into j.214K when used from forward jump |
| | * Shifts Rashid's hurtbox upward during startup |
| <br> | | <br> |
| A useful air-to-air that can lead to some extra damage when canceled. If done late in the jump arc, Rashid can land and pick up a juggle on the ground as well. | | A useful air-to-air that can lead to some extra damage when canceled. If done late in the jump arc, Rashid can land and pick up a juggle on the ground as well. |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_jhp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jhp}} | | {{AttackDataCargo-SF6/Query|rashid_jhp}} |
| * 1st hit puts airborne opponents into limited juggle state | | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 2nd hit causes spiked knockdown vs. airborne opponents | | * 2nd hit causes spike knockdown vs. airborne opponents |
| <br> | | <br> |
| A 2-hit air normal that requires semi-precise timing to ensure both hits connect. As an air-to-air, both hits will connect properly for a knockdown. Ending a juggle with j.HP is generally a weak options, as only one hit will connect. If the first hit is stand blocked, the second hit will not hit overhead against an opponent that immediately crouch blocks. | | A 2-hit air normal that requires semi-precise timing to ensure both hits connect. As an air-to-air, both hits will connect properly for a knockdown. Ending a juggle with {{clr|H|j.HP}} is generally a weak option, as only one hit will connect. If the first hit is stand blocked, the second hit will not hit overhead against an opponent that immediately crouch blocks. |
| }} | | }} |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_jlk|caption=}} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_jmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jmk}} | | {{AttackDataCargo-SF6/Query|rashid_jmk}} |
| * Can hit Crossup | | * Can hit Cross-up |
| | * Shifts Rashid's hurtbox upward during startup |
| <br> | | <br> |
| A crossup air normal with a somewhat narrow hitbox. Neutral jumping into an Air Current while standing next to the opponent will usually carry Rashid just far enough for j.MK to hit as a crossup. | | A cross-up air normal with a somewhat narrow hitbox. Neutral jumping into an Air Current while standing next to the opponent will usually carry Rashid just far enough for {{clr|M|j.MK}} to hit as a cross-up. |
| }} | | }} |
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jhk}} | | {{AttackDataCargo-SF6/Query|rashid_jhk}} |
| * Causes spiked knockdown vs. airborne opponents when used after j.214K or 214P~4K | | * Spike knockdown vs. airborne opponents when used after j.214K or 214P~4K |
| <br> | | <br> |
| A heavy jump-in that's easier to time than j.HP due to being a single hit. It does not cause an air knockdown on a normal air connect, but in certain juggle routes it becomes a useful knockdown ender. | | A heavy jump-in that's easier to time than {{clr|H|j.HP}} due to being a single hit. It does not cause an air knockdown on a normal air connect, but in certain juggle routes it becomes a useful knockdown ender. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_walljump}} | | {{AttackDataCargo-SF6/Query|rashid_walljump}} |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] and Counterhit state for the entire duration | | * {{FKD}} and {{clr|PC|Counter-hit}} state for the entire duration |
| * Cannot be performed after j.2HP or j.214K | | * Cannot be performed after {{clr|H|j.2HP}} or j.214K |
| * Can be done from Back or Neutral Jump if fully against the back wall | | * Can be done from Back or Neutral Jump if fully against the back wall |
| * Can also be done against a cornered opponent after a Forward Jump | | * Can also be done against a cornered opponent after a Forward Jump |
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| | title = Flapping Spin | | | title = Flapping Spin |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6mp|1|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_6mp|1|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_6mp}} | | {{AttackDataCargo-SF6/Query|rashid_6mp}} |
| * 2 hits; () refers to 2nd hit startup if 1st hit whiffs | | * 2 hits; () refers to 2nd hit startup if 1st hit whiffs |
| ** 1st hit puts airborne opponents into limited juggle state and maintains existing juggle state | | ** 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle state |
| ** 2nd hit causes air reset when juggled into | | ** 2nd hit causes air reset when juggled into |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
| * Can be affected by Air Current on frames 3-10 (travels fullscreen) | | * Can be affected by Air Current on frames 3-10 (travels fullscreen) |
| * '''Cancel Hitconfirm Window:''' 11f (1st hit only)
| |
| <br> | | <br> |
| Rashid takes a big step forward while attacking twice. The gap between hits is quite large, so the second hit is easily interrupted if the first hit whiffs in neutral. After a whiff punish, Rashid can link into a light normal to extend the combo. This is much easier to do if there is an Air Current on the screen due to the massive range buff it receives. | | Rashid takes a big step forward while attacking twice. The gap between hits is quite large, so the second hit is easily interrupted if the first hit whiffs in neutral. After a whiff punish, Rashid can link into a light normal to extend the combo. This is much easier to do if there is an Air Current on the screen due to the massive range buff it receives. |
|
| |
|
| The most common use for 6MP is to extend juggle combos by canceling the first hit. For example, after a corner Drive Impact wallsplat, Rashid can juggle 5HP > 214MP, then juggling into 6MP > 236HP. There are various juggles where the height or spacing can be inconsistent, and starting with 6MP simplifies the combo. | | The most common use for {{clr|M|6MP}} is to extend juggle combos by canceling the first hit. For example, after a corner {{clr|DR|Drive Impact}} wallsplat, Rashid can juggle {{clr|H|5HP}} > {{clr|M|214MP}}, then juggling into {{clr|M|6MP}} > {{clr|H|236HP}}. There are various juggles where the height or spacing can be inconsistent, and starting with {{clr|M|6MP}} simplifies the combo. |
| }} | | }} |
|
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| | title = Beak Assault | | | title = Beak Assault |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6hp|caption=}} |
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| * Can be affected by Air Current on frames 4-25 (travels nearly fullscreen) | | * Can be affected by Air Current on frames 4-25 (travels nearly fullscreen) |
| <br> | | <br> |
| Rashid hops forward and comes down with an overhead elbow that is safe on block and somewhat hard to see. With perfect spacing or meaty timing it is possible to link naturally into a light normal, but this is very precise. The range boost from an Air Current makes 6HP a great surprise attack in neutral, especially if there is an active SA2 tornado on screen. | | Rashid hops forward and comes down with an overhead elbow that is safe on block and somewhat hard to see. With perfect spacing or meaty timing it is possible to link naturally into a light normal, but this is very precise. The range boost from an Air Current makes {{clr|H|6HP}} a great surprise attack in neutral, especially if there is an active {{clr|SA|SA2}} tornado on screen. |
|
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|
| When used out of Drive Rush, Rashid is slightly plus on block and can link into 5MP on hit, greatly increasing his damage potential. | | When used out of {{clr|DR|Drive Rush}}, Rashid is slightly plus on block and can link into {{clr|M|5MP}} on hit, greatly increasing his damage potential. |
| }} | | }} |
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| | title = Crescent Kick | | | title = Crescent Kick |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_6hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|1|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6hk}} | | {{AttackDataCargo-SF6/Query|rashid_6hk}} |
| * '''Lower Body Strike Invuln:''' 7-19f (low crush, not airborne) | | * '''Lower Body Strike Invuln:''' 7-19f (not airborne) |
| * 3 extra recovery frames on whiff | | * 3 extra recovery frames on whiff |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Can be affected by Air Current on frames 6-19 (travels fullscreen) | | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
| |
| <br> | | <br> |
| A hopkick with decent range that can beat many low pokes in neutral while remaining safe on block. If spaced perfectly, it can be up to +5 on hit and 0 on block even without a Drive Rush enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into 5MP. 6HK also works well after Drive Rush; if the opponent uses delayed jabs to stuff attempted overheads, using 6HK instead is likely to result in a counterhit. | | A hopkick with decent range that can beat many low pokes in neutral while remaining safe on block. If spaced perfectly, it can be up to {{sf6-adv|VP|+5}} on hit and {{sf6-adv|E|0}} on block even without a {{clr|DR|Drive Rush}} enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into {{clr|M|5MP}}. {{clr|H|6HK}} also works well after {{clr|DR|Drive Rush}}; if the opponent uses delayed jabs to stuff attempted overheads, using {{clr|H|6HK}} instead is likely to result in a {{clr|PC|Counter-hit}}. |
| | |
| | Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep). |
| }} | | }} |
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| | title = Blitz Strike | | | title = Blitz Strike |
| | subtitle = | | | subtitle = |
| | input = j.2HP | | | input = {{Classic_sf6}} j.2HP<br>{{Modern_sf6}} j.2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_j2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_j2hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_j2hp}} | | {{AttackDataCargo-SF6/Query|rashid_j2hp}} |
| * Usable during Forward Jump or after j.214K | | * Usable during Forward Jump or after j.214K |
| * Causes spiked knockdown and OTG juggle state vs. airborne opponents | | * Spike knockdown and OTG juggle state vs. airborne opponents |
| * Bounces off opponents on hit/block/parry; listed frame advantage assumes grounded connect with no air followup | | * Bounces off opponents on hit/block/parry; listed frame advantage assumes grounded connect with no air follow-up |
| ** Bounce is in a [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | ** Bounce is in a {{FKD}} state until landing |
| ** If juggled right as Rashid lands, does not bounce; allows a meterless juggle followup | | ** If juggled right as Rashid lands, does not bounce; allows a meterless juggle follow-up |
| * '''Cancel Hitconfirm Window:''' 14f (into j.214K); allows stagger pressure on block | | * '''Cancel Hitconfirm Window:''' 14f (into j.214K); allows stagger pressure on block |
| ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air | | ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air |
| * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...) | | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| <br> | | <br> |
| An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a followup j.HP or j.HK to extend the combo. On block, Rashid can be juggled out of the air as he bounces. | | An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a follow-up {{clr|H|j.HP}} or {{clr|H|j.HK}} to extend the combo. On block, Rashid can be juggled out of the air as he bounces. |
|
| |
|
| Some of Rashid's most optimal juggle combos involve timing a late j.2HP to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. | | Some of Rashid's most optimal juggle combos involve timing a late {{clr|H|j.2HP}} to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. When performed after j.214K, Blitz Strike has more juggle potential and does not increase the opponent's juggle counter on hit. |
| }} | | }} |
|
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| | title = Aerial Shot | | | title = Aerial Shot |
| | subtitle = | | | subtitle = |
| | input = j.8HK | | | input = {{Classic_sf6}} j.8HK<br>{{Modern_sf6}} j.8H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_j8hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_j8hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j8hk}} | | {{AttackDataCargo-SF6/Query|rashid_j8hk}} |
| * During Neutral Jump only; puts airborne opponents into limited juggle state | | * During Neutral Jump only; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Shifts Rashid's hurtbox upward during startup |
| <br> | | <br> |
| Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a Drive Impact crumple, Rashid can use j.8HK to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. | | Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a {{clr|DR|Drive Impact}} crumple, Rashid can use {{clr|H|j.8HK}} to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. |
| }} | | }} |
|
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|
| =====<font style="visibility:hidden; float:right">6[6]</font>===== | | =====<font style="visibility:hidden; float:right">6[6] Run</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Run | | | title = Run |
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| | input = 6[6] | | | input = 6[6] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_66_hold|caption=Run}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_66_hold|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6p|caption=Backup (Slide 6P)}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6k|caption=Tempest Moon 6K}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_66_hold|caption=Run}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_66_hold|caption=Run}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|1|caption=}}
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|2|caption=Backup (Slide 6P)}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_66_hold_6k|caption=Tempest Moon 6K}}
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6k_enhanced|caption=Air Current 1st hit}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| * Cancelable into followups on frames 20-72 | | * Cancelable into 6P/6K follow-ups on frames 18-72 |
| * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump | | * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump |
| * After 72f, has 18f stopping recovery for a total 90f Run duration | | * After 72f, has 18f stopping recovery for a total 90f Run duration |
| | * Rashid is in a {{clr|PC|Counter-hit}} state for the entire run animation |
| * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed | | * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed |
| * Rashid is in a Counterhit state for the entire run animation
| | <br> |
| | By inputting a dash and holding forward, Rashid transitions to a sprint animation. Can lead to 2 possible attack follow-ups. Useful for covering large distances when Rashid has significant knockdown advantage, but {{clr|DR|Drive Rush}} is much better for approaching in neutral. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">6[6]~6P</font>====== |
| | {{MoveDataCargo |
| | | title = Backup |
| | | subtitle = |
| | | input = {{Classic_sf6}} 6[6]~6P<br>{{Modern_sf6}} 6[6]~6L |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6p|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|2|caption=}} |
| | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} |
| * Crouching state for entire move duration; cannot hit airborne opponents | | * Crouching state for entire move duration; cannot hit airborne opponents |
| * '''Upper Body Projectile Invuln:''' 1-19f (on hit, remains invuln for entire duration) | | * '''Upper Body Projectile Invuln:''' 1-19f (on hit, remains invuln for entire duration) |
| | * 2 hits + side switch on hit; 1 hit + no side switch on block |
| | * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| * Can be affected by Air Current on frames 1-17 | | * Can be affected by Air Current on frames 1-17 |
| * Counterhit/Punish Counter bonus advantage applies to both hits
| |
| <br> | | <br> |
| Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri 236LK or Rashid 236KK; the early frames of his meterless 236K is also low to the ground. Because Rashid has to perform a forward dash and wait 20f to start the slide, it is not practical as a pure reaction counter. Like most slides, it can be made safe if spaced near max range. This also helps Rashid stay close after a side switch on hit, opening up stronger followup routes [https://www.youtube.com/watch?v=2_cXe1klgTc (see video examples)]. Hitting a cornered opponent keeps Rashid at point blank for even easier followup conversions, no Punish Counter required. | | Rashid's Slide can be used against most standard projectiles, but will not go under fireballs near the ground like Juri's Saihasho, Terry's Power Wave, or Rashid's {{clr|OD|OD Whirlwind Shot}}. Because Rashid has to perform a forward dash and wait 20 frames to start the slide, it is not practical as a pure reaction counter. Like most slides, it can be made safe if spaced near max range. This also helps Rashid stay close after a side switch on hit, opening up [https://www.youtube.com/watch?v=2_cXe1klgTc stronger follow-up routes]. Hitting a cornered opponent keeps Rashid at point blank for even easier follow-up conversions, with no {{clr|PC|Punish Counter}} required. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">6[6]~6K</font>====== |
| | {{MoveDataCargo |
| | | title = Tempest Moon |
| | | subtitle = |
| | | input = {{Classic_sf6}} 6[6]~6K<br>{{Modern_sf6}} 6[6]~6M/6H |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6k|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_66_hold_6k|caption=Tempest Moon 6K}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6k_enhanced|caption=Air Current 1st hit}} |
| | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} |
| * '''Airborne/Throw Invuln:''' 6-21f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) |
| * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100/85/75/65...) | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) | | * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) |
| <br> | | <br> |
| The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to 5MP on Punish Counter. This can be especially useful against opponents who wake up with 2MK to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout), so this is an aggressive read. | | The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to {{clr|M|5MP}} on {{clr|PC|Punish Counter}}. This can be especially useful against opponents who wake up with {{clr|M|2MK}} to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout); canceling into {{clr|SA|SA2}} is the only other way to keep it safe. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} |
| * '''Airborne''' 21-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 21-36f ({{FKD}} state) |
| * 1st hit puts opponent into limited juggle OTG state | | * 1st hit puts opponent into {{sf6-jug|limited juggle}} OTG state |
| * Applies a 20% damage scaling penalty on hit (combo starter or mid-combo) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| The enhanced version of Run~6K is mostly used for corner carry juggles. One common route is 5MP~HK > 214PP, followed by Run~6HK to force an OTG bounce. If the first hit doesn't connect, the move can still cause a regular knockdown. However, it's more unsafe than the non-enhanced version due to being {{sf6-adv|VM|-5}} and having lots of forward momentum. | | The enhanced version of Run~6K is mostly used for corner carry juggles. One common route is {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|OD|214PP}}, followed by Run~6K to force an OTG bounce. If the first hit doesn't connect, the move can still cause a regular knockdown. However, it's more unsafe than the non-enhanced version due to being {{sf6-adv|VM|-5}} and having lots of forward momentum. Unlike the regular version, it cannot be {{clr|SA|Super}} canceled. |
| }} | | }} |
|
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| | title = Side Flip | | | title = Side Flip |
| | subtitle = | | | subtitle = |
| | input = 6KK | | | input = {{Classic_sf6}} 6KK<br>{{Modern_sf6}} 6MH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6kk|caption=Can pass through opponents}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6kk|caption=Can pass through opponents}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk}} |
| * Collision box disappears frames 6-23, allowing Rashid to pass through opponent | | * Collision box disappears frames 8-23, allowing Rashid to pass through opponent |
| * Can be affected by Air Current on frames 2-20 (travels nearly fullscreen) | | * Can be affected by Air Current on frames 2-20 (travels nearly fullscreen) |
| * Can input 4KK/5KK/6KK followup on frames 19-25 | | * Can input 4KK/5KK/6KK follow-up on frames 19-25 |
| | * Travel Distance: 1.7 (3.62 enhanced) |
| {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} |
| * '''Airborne''' 11-43f; air attacks possible on frames 22-40 | | * '''Airborne''' 11-43f ({{FKD}} state); air attacks possible on frames 22-40 |
| * Input during 6KK; holding forward/neutral/back affects the flip distance | | * Input during 6KK; holding forward/neutral/back affects the flip distance |
| * Can be affected by Air Current on frames 1-36 (jumps forward fullscreen) | | * Can be affected by Air Current on frames 1-36 (jumps forward fullscreen) |
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| Side Flip enhances Rashid's already great mobility options, giving him a side switch and multiple air trajectories to confuse the opponent. | | Side Flip enhances Rashid's already great mobility options, giving him a side switch and multiple air trajectories to confuse the opponent. |
|
| |
|
| With an active Air Current, Rashid gains massive distance on 6KK and on all versions of the flip. This can be useful to escape the corner or for SA2 tornado mixups. | | With an active Air Current, Rashid gains massive distance on 6KK and on all versions of the flip. This can be useful to escape the corner or for {{clr|SA|SA2}} tornado mixups. |
| }} | | }} |
| <br> | | <br> |
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| | title = Rising Kick | | | title = Rising Kick |
| | subtitle = | | | subtitle = |
| | input = 5MP~HK | | | input = {{Classic_sf6}} 5MP~HK<br>{{Modern_sf6}} A[M~M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5mp_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5mp_hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} | | {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} |
| * Puts opponent into limited juggle state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * True blockstring even at max delay |
| * '''Cancel Hitconfirm Window:''' 49f | | * '''Cancel Hitconfirm Window:''' 49f |
| * Applies a 20% damage scaling penalty to the next hit when comboed into | | ** Special/{{clr|DR|DR}} cancel is delayed until after 4th recovery frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +65 oH / {{sf6-adv|P|+3}} oB |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| A useful Target Combo extension from 5MP. The timing of the cancel window doesn't allow Eagle Spike to connect outside of the corner, but Rashid can use 214PP into Run~6K for great corner carry and a followup juggle. The 2 hits form a true blockstring, so even on a missed hitconfirm you can simply cancel to 236LP for safety on block. | | A useful Target Combo extension from {{clr|M|5MP}}. The timing of the cancel window doesn't allow Eagle Spike to connect outside of the corner, but Rashid can use {{clr|OD|214PP}} into Run~6K for great corner carry and a follow-up juggle. The two hits of the TC are always a true blockstring, so even on a missed hitconfirm you can simply cancel to {{clr|L|236LP}} for safety on block. |
| }} | | }} |
| <br> | | <br> |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_lplk}} | | {{AttackDataCargo-SF6/Query|rashid_lplk}} |
| * Can dash forward for a corner throw loop (must delay throw) | | * {{clr|PC|Punish Counter}}: HKD +27 |
| * Punish Counter: +27 HKD
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Applies immediate 20% damage scaling when comboed into (e.g. Crumple) | |
| <br> | | <br> |
| Rashid gets excellent knockdown advantage on his forward throw, making it easier to shimmy after a forward dash since he won't be in the opponent's throw range. The downside is that the throw must be manually timed; you also cannot hold forward to use his walk animation as a visual timing cue, since this will result in a Run coming out. | | Rashid gets excellent knockdown advantage on his forward throw, allowing for a corner throw loop that can be mixed up with a shimmy to bait the opponent's throw tech. Each throw must be manually timed, as he has too much knockdown advantage after a dash to throw immediately. Remember that holding forward after a dash results in a Run, which will affect the throw loop setup. |
| | |
| | Midscreen, the opponent is left too far away for Rashid to get oki even with {{clr|DR|Drive Rush}}. |
| }} | | }} |
|
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_4lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_4lplk}} | | {{AttackDataCargo-SF6/Query|rashid_4lplk}} |
| * Side switches | | * Side switch |
| * Punish Counter: +27 HKD | | * {{clr|PC|Punish Counter}}: HKD +24 |
| * Applies immediate 20% damage scaling when comboed into (e.g. Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After back throwing the opponent into the corner, Rashid is too far to threaten with immediate throw oki. However, he can still pressure with a Drive Rush normal, which inherently makes a second throw a viable option. | | After the side switch, Rashid is left far from the opponent. He can chase them down with {{clr|DR|DR~}}{{clr|H|6HK}} anywhere on the screen, which will beat wakeup buttons and leave him {{sf6-adv|P|+1}} on block. In the corner, another option is {{clr|DR|DR~}}{{clr|H|2HP}}; this has massive pushback on hit or block, but allows a link directly into {{clr|SA|SA1}}. Rashid's {{clr|DR|Drive Rush}} momentum does not carry him far enough to attempt a throw mixup even if the opponent respects these options and commits to blocking. |
| }} | | }} |
|
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| | title = Air Throw | | | title = Air Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK (air) | | | input = {{Classic_sf6}} LPLK (air)<br>{{Modern_sf6}} LM (air) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_jlplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_jlplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jlplk}} | | {{AttackDataCargo-SF6/Query|rashid_jlplk}} |
| * Punish Counter: +27 HKD | | * {{clr|PC|Punish Counter}}: HKD +27 |
| <br> | | <br> |
| Air Throw is a good option against close range jumps. Rashid slides on the opponent like a skateboard, taking them toward the corner. In the corner, he can get followup oki with Drive Rush, but midscreen he is left quite far away from the opponent. | | Air Throw is a good air-to-air against close range jumps. Rashid slides on the opponent like a skateboard, taking them toward the corner. In the corner, he can get follow-up oki with {{clr|DR|Drive Rush}}, but midscreen he is left quite far away from the opponent. |
| }} | | }} |
| <br> | | <br> |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_hphk}} | | {{AttackDataCargo-SF6/Query|rashid_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.579 (1.419 movement + 1.05 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|PC|Punish Counter}} {{clr|H|5HP}}/{{clr|M|6MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * 5HP: 8[4] | | * {{clr|H|5HP}}: 8[4] (delay cancel to avoid Lock in Burnout) |
| * 5MP, 2MP, 6MP: 10[6] | | * {{clr|M|5MP}}, {{clr|M|2MP}}, {{clr|M|6MP}}: 10[6] |
| * 2MK: 11[7] | | * {{clr|M|2MK}}: 11[7] |
| * 5MP~HK: 14[10] | | * {{clr|M|5MP}}~{{clr|H|HK}}: 14[10] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|DR|DR~}}{{clr|H|5HP}}{{clr|OD|*}} > delay {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit (delay must be frame-perfect) |
| | * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|6MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|2MP}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|2MK}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
|
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6hphk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6hphk}} | | {{AttackDataCargo-SF6/Query|rashid_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 2.254; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|rashid_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 2.254; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
|
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_mpmk|caption="Wachu gonna do?"}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_mpmk|caption="Wachu gonna do?"}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_mpmk}} | | {{AttackDataCargo-SF6/Query|rashid_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|rashid_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66}} | | {{AttackDataCargo-SF6/Query|rashid_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to Parry Drive Rush. | | * 1-bar version performed out of Parry |
| * Distance:
| | * Startup is 1+8 immediately after successful Parry |
| ** 0.796 (min, cancel into immediate Throw)
| | {{AttackDataCargo-SF6/Query|rashid_mpmk_66_drc}} |
| ** 2.253 (min, earliest blocking/movement frame)
| | * 3-bar version performed on hit/block from a cancelable normal |
| ** 2.998 (max, final DR frame)
| | ** Can also be performed from whiffed cancelable light normals |
| * See Strategy page for [[Street_Fighter_6/Rashid/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
| | |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Rashid/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.796 (min, cancel into immediate Throw) |
| | * 2.253 (min, earliest blocking/movement frame) |
| | * 2.998 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Spinning Mixer | | | title = Spinning Mixer |
| | subtitle = | | | subtitle = |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 6S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236lp|caption=LP - Grounded}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236mp|caption=MP - 45 degree angle}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236hp|caption=HP - Straight up}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236mp|caption=MP/OD - 45 degree angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236pp|caption=OD - 45 degree angle}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236hp|caption=HP - Straight up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp|caption=LP - Grounded}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| * Counterhit/Punish Counter bonus advantage applies through all hits (especially useful vs. Drive Impact) | | * 5f extra recovery on whiff |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits (especially useful vs. {{clr|DR|Drive Impact}}) |
| | * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| * Can be affected by Air Current on frames 2-16 | | * Can be affected by Air Current on frames 2-16 |
| {{AttackDataCargo-SF6/Query|rashid_236mp}} | | {{AttackDataCargo-SF6/Query|rashid_236mp}} |
| * '''Anti-Air Invuln:''' 6-10f (cannot hit crossups behind Rashid) | | * '''Anti-Air Invuln:''' 6-10f (cannot hit cross-up); '''Airborne''' 13-60f ({{FKD}} state) |
| * '''Airborne''' 13-60f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state)
| | * The last 11f of landing recovery are cancelable into specials/Supers on hit |
| * The last 11 landing recovery frames are cancelable into special moves or Supers on hit | | * Final hit whiffs on crouch block (4f worse advantage) |
| * 1 less hit (4f worse advantage) vs. crouch block | | * '''Cancel Hitconfirm Window:''' 11f (Super) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| * Can be affected by Air Current on frames 2-8 | | * Can be affected by Air Current on frames 2-8 |
| {{AttackDataCargo-SF6/Query|rashid_236hp}} | | {{AttackDataCargo-SF6/Query|rashid_236hp}} |
| * '''Anti-Air Invuln:''' 6-12f; works well vs. crossups | | * '''Anti-Air Invuln:''' 6-12f (works well vs. cross-ups); '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} state) |
| * '''Airborne''' 8-63f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state)
| |
| * Can be affected by Air Current on frames 2-5 | | * Can be affected by Air Current on frames 2-5 |
| | * Can lead to follow-up juggle if final hit whiffs as an anti-air |
| {{AttackDataCargo-SF6/Query|rashid_236pp}} | | {{AttackDataCargo-SF6/Query|rashid_236pp}} |
| * '''Full Invuln:''' 1-8f (cannot hit crossups behind Rashid) | | * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-13f (cannot hit cross-up); '''Airborne''' 10-86f ({{FKD}} state) |
| * '''Airborne''' 10-86f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state)
| | * 4f less landing recovery on block only; final hit whiffs on crouch block (6f worse advantage) |
| * 1 less hit (6f worse advantage) vs. crouch block | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Can be affected by Air Current on frames 2-8 | | * Can be affected by Air Current on frames 2-8 |
| <br> | | <br> |
| Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. | | Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. |
|
| |
|
| 236LP is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using 5LP > 236LP to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking Drive Impact armor if done early enough, allowing a link into another 5LP. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, 236LP is {{sf6-adv|P|+1}} on block; this allows for some limited followup pressure, but the pushback is too high for Rashid to loop this continuously.
| | {{clr|L|LP Mixer}} is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using {{clr|L|5LP}} > {{clr|L|236LP}} to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking {{clr|DR|Drive Impact}} armor if done early enough, allowing a link into another {{clr|L|5LP}}. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, {{clr|L|236LP}} is {{sf6-adv|P|+1}} on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously. |
|
| |
|
| 236MP also works consistently from light hitconfirms, giving a knockdown and more corner carry than the LP version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into 236PP to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. MP Mixer gives Rashid a reliable meterless pickup after Punish Counter 5HK, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where 236HP won't reach, but the timing window is somewhat strict and may lose to strong jump-ins.
| | {{clr|M|MP Mixer}} also works consistently from light hitconfirms, giving a knockdown and more corner carry than the {{clr|L|LP}} version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into {{clr|OD|OD Mixer}} to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. {{clr|M|MP Mixer}} gives Rashid a reliable meterless pickup after {{clr|PC|Punish Counter}} {{clr|H|5HK}}, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where {{clr|H|HP Mixer}} won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. On a midscreen hit, Rashid can get good oki with {{clr|DR|Drive Rush}}, including an auto-timed {{clr|DR|DR~}}{{clr|H|6HP}}. |
|
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| 236HP travels straight upward and has a strong anti-air hitbox that works against close jumps, including crossups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too early will make the invuln run out before it connects. As a result, some strong jumpins like Divekicks are difficult for Rashid to anti-air consistently. HP Spinning Mixer is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range.
| | {{clr|H|HP Mixer}} travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too early will make the invuln run out before it connects. As a result, some strong jumpins like Divekicks are difficult for Rashid to anti-air consistently. {{clr|H|HP Mixer}} is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range. After a midscreen hit, Rashid can usually get oki with {{clr|DR|Drive Rush}}, but the timing and positioning will vary based on how it connected. Anti-airing a cross-up is likely to give meterless oki with a manually timed Run. |
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|
| 236PP is Rashid's standard OD reversal. It is fast and works well on the ground, but it loses frequently to air attacks, making it not a worthwhile anti-air in most cases. It has the same trajectory as 236MP, making it easy to bait with a neutral jump. OD Mixer has better juggle potential than the other versions, notably connecting after a corner 236MP even from a grounded starter.
| | {{clr|OD|OD Mixer}} is Rashid's invincible {{clr|OD|OD}} reversal. It has the same trajectory as {{clr|M|236MP}}, making it easy to bait with a neutral jump. {{clr|OD|OD Mixer}} has better juggle potential than the other versions, notably connecting after a corner {{clr|M|236MP}} even from a grounded starter. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early. Rashid gets no oki on hit outside the corner, and lacks the knockdown advantage for a good {{clr|SA|SA2}} setup. The activation can even be punished by some moves (especially {{clr|SA|Supers}}) with full or anti-projectile invincibility. |
| }} | | }} |
| |-| | | |-| |
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| | title = Spinning Mixer | | | title = Spinning Mixer |
| | subtitle = | | | subtitle = |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 6S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236lp_enhanced|caption=LP - Grounded}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236mp|caption=MP - Slight upwards angle}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236hp|caption=HP - Straight up}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236mp_enhanced|caption=MP/OD - Slight upwards angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236pp|caption=OD - Slight upwards angle}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236hp|caption=HP - Straight up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236lp_enhanced|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp_enhanced|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236mp_enhanced|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|rashid_236mp_enhanced|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236hp_enhanced|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236hp_enhanced|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236pp_enhanced|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=110px|rashid_236pp_enhanced|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} |
| * Travels fullscreen, giving combos on hit and pressure on block | | * Travels fullscreen, giving combos on hit and pressure on block |
| * Counterhit/Punish Counter bonus advantage applies through all hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits |
| | * '''Cancel Hitconfirm Window:''' 9f (Super, 1st hit) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-8f (cannot hit crossups behind Rashid) | | * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-up); '''Airborne''' 9-96f ({{FKD}} state) |
| * '''Airborne''' 9-96f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state)
| | * '''Cancel Hitconfirm Window:''' 8f (Super) |
| * 1 less hit (5f worse advantage) vs. crouch block | | * 1 less hit (5f worse advantage) vs. crouch block |
| {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-11f; works well vs. crossups | | * '''Anti-Air Invuln:''' 5-11f (works well vs. cross-ups); '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state) |
| * '''Airborne''' 7-90f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state)
| |
| {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} |
| * '''Full Invuln:''' 1-6f (cannot hit crossups behind Rashid) | | * '''Full Invuln:''' 1-6f (cannot hit cross-up); '''Airborne''' 8-95f ({{FKD}} state) |
| * '''Airborne''' 8-95f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state); cancelable into j.214K on hit/block
| |
| * 2 fewer hits (12f worse advantage) vs. crouch block | | * 2 fewer hits (12f worse advantage) vs. crouch block |
| | * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K); cancels on frames 67-71 after active period |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Passing through an air current (such as Lv.2 Super, charged 236[K], or 214PP) powers up Spinning Mixer and gives each version more damage and improved properties. | | Passing through an air current (such as {{clr|SA|SA2}}, charged 236[K], or {{clr|OD|214PP}}) powers up Spinning Mixer and gives each version more damage and improved properties. |
|
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|
| Enhanced 236LP hits up to 9 times instead of 3, and allows Rashid to link 5LK > 214LK or 5LP > 236MP on hit; if the Mixer counterhits, he gets even better rewards on hit. On block, he is {{sf6-adv|P|+2}} for the strike/throw mixup. Because it hits so many times, opponents are likely to use Drive Reversal to knock Rashid away; if the opponent is low on meter, setting this up to make them burn out is a worthwhile endeavor. Since the enhanced 236LP is so powerful, it's easy to use it predictably as soon as an Air Current is available; opponents can sniff this out with a back jump and punish hard, so be sure to mix up the timing and consider occasionally baiting this jump. | | {{clr|L|Enhanced LP Mixer}} hits up to 9 times instead of 3, and allows Rashid to link {{clr|L|5LK}} > {{clr|L|214LK}} or {{clr|L|5LP}} > {{clr|M|236MP}} on hit; if the Mixer {{clr|PC|Counter-hits}}, he gets even better rewards on hit. On block, he is {{sf6-adv|P|+2}} for the strike/throw mixup. Because it hits so many times, opponents are likely to use {{clr|DR|Drive Reversal}} to knock Rashid away; if the opponent is low on meter, setting this up to make them burn out is a worthwhile endeavor. Since the {{clr|L|Enhanced 236LP}} is so powerful, it's easy to use it predictably as soon as an Air Current is available; opponents can sniff this out with a back jump and punish hard, so be sure to mix up the timing and consider occasionally baiting this jump. |
|
| |
|
| Enhanced 236MP travels fullscreen and does almost twice as much damage as the standard version. While it's great at taking the opponent to the corner, it no longer allows a followup OD Spinning Mixer juggle. | | {{clr|M|Enhanced MP Mixer}} travels fullscreen and does almost twice as much damage as the standard version. While it's great at taking the opponent to the corner, it no longer allows a follow-up {{clr|OD|OD Mixer}} juggle. To chase down a midscreen opponent on hit, it's best to use Dash + {{clr|DR|Drive Rush}}, as Rashid may not get close enough without the Dash. |
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| |
|
| Enhanced 236HP is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a 236[K] or a whiffed 214PP. Many Level 2 Super juggles will end with this move. | | {{clr|H|Enhanced HP Mixer}} is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a charged Whirlwind Shot or a whiffed {{clr|OD|214PP}}. Many {{clr|SA|SA2}} juggles will end with this move. |
|
| |
|
| At only 4f startup, Enhanced 236PP is the fastest invincible reversal in the game. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of Enhanced OD Mixer is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. | | At only 4f startup, {{clr|OD|Enhanced OD Mixer}} is the fastest invincible reversal in the game, though you'll rarely have the opportunity to use it in this context. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of {{clr|OD|Enhanced 236PP}} is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Eagle Spike | | | title = Eagle Spike |
| | subtitle = | | | subtitle = Flying Kick |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_214mk|caption=MK/HK/OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lk|caption=LK version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214mk|caption=MK/HK/OD versions}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214mk|caption=MK/HK/OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lk}} | | {{AttackDataCargo-SF6/Query|rashid_214lk}} |
| * '''Airborne''' 9-38f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 9-38f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit | | * '''Cancel Hitconfirm Window:''' 37f (Super, hit only) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit (leads to corner juggles if well spaced) |
| * Can be affected by Air Current on frames 4-14 | | * Can be affected by Air Current on frames 4-14 |
| {{AttackDataCargo-SF6/Query|rashid_214mk}} | | {{AttackDataCargo-SF6/Query|rashid_214mk}} |
| * '''Airborne''' 12-38f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 12-38f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Can be affected by Air Current on frames 6-27 | | * Can be affected by Air Current on frames 6-27 |
| {{AttackDataCargo-SF6/Query|rashid_214hk}} | | {{AttackDataCargo-SF6/Query|rashid_214hk}} |
| * '''Airborne''' 15-44f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 15-44f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Can be affected by Air Current on frames 6-30 | | * Can be affected by Air Current on frames 6-30 |
| {{AttackDataCargo-SF6/Query|rashid_214kk}} | | {{AttackDataCargo-SF6/Query|rashid_214kk}} |
| * '''Airborne''' 12-40f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 12-40f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit; side switches if not in the corner | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; side switches if not in the corner |
| * Can be affected by Air Current on frames 6-29 | | * Can be affected by Air Current on frames 6-29 |
| * Counts as 2 hits for damage scaling when comboed into | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Rashid flies forward with a thrusting kick, dealing solid damage and corner carry. It is usually the preferred ender when possible, but the slow startup makes it much more restrictive in combos than [[#Spinning_Mixer_(236P)|Spinning Mixer]]. The great KD advantage lets Rashid set up his bag of tricks, like a fully charged [[#Whirlwind_Shot_(236K)|Whirlwind Shot]] after the MK and HK versions. OD Eagle Spike can be used in combos to escape the corner and score some extra juggle damage. | | Rashid flies forward with a thrusting kick, dealing solid damage and corner carry. It is a stronger combo ender than [[#Spinning_Mixer_(236P)|Spinning Mixer]], but the slow startup makes it much more restrictive to use. The {{clr|L|LK}} version is the most useful overall, as it is the most combo-friendly and can cancel to {{clr|SA|SA3}} on hit to secure a kill. The {{clr|M|MK}} and {{clr|H|HK}} versions send the opponent sliding along the ground for great corner carry, and give huge knockdown advantage that lets Rashid set up a fully charged [[#Whirlwind_Shot_(236K)|Whirlwind Shot]]. |
|
| |
|
| All versions are massively unsafe on block; while he bounces far away, Drive Rush makes it trivial to punish with a strong combo. On all blocked Eagle Spikes, Rashid bounces off with a fixed recovery; this means that he cannot make the move safer by connecting on a later active frame. This does not apply on hit, as he can get better KD advantage on a late connect; this even allows unique juggles after a well-spaced corner 214LK, such as 236LP > 236MP > 236PP. | | {{clr|OD|OD Eagle Spike}} can be used in combos to escape the corner and score some extra juggle damage. For the same reason, it is not always worth using midscreen, as Rashid loses any advantageous screen position he once had. |
| | |
| | All versions are massively unsafe on block; while he bounces far away, {{clr|DR|Drive Rush}} makes it trivial to punish with a strong combo. On all blocked Eagle Spikes, Rashid bounces off with a fixed recovery; this means that he cannot make the move safer by connecting on a later active frame. This does not apply on hit, as he can get better knockdown advantage on a late connect; this even allows unique juggles after a well-spaced corner {{clr|L|214LK}}, such as {{clr|L|236LP}} > {{clr|M|236MP}} > {{clr|OD|236PP}}. |
|
| |
|
| If Eagle Spike passes through an active Air Current, it turns into the enhanced version instead. | | If Eagle Spike passes through an active Air Current, it turns into the enhanced version instead. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Eagle Spike | | | title = Eagle Spike |
| | subtitle = | | | subtitle = Flying Kick |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_214lk_enhanced|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_214mk_enhanced|caption=MK/HK/OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=LK version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214mk|caption=MK/HK/OD versions}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214mk|caption=MK/HK/OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} |
| * '''Airborne''' 8-37f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-37f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit | | * '''Cancel Hitconfirm Window:''' 38f (Super, hit only) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) | | * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) |
| {{AttackDataCargo-SF6/Query|rashid_214mk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214mk_enhanced}} |
| * '''Airborne''' 8-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-36f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit; great corner carry | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; great corner carry |
| * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) | | * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) |
| * Punish Counter: +113 Tumble (allows followup 214K) | | * {{clr|PC|Punish Counter}}: KD +113 Tumble (allows follow-up 214K) |
| {{AttackDataCargo-SF6/Query|rashid_214hk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214hk_enhanced}} |
| * '''Airborne''' 8-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-36f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit; great corner carry | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; great corner carry |
| * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) | | * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) |
| * Punish Counter: +113 Tumble (allows followup 214K) | | * {{clr|PC|Punish Counter}}: KD +113 Tumble (allows follow-up 214K) |
| {{AttackDataCargo-SF6/Query|rashid_214kk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214kk_enhanced}} |
| * '''Projectile Invuln:''' 7-37f; '''Airborne''' 9-37f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Projectile Invuln:''' 7-37f; '''Airborne''' 9-37f ({{FKD}} state) |
| * Puts opponent into limited juggle state on hit; side switches if not in the corner | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; side switches if not in the corner |
| * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) | | * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) |
| <br> | | <br> |
| When enhanced by an Air Current, Eagle Spike gets extra damage, faster startup, better block advantage and more block pushback. The LK version gets improved corner carry, making it more similar to the higher strength versions; it can still be punished by some Supers and character-specific Drive Rush starters, so it's not completely abusable. The MK and HK versions (which are functionally identical to each other) are safe against most of the cast; even a move like Cammy's Level 3 Super will not reach for a midscreen punish. The downside is that they also bounce back fullscreen on hit, causing Rashid to lose his best followup oki. | | When enhanced by an Air Current, Eagle Spike gets extra damage, faster startup, better block advantage and more block pushback. The {{clr|L|LK}} version gets improved corner carry, putting it more in line with the higher strength versions; it can still be punished by some {{clr|SA|Supers}} and character-specific {{clr|DR|Drive Rush}} starters, so it's not completely abusable. The {{clr|M|MK}} and {{clr|H|HK}} versions (which are functionally identical to each other) are safe against most of the cast; even a move like Cammy's {{clr|SA|SA3}} will not reach for a midscreen punish. The downside is that they also bounce back fullscreen on hit, causing Rashid to lose his best follow-up oki. |
|
| |
|
| Enhanced OD Eagle Spike has projectile invincibility, and is quite rewarding to land. The damage potential is higher since Rashid is not subjected to extra damage scaling like the standard version. It can be difficult to actually make use of this invincibility since it requires Rashid to set up the Air Current immediately beforehand. Walking in front of the Level 2 Super projectile is one of the few practical scenarios where this might be useful. | | {{clr|OD|Enhanced OD Eagle Spike}} has projectile invincibility, and is quite rewarding to land. The damage potential is higher since Rashid is not subjected to extra damage scaling like the standard version. It can be difficult to actually make use of this invincibility since it requires Rashid to set up the Air Current immediately beforehand. Walking in front of the {{clr|SA|SA2}} projectile is one of the few practical scenarios where this might be useful. |
| }}</tabber> | | }}</tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Whirlwind Shot | | | title = Whirlwind Shot |
| | subtitle = | | | subtitle = Fireball |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 5S~6/5/4 (L/M/H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=145px|rashid_236k|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|rashid_236kk|caption=Full Charge Shot Tornado}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236kk|caption=Full Charge Shot Tornado}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_236k|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_236k|1|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_236k}} | | {{AttackDataCargo-SF6/Query|rashid_236k}} |
| * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) | | * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} |
| * 2-hit projectile; button must be held 28-47f (total startup 34-53f) | | * 2-hit projectile; button must be held 28-47f (total startup 34-53f) |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| {{AttackDataCargo-SF6/Query|rashid_236k_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_hold}} |
| * 3-hit projectile; button must be held 48f | | * 3-hit projectile; button must be held 48f |
| * Counterhit/Punish Counter bonus advantage applies to all hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to all hits |
| | * '''Cancel Hitconfirm Window:''' 9f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves |
| {{AttackDataCargo-SF6/Query|rashid_236kk}} | | {{AttackDataCargo-SF6/Query|rashid_236kk}} |
| * 2-hit OD projectile; 2nd hit puts opponent into limited juggle state | | * 2-hit {{clr|OD|OD}} projectile; 2nd hit puts opponent into {{sf6-jug|limited juggle}} state |
| * Comes out if button is held less than 35f (total startup 17-40f) | | * Comes out if button is held less than 35f (total startup 17-40f) |
| * Applies a 25% damage scaling penalty to next hit when used as a combo starter | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies a 15% damage scaling penalty to next hit when comboed into
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} |
| | * Applies 25% damage scaling to next hit when beginning a combo; applies an extra 15% damage scaling to next attack when comboed into |
| {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} |
| * 3-hit OD projectile; 3rd hit puts opponent into limited juggle state | | * 3-hit {{clr|OD|OD}} projectile; 3rd hit puts opponent into {{sf6-jug|limited juggle}} state |
| * Button must be held 35f | | * Button must be held 35f |
| * Applies a 20% damage scaling penalty to the next hit | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves |
| <br> | | <br> |
| Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with LK going the farthest while HK immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral; the most common scenario to use charged versions is after a knockdown with high advantage, like some versions of Eagle Spike. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced HK version can hit them out of the air due to its short arc. | | Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with {{clr|L|LK}} going the farthest while {{clr|H|HK}} immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. |
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| The OD version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate followup pressure.
| | If well-spaced, a poke canceled into {{clr|L|236LK}} is safe on block; however, this should be used sparingly due to the threat of {{clr|DR|Drive Impact}} (see below). It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral. After a knockdown with high advantage like {{clr|M|MK}}/{{clr|H|HK}} Eagle Spike, a charged Whirlwind can be used for oki, though the opponent can easily parry the projectile. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced {{clr|H|HK}} version can hit them out of the air due to its short arc. |
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| A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki.
| | The {{clr|OD|OD}} version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate follow-up pressure. |
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| A defensive Drive Impact is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat DI (but not from 5MP~HK). In neutral, DI is also not a viable reaction; at worst, Rashid would get Counterhit by an early DI rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit DI in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counterhit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against Drive Impact - he can release the Whirlwind on reaction to DI, and immediately cancel into Level 3 Super to break through the armor. | | A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; {{clr|SA|Level 1 Supers}} will lose to the projectile release, but some {{clr|SA|Level 2 or 3 Supers}} can shut down much of Rashid's Whirlwind oki. The most common scenario to use the full charge is after a {{clr|DR|DI}} stun when the opponent is in Burnout; starting with 236[P] lets Rashid link to {{clr|OD|Enhanced OD Spinning Mixer}} for huge juggle damage. |
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| All versions of Whirlwind Shot '''cannot be used if Level 2 Super is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. | | A defensive {{clr|DR|Drive Impact}} is something you must always consider when doing using charged Whirlwind Shot. The {{clr|OD|OD}} version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat {{clr|DR|DI}} (but not from {{clr|M|5MP}}~{{clr|H|HK}}). In neutral, {{clr|DR|DI}} is also not a viable reaction; at worst, Rashid would get {{clr|PC|Counter-hit}} by an early {{clr|DR|DI}} rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit {{clr|DR|DI}} in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a {{clr|PC|Counter-hit}}, so it's not a tremendous risk. Rashid does have an interesting counter strategy against {{clr|DR|Drive Impact}} - he can release the Whirlwind on reaction to {{clr|DR|DI}}, and immediately cancel into {{clr|SA|SA3}} to break through the armor. |
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| | All versions of Whirlwind Shot '''cannot be used if {{clr|SA|SA2}} is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone | | | title = Arabian Cyclone |
| | subtitle = | | | subtitle = Cyclone |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 2S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214lp|caption=}} |
| ----
| | {{MoveDataCargoImage|imageHeight=220px|rashid_214lp|2|caption=}} |
| {{MoveDataCargoImage|imageHeight=160px|rashid_214pp|caption=}} | |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lp|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lp|1|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_214lp}} | | {{AttackDataCargo-SF6/Query|rashid_214lp}} |
| * '''Leg Projectile Invuln:''' 15-17f | | * '''Leg Projectile Invuln:''' 15-17f |
| * 47f total animation; cancelable into 4K or 6K Followups on frames 21-22 | | * 47f total animation; cancelable into 4K or 6K Follow-ups on frames 21-22 (~6K: {{sf6-adv|VM|-5 oH}} / {{sf6-adv|VM|-13 oB}}) |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates | | * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214mp}} | | {{AttackDataCargo-SF6/Query|rashid_214mp}} |
| * '''Leg Projectile Invuln:''' 20-22f | | * '''Leg Projectile Invuln:''' 20-22f |
| * 50f total animation; cancelable into 4K or 6K Followups on frames 26-27 | | * 50f total animation; cancelable into 4K or 6K Follow-ups on frames 26-27 (~6K: {{sf6-adv|VM|-5 oH}} / {{sf6-adv|VM|-13 oB}}) |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates | | * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214hp}} | | {{AttackDataCargo-SF6/Query|rashid_214hp}} |
| * '''Leg Projectile Invuln:''' 27-29f | | * '''Leg Projectile Invuln:''' 27-29f |
| * 1st hit puts opponent into limited juggle state (Tornado will not launch grounded opponent) | | * 1st hit puts opponent into {{sf6-jug|limited juggle}} state (Tornado will not launch grounded opponent) |
| * 69f total animation; cancelable into 4K or 6K Followups on frames 33-34 | | * 69f total animation; cancelable into 4K or 6K Follow-ups on frames 33-34 (~6K: KD +43 / {{sf6-adv|P|+1 oB}}) |
| | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * The listed 29f recovery starts after tornado's 2nd hit occurs, 24f recovery is after tornado dissipates | | * The listed 29f recovery starts after tornado's 2nd hit occurs, 24f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214pp}} | | {{AttackDataCargo-SF6/Query|rashid_214pp}} |
| * '''Leg Projectile Invuln:''' 20-22f | | * '''Leg Projectile Invuln:''' 20-22f |
| * 1st hit puts opponent into limited juggle state (Tornado will not launch grounded opponent) | | * 1st hit puts opponent into {{sf6-jug|limited juggle}} state (Tornado will not launch grounded opponent) |
| * 49f total animation; cancelable into 4K or 6K Followups on frames 26-27 | | * 49f total animation; cancelable into 4K or 6K Follow-ups on frames 26-27 (~6K: KD +39 / {{sf6-adv|VM|-16 oB}}) |
| * 4f extra recovery on block; listed recovery time starts after tornado's 1st active frame | | * 4f extra recovery on block; listed recovery time starts after tornado's 1st active frame |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Creates an Air Current on frame 53 that lasts 60f and enhances many of Rashid's moves | | * Creates an Air Current on frame 53 that lasts 60f and enhances many of Rashid's moves |
| * Counts as 2 hits for damage scaling (combo starter or when comboed into)
| |
| <br> | | <br> |
| Arabian Cyclone starts with a strike, then spawns a pseudo-projectile tornado with a ton of active frames, making it an incredible meaty on the opponent's wakeup. This tornado will clash with projectiles, but acts as a strike hitbox, making it vulnerable to Level 1 Supers. Each strength of the meterless Cyclone becomes progressively safer, but has slower startup that limit Rashid's safe cancel options. | | Arabian Cyclone starts with a strike, then spawns a pseudo-projectile tornado with a ton of active frames, making it an incredible meaty on the opponent's wakeup. This tornado will clash with projectiles, but acts as a strike hitbox, making it vulnerable to a reversal {{clr|SA|SA1}} from most characters, as well as a Perfect Parry with screen freeze. Each strength of the meterless Cyclone becomes progressively safer, but has slower startup that limit Rashid's safe cancel options. |
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| MP Cyclone is great in corner combos, consistently linking into 5LK > 214LK; the pushback midscreen causes this route to whiff unless starting from a point blank 214MP. HP Cyclone is most commonly juggled into after 5MP~HK Target Combo for some easy meterless damage. OD Cyclone's juggle state is easily comboed into, allowing Rashid to followup with an enhanced Run~6K that gives tremendous corner carry. A cancel into Super occurs after the tornado hits, giving plenty of time for a hitconfirm. This also makes meterless 214P a great midrange buffer against opponents in Burnout, as all versions are safe and can be easily hitconfirmed into more damage.
| | {{clr|L|LP Cyclone}} is generally unsafe to cancel into on block, but from a ranged cancel like {{clr|M|2MK}} or {{clr|H|5HP}}, it can space out most 6f normals. It forms a true blockstring in all medium/heavy cancel routes except {{clr|M|5MP}}~{{clr|H|HK}}, where it leaves a 3f gap; opponents who are familiar with the matchup can simply delay a jab after this, stuffing a {{clr|H|214HP}} cancel while blocking the unsafe {{clr|L|214LP}}. |
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| It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. Canceling into the 6K Roll followup can potentially allow for a punish depending on the situation. | | {{clr|M|MP Cyclone}} is great in corner combos, consistently linking into {{clr|L|5LK}} > {{clr|L|214LK}}. Midscreen, the pushback causes this route to whiff from any canceled normal. It can frame trap when canceled on block from {{clr|H|5HP}}/{{clr|M|5MP}}/{{clr|M|2MP}}, and creates a potential trade combo when canceled from {{clr|M|6MP}}. If the opponent is in Burnout, a cancel from {{clr|M|2MK}} is also a frame trap, and a cancel from {{clr|M|5MP}}~{{clr|H|HK}} trades with 4f normals. Like the {{clr|L|LP}} version, a spaced out cancel is safe from any punishes. If the opponent tries to {{clr|DR|Drive Reversal}} against the last hit of {{clr|M|214MP}}, Rashid will safely block; this is a fairly common scenario, as the opponent only has a short time to input {{clr|DR|Drive Reversal}} against the first hit. |
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| | {{clr|H|HP Cyclone}} can be juggled into after {{clr|M|5MP}}~{{clr|H|HK}} Target Combo for some easy meterless damage, though it won't work midscreen from a farther range {{clr|M|5MP}}. To combo on a grounded opponent, it requires a {{clr|PC|Punish Counter}} or {{clr|DR|Drive Rush}} with {{clr|H|5HP}}. On block, a cancel is always interruptible with 4f normals unless you combine {{clr|DR|Drive Rush}} advantage with Burnout's extra blockstun. If the opponent does block {{clr|H|214HP}}, Rashid can roll forward with 6K to maintain frame advantage. {{clr|H|214HP}} is uniquely weak to Perfect Parry due to its slow startup; it is also the only version that can be punished by {{clr|DR|Drive Impact}} when Perfect Parried. |
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| | {{clr|OD|OD Cyclone}} is primarily a combo tool, as there is no way to use spacing or follow-ups to keep it safe. It has the same frame trap potential as the {{clr|M|MP}} version in cancels. A cancel into {{clr|SA|SA2}} can bail you out on block, as the cancel window lasts quite long for an easy hitconfirm. On hit, the juggle knockdown allows Rashid to follow-up with an enhanced Run~6K that gives tremendous corner carry. |
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| | It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. {{clr|H|HP Cyclone}} has 2 hits of durability, but is otherwise the least practical to use. {{clr|OD|OD Cyclone}} only has 1 hit of durability, which is not very useful against most other {{clr|OD|OD}} projectiles. Canceling a Cyclone into the 6K Roll can potentially allow for a punish if done early enough. |
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| | It's important to know how {{clr|DR|Drive Impact}} interacts with Rashid's Cyclone blockstrings. To keep it simple: |
| | * {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|L|LP Cyclone}}: Loses to {{clr|DR|DI}}; all other relevant cancels are a true blockstring |
| | * {{clr|H|5HP}} > {{clr|M|MP Cyclone}}: '''Safe to {{clr|DR|DI}}'''; other cancels are unsafe |
| | * {{clr|H|HP Cyclone}}: Breaks the {{clr|DR|DI}} armor, leaving Rashid {{sf6-adv|M|-2}} (or {{sf6-adv|P|+1}} after a Roll) |
| | * {{clr|OD|OD Cyclone}}: All blockstrings lose to {{clr|DR|DI}} |
| | It's also possible to react to {{clr|DR|DI}} with a {{clr|SA|Super}} cancel with good reactions. |
| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Arabian Cyclone Followups (214P~4K/6K)</font>===== | | ======<font style="visibility:hidden; float:right">Wing Stroke (214P~4K)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone Followups | | | title = Wing Stroke |
| | subtitle = | | | subtitle = Glide |
| | input = 214P~4K/6K | | | input = {{Classic_sf6}} 214P~4K<br>{{Modern_sf6}} 214X~4X or 2S~4S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_4k|caption=4K: Wind Stroke}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_214p_4k|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_6k|caption=6K: Rolling Assault}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_6k_k|caption=6K~K: Nail Assault}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_4k|caption=4K: Wind Stroke}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_4k|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_214p_6k|caption=6K: Rolling Assault}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_6k_k|caption=6K~K: Nail Assault}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214p_4k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_4k}} |
| * '''Airborne''' 22-61f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 22-61f ({{FKD}} state); cancelable into air normals/specials on frames 32-51 |
| * Cancelable into air normals/specials on frames 32-51
| |
| * Can be affected by Air Current on frames 23-47 | | * Can be affected by Air Current on frames 23-47 |
| * 6f landing recovery if no air move is used; 67f total animation | | * 6f landing recovery if no air move is used; 67f total animation |
| | * With immediate {{clr|H|j.HK}}, can glide over some delayed {{clr|DR|Drive Reversals}} (Akuma, Blanka, Cammy, Kimberly, Ryu) |
| | <br> |
| | Wing Stroke (~4K) lets Rashid perform a low-height glide into an air normal that hits overhead; the unusual look of this glide can be confusing to defend against if you're not familiar with it. It also allows meterless combo extensions after {{clr|H|214HP}} juggles, ending with a {{clr|H|j.HK}} knockdown. This gives decent meterless damage and corner carry from a midscreen Target Combo starter. |
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| | The most important use for Wing Stroke is in Rashid's corner Safe Jump vs. Empty Jump mixup. Juggling into {{clr|L|214LP}}~4K at low height lets you manually time a late {{clr|H|j.HK}} that can beat reversals, or whiff it early to land for a throw. This is visually much harder to see than a standard empty jump mixup. One common route for this setup is: |
| | * Corner {{clr|M|5MP}}~{{clr|H|HK}} (no cancel), {{clr|L|214LP}} (3 hits), {{clr|M|6MP}} > {{clr|L|214LP}}~4K ... |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Rolling/Nail Assault (214P~6K~K)</font>====== |
| | {{MoveDataCargo |
| | | title = Rolling / Nail Assault |
| | | subtitle = Roll / Rolling Kick |
| | | input = {{Classic_sf6}} 214P~6K~K<br>{{Modern_sf6}} 214X~6X~6X or 2S~6S~6S |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=120px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214p_6k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_6k}} |
| * '''Upper Body Projectile Invuln:''' 5-30f; Crouching state 6-33f | | * '''Upper Body Projectile Invuln:''' 5-30f; Crouching state 6-33f |
| ** Can still lose to low-height projectiles like Juri 236LK or Rashid 236KK | | ** Can still lose to low-height projectiles that travel along the ground |
| * Cancelable into Nail Assault followup on frames 17-20 | | * Cancelable into Nail Assault follow-up on frames 17-20 |
| * Can be affected by Air Current on frames 8-25 | | * Can be affected by Air Current on frames 8-25 |
| * Frame Advantage when canceled from 214P on hit/block: | | * Frame Advantage when canceled from 214P on hit/block: |
| ** {{clr|LP|214LP}}/{{clr|MP|214MP}}: {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-13}} oB | | ** {{clr|LP|214LP}}/{{clr|MP|214MP}}: {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-13}} oB |
| ** {{clr|HP|214HP}}: KD +43 / {{sf6-adv|P|+1}} oB | | ** {{clr|HP|214HP}}: KD +43 / {{sf6-adv|P|+1}} oB |
| ** {{clr|10|214PP}}: KD +39 / {{sf6-adv|VM|-16}} oB | | ** {{clr|OD|214PP}}: KD +39 / {{sf6-adv|VM|-16}} oB |
| ** Note: a late meaty 214P on the opponent's wakeup gives much better advantage after the roll | | ** Note: a late meaty 214P on the opponent's wakeup gives much better advantage after the roll |
| {{AttackDataCargo-SF6/Query|rashid_214p_6k_k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_6k_k}} |
| * '''Upper Body Projectile Invuln:''' 1-19f | | * '''Upper Body Projectile Invuln:''' 1-19f; crouching state for entire move duration |
| * On the ground, only combos naturally from {{clr|HP|214HP}}/{{clr|10|214PP}} versions | | * On the ground, only combos naturally from {{clr|HP|214HP}}/{{clr|OD|214PP}} versions |
| * Crouching state for entire move duration
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Puts opponent into limited juggle state on hit | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The followups to Arabian Cyclone give Rashid extra mobility options to confuse the opponent and navigate through their defenses. Gliding with 4K lets Rashid perform a low-height float into an air normal that hits overhead; the unusual look of this glide can be confusing to defend against if you're not looking for it. It also allows meterless combo extensions after 214HP juggles, usually ending with a j.HK knockdown. This gives decent meterless damage and corner carry from a Target Combo starter.
| | Rolling Assault (~6K) can be used to close the gap after a blocked {{clr|H|214HP}}, giving Rashid frame advantage. Other versions are unsafe on block but may occasionally work as a gimmick if the opponent is not expecting it. |
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| Assault Roll can be used to close the gap after a blocked 214HP, giving Rashid frame advantage. Other versions are unsafe on block but may occasionally work as a gimmick if the opponent is not expecting it. If the HP or OD Cyclone hits, Rashid can cancel his roll into Nail Assault to pick up the juggle, which further cancels into Level 3 Super. While the roll and Nail Assault can both duck under standard projectiles, it is difficult to use this as a reaction counter due to the slow startup of Arabian Cyclone.
| | If the {{clr|H|HP}} or {{clr|OD|OD}} Cyclone hits, Rashid can cancel his roll into Nail Assault to pick up the juggle, which further cancels into {{clr|SA|SA3}}. While the roll and Nail Assault can both duck under standard projectiles, it is difficult to use this as a reaction counter due to the slow startup of Arabian Cyclone. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Skyhigh | | | title = Arabian Skyhigh |
| | subtitle = | | | subtitle = Double Jump |
| | input = j.214K | | | input = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|rashid_j214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|rashid_j214lk|caption=}} |
| | {{MoveDataCargoImage|imageHeight=260px|rashid_j214lk|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_j214lk|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_j214lk|1|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_j214lk|2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_j214lk|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_j214kk|3|caption=OD Followup on Hit}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_j214kk|3|caption=OD Follow-up on Hit}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j214lk}} | | {{AttackDataCargo-SF6/Query|rashid_j214lk}} |
| * '''Leg Projectile Invuln:''' 1-21f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Can be affected by Air Current on frames 1-13 | | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-13 (shifts forward farther before double jump) |
| {{AttackDataCargo-SF6/Query|rashid_j214mk}} | | {{AttackDataCargo-SF6/Query|rashid_j214mk}} |
| * '''Leg Projectile Invuln:''' 1-26f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-26f; {{FKD}} state until landing |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Can be affected by Air Current on frames 1-18 | | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-18 (shifts forward farther before double jump) |
| {{AttackDataCargo-SF6/Query|rashid_j214hk}} | | {{AttackDataCargo-SF6/Query|rashid_j214hk}} |
| * '''Leg Projectile Invuln:''' 1-29f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-29f; {{FKD}} state until landing |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Can be affected by Air Current on frames 1-21 | | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-21 (shifts forward farther before double jump) |
| {{AttackDataCargo-SF6/Query|rashid_j214kk}} | | {{AttackDataCargo-SF6/Query|rashid_j214kk}} |
| * '''Leg Projectile Invuln:''' 1-21f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing |
| * On hit, transitions into projectile invuln divekick followup; puts opponent into limited juggle OTG state | | * On hit, transitions into projectile invuln divekick follow-up; puts opponent into {{sf6-jug|limited juggle}} OTG state |
| * Can be affected by Air Current on frames 1-13 | | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-13 (shifts forward farther before double jump) |
| <br> | | <br> |
| Arabian Skyhigh is an aerial flip kick that transitions into a double jump; the trajectory of the jump depends on the button strength, with LK being the shortest and HK being the longest. It can be used after a forward jump (including after a j.MP/j.2HP cancel) or after a 6KK~KK Front Flip. All versions have a minimum height restriction; as an example, they will not activate after a low-connect j.2HP in juggles. When affected by an Air Current, Rashid shifts forward farther before performing the double jump. | | Arabian Skyhigh is an aerial flip kick that transitions into a double jump; the trajectory of the jump depends on the button strength, with {{clr|L|LK}} being the shortest/fastest and {{clr|H|HK}} being the farthest/slowest. It can be used after a forward jump (including after a {{clr|M|j.MP}}/{{clr|H|j.2HP}} cancel) or after a 6KK~KK Front Flip. All versions have a minimum height restriction; as an example, they will not activate after a low-connect {{clr|H|j.2HP}} in juggles. This height restriction can be bypassed with a kara-canceled normal; doing this from a Tiger Knee motion requires frame perfect button inputs (e.g. 2149~{{clr|M|j.MP}}~{{clr|L|j.214LK}}). |
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| After the double jump, Rashid can use air normals on the way down. When used in air juggles, his heavy air normals (j.HP, j.HK, or j.2HP) will spike the opponent downward. The OD version causes Rashid to perform a divekick that bounces the opponent; if the opponent is high enough, he can follow this up with a 236HP juggle in the corner. | | After the double jump, Rashid can use air normals on the way down. When used in air juggles, his heavy air normals ({{clr|H|j.HP}}, {{clr|H|j.HK}}, or {{clr|H|j.2HP}}) will spike the opponent downward. The {{clr|OD|OD}} version causes Rashid to perform a divekick that bounces the opponent; using a route like {{clr|SA|SA2}}, {{clr|OD|Enhanced OD Mixer}} > {{clr|OD|j.214KK}} will give Rashid enough advantage to pick up a {{clr|M|6MP}} juggle after landing. From there, he can cancel into specials like {{clr|H|HP Mixer}}, {{clr|OD|214PP}}, or {{clr|M|MP Mixer}} > {{clr|SA|SA1}}. |
| | |
| | Arabian Skyhigh can be used as a throw bait, though it's fairly unrewarding to land. Use {{clr|L|j.214LK}} for this, unless you want to spend meter for {{clr|OD|j.214KK}} which deals 1080 more damage on a successful throw punish. |
| }} | | }} |
| <br> | | <br> |
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| | title = Super Rashid Kick | | | title = Super Rashid Kick |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236236k|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_236236k}} | | {{AttackDataCargo-SF6/Query|rashid_236236k}} |
| * '''Strike/Throw Invuln:''' 1-15f; Armor Break | | * '''Strike/Throw Invuln:''' 1-15f; Armor Break |
| * '''Airborne''' 9-35f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 9-35f ({{FKD}} state) |
| * Depletes 1/2 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Grounded hit gives a cinematic side switch with extra damage | | * Grounded hit gives a cinematic side switch with extra damage |
| * Aerial hit does less damage, no side switch, and has variable KD advantage depending on height | | * Aerial hit does 300 less damage, no side switch, and has variable KD advantage depending on height |
| <br> | | <br> |
| Rashid's Level 1 Super is an upward kick that is useful in juggles, as an anti-air, or as an invincible reversal that can help escape the corner. It has a somewhat shallow trajectory, making it weak to jumps right above him, but Rashid already has 236HP to cover this range. | | Rashid's {{clr|SA|SA1}} is an upward kick that is useful in juggles, as an anti-air, or as an invincible reversal that can help escape the corner. It has a somewhat shallow trajectory, making it weak to jumps right above him, but Rashid already has {{clr|H|236HP}} to cover this range. |
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| Because the grounded version switches sides, you generally want to avoid ending a grounded combo with this Super if the opponent is near the corner. Instead, use a route that juggles into it; the positioning is worth far more than the slight damage loss. | | Because the grounded version switches sides, you generally want to avoid ending a grounded combo with this Super if the opponent is near the corner. Instead, use a route that juggles into it; the positioning is worth far more than the slight damage loss. |
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| On block, Rashid bounces far away from the opponent. However, at -53 it is still easy to punish, especially with Drive Rush or a forward dash into Drive Impact. | | On block, Rashid bounces far away from the opponent. However, at {{sf6-adv|VM|-53}} it is still easy to punish, especially with {{clr|DR|Drive Rush}} or a forward dash into {{clr|DR|Drive Impact}}. |
| | |
| | {{clr|SA|SA1}} only does 500 damage on the first hit in the event of a trade, which can happen if Rashid runs into a projectile as he hits the opponent. |
| }} | | }} |
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| | title = Ysaar | | | title = Ysaar |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214K | | | input = {{classic_sf6}} 214214K<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} | | {{MoveDataCargoImage|imageHeight=170px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214214k|caption=}} |
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| * Armor Break; no invincibility of any kind | | * Armor Break; no invincibility of any kind |
| * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance | | * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance |
| ** Can kick the projectile with 214P to make it travel quickly | | ** Can kick the projectile with 214P to make it travel quickly toward the opponent (even after a side switch) |
| * Puts opponent into limited juggle state; listed KD/Block Advantage assumes a point blank connect | | ** Cannot use 236K while Super is active |
| * Depletes 1 Drive bar from opponent on hit (20% x 5 hits) | | * Puts opponent into {{sf6-jug|limited juggle}} state; listed KD/Block Advantage assumes a point blank connect |
| * 40% minimum damage scaling | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| | ** Distribution: 2000x5 (hit) / 1000x5 (block) |
| | * 40% minimum damage scaling; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | * Rashid cannot build additional Super Art gauge until the projectile hitbox has dissipated |
| | * '''Projectile Speed:''' 0.01 (starts moving on 7th active frame) |
| | ** After 214P kick: 0.06 (1-7f), 0.115 (8f~) |
| * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) | | * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) |
| <br> | | <br> |
| Rashid summons a slow-moving tornado that gives access to damaging juggles on hit and mixups on block due to the Air Current enhancement. If activating it raw in neutral, it should be done from a long distance so that the opponent cannot interrupt the startup. If Rashid is hit before the tornado spawns, it will not come out and the meter will be wasted. Because the tornado has Super priority, it cannot be dissipated with regular or OD projectiles. Unlike most projectiles, it also does not disappear if it ends up off-screen. | | Rashid summons a slow-moving tornado that gives access to damaging juggles on hit and mixups on block due to the Air Current enhancement. If activating it raw in neutral, it should be done from a long distance so that the opponent cannot interrupt the startup. If Rashid is hit before the tornado spawns, it will not come out and the meter will be wasted. Because the tornado has Super priority, it cannot be dissipated with regular or {{clr|OD|OD}} projectiles. Unlike most projectiles, it also does not disappear if it ends up off-screen. |
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| | If the opponent attempts to Drive Reversal a button canceled into {{clr|SA|SA2}}, Rashid will get knocked down but the tornado will still punish them. Rashid can follow this up with {{clr|H|HK Eagle Spike}} from anywhere on screen, even if he Back Rises. Other juggle options are also possible after a Neutral Rise, such as {{clr|DR|Drive Rush}} into enhanced {{clr|OD|OD Spinning Mixer}} if you want to spend more meter to optimize the damage. Chun-Li's Drive Reversal will only hit once, leaving Rashid at point blank for an even easier juggle. Dhalsim's also hit once but doesn't knock down at all, giving Rashid much more combo flexibility. |
| }} | | }} |
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| | title = Altair | | | title = Altair |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=135px|rashid_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=135px|rashid_236236p|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_236236p}} | | {{AttackDataCargo-SF6/Query|rashid_236236p}} |
| * '''Full Invuln:''' 1-15f; Armor Break | | * '''Full Invuln:''' 1-15f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~1.8 Drive bars for Rashid | | ** Cinematic time regenerates ~1.8 Drive bars for Rashid |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|rashid_236236p(ca)}} | | {{AttackDataCargo-SF6/Query|rashid_236236p(ca)}} |
| * '''Full Invuln:''' 1-15f; Armor Break | | * '''Full Invuln:''' 1-15f; Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Available at 25% HP or below |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~1.9 Drive bars for Rashid | | ** Cinematic time regenerates ~1.9 Drive bars for Rashid |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| Rashid's Level 3 Super has him performing an invincible version of his LP Spinning Mixer as he glides toward the opponent. The startup is somewhat slow, making it vulnerable to light meaties, and it's even slower at longer ranges due to Rashid's travel time. If it hits, it immediately enters a cinematic; this makes it somewhat useful against projectiles from within ~1/2 screen, as he only needs to clip an extended hurtbox to score a punish (from farther ranges, the invincibility runs out before the Super can hit). | | Rashid's {{clr|SA|SA3}} has him performing an invincible version of his {{clr|L|LP Spinning Mixer}} as he glides toward the opponent. The startup is somewhat slow, making it vulnerable to light meaties, and it's even slower at longer ranges due to Rashid's travel time. If it hits, it immediately enters a cinematic; this makes it somewhat useful against projectiles from within ~1/2 screen, as he only needs to clip an extended hurtbox to score a punish. While {{clr|SA|SA3}} is extremely invincible, the full invuln does not last through all active frames. In the event of a trade, it only deals 10 damage and Rashid may be susceptible to trade combos. |
| | |
| | Altair can be juggled into, although the slow startup means it will not work in every possible juggle route; for example, a grounded {{clr|M|236MP}} cannot cancel its landing recovery into {{clr|SA|SA3}}. Some common cancel routes include {{clr|L|236LP}} (1st hit), {{clr|M|236MP}} (1st/2nd hits), 214P, and Roll > Nail Assault. |
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| Altair can be juggled into, although the slow startup means it will not work in every possible juggle route; for example, a grounded 236MP cannot cancel its landing recovery into Level 3. Some common cancel routes include 236LP (1st hit), 236MP (1st/2nd hits), 214P, and Roll > Nail Assault.
| | After the cinematic, Rashid can apply pressure with a {{clr|DR|Drive Rush}} starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. {{clr|H|6HK}} is also a useful meterless meaty option after a regular {{clr|SA|SA3}} (but not {{clr|SA|CA}}); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button. |
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| After the cinematic, Rashid can apply pressure with a Drive Rush starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. 6HK is also a useful meterless meaty option after Level 3 (but not CA); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button.
| | The biggest weakness of {{clr|SA|SA3}} is that {{clr|SA|SA2}} exists; much like Blanka, Rashid's optimal strategy is almost always to throw out {{clr|SA|SA2}} the moment he gets it. The best use case for {{clr|SA|SA3}} is to guarantee a kill in the final round or to use the extra Drive damage to put the opponent into Burnout. |
| }} | | }} |
| <br> | | <br> |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5pppkkk|caption= '' "Do this... this.. and this! | | {{MoveDataCargoImage|imageHeight=160px|rashid_5pppkkk|caption= '' "Do this... this.. and this! |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6pppkkk|caption= '' "Hey look, just relax and have fun, alright?" ''}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_6pppkkk|caption= '' "Hey look, just relax and have fun, alright?" ''}} |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_4pppkkk|caption= '' "Check this out! *does a flip* | | {{MoveDataCargoImage|imageHeight=160px|rashid_4pppkkk|caption= '' "Check this out! *does a flip* |