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(38 intermediate revisions by 3 users not shown) |
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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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| | 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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| | 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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| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{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 {{clr|DR|Drive Rush}} combos, although it is too slow to combo from {{clr|M|2MK}} > {{clr|DR|DRC}} without at least a Counter-hit advantage bonus. | | 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 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. | | 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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| | 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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| 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. | | 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 Counter-hit it links to itself 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. | | 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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| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| ** Anti-air {{clr|PC|Punish Counter}} causes opponent to fall toward Rashid for easier follow-up | | ** 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 | | * 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 | | * 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 |
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| 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. | | 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 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. | | 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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| | 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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| {{AttackDataCargo-SF6/Query|rashid_2mp}} | | {{AttackDataCargo-SF6/Query|rashid_2mp}} |
| * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) | | * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) |
| * Can whiff on crouching opponents longer ranges | | * Can whiff on crouching opponents longer ranges unless they extend a vertical hurtbox |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+8}} oB |
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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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| 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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| {{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 Punish Counter {{clr|M|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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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_walljump}} | | {{AttackDataCargo-SF6/Query|rashid_walljump}} |
| * {{FKD}} and Counter-hit state for the entire duration | | * {{FKD}} and {{clr|PC|Counter-hit}} state for the entire duration |
| * Cannot be performed after {{clr|H|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 |
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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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| ** 1st hit puts airborne opponents into {{sf6-jug|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 |
| * Counter-hit/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) | | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
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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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| | title = Crescent Kick | | | title = Crescent Kick |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|rashid_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_6hk|caption=}} |
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| * Can be affected by Air Current on frames 6-19 (travels fullscreen) | | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| <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 {{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 counter-hit. | | 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}}. |
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| Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep). | | 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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| | 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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| * 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 Counter-hit state for the entire run animation | | * 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 |
| <br> | | <br> |
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| }} | | }} |
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| ======<font style="visibility:hidden; float:right">6[6] Run Follow-ups</font>====== | | ======<font style="visibility:hidden; float:right">6[6]~6P</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Run Follow-ups | | | title = Backup |
| | subtitle = | | | subtitle = |
| | input = 6[6]~6P/6K | | | input = {{Classic_sf6}} 6[6]~6P<br>{{Modern_sf6}} 6[6]~6L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6p|caption=Backup (Slide 6P)}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6k|caption=Tempest Moon 6K}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|1|caption=}} | | {{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=140px|rashid_66_hold_6p|2|caption=}} |
| ----
| |
| {{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_6p}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} |
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| * 2 hits + side switch on hit; 1 hit + no side switch on block | | * 2 hits + side switch on hit; 1 hit + no side switch on block |
| * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) | | * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * 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 |
| <br> | | <br> |
| Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri {{clr|L|236LK}} or Rashid {{clr|OD|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 [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 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 ({{FKD}} state) | | * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) | | * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * {{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...) | | * 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 {{clr|M|5MP}} on 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. | | 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 ({{FKD}} state) | | * '''Airborne''' 21-36f ({{FKD}} state) |
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| * 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) | | * 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 {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|OD|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. Unlike the regular version, it cannot be Super canceled. | | 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 follow-up on frames 19-25 | | * Can input 4KK/5KK/6KK follow-up on frames 19-25 |
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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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| | 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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| | 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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| | 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=200px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_jlplk|caption=}} |
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| * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | | * 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 | | * 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 Punish Counter {{clr|H|5HP}}/{{clr|M|6MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * 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) | | * 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 | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
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| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
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| 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 Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | 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|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|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK | | | 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}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; '''Range:''' 2.254; Armor Break |
| * 5f extra recovery on hit; 4f screen freeze during startup | | * 5f extra recovery on hit; 4f screen freeze during startup |
| {{AttackDataCargo-SF6/Query|rashid_6hphk_recovery}} | | {{AttackDataCargo-SF6/Query|rashid_6hphk_recovery}} |
| * '''Full Invuln:''' 1-20f; Armor Break | | * '''Full Invuln:''' 1-20f; '''Range:''' 2.254; Armor Break |
| * 5f extra recovery on hit; no screen freeze | | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | 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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| {{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=200px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236lp|caption=LP - Grounded}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| * Counter-hit/Punish Counter bonus advantage applies through all hits (especially useful vs. {{clr|DR|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) | | * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) |
| * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) | | * 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 cross-ups behind Rashid) | | * '''Anti-Air Invuln:''' 6-10f (cannot hit cross-up); '''Airborne''' 13-60f ({{FKD}} state) |
| * '''Airborne''' 13-60f ({{FKD}} state)
| |
| * The last 11f of landing recovery are cancelable into specials/Supers on hit | | * The last 11f of landing recovery are cancelable into specials/Supers on hit |
| * Final hit whiffs on crouch block (4f worse advantage) | | * Final hit whiffs on crouch block (4f worse advantage) |
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| * 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. cross-ups | | * '''Anti-Air Invuln:''' 6-12f (works well vs. cross-ups); '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} state) |
| * '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} 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 | | * 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; '''Anti-Air Invuln:''' 9-13f (cannot hit cross-ups) | | * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-13f (cannot hit cross-up); '''Airborne''' 10-86f ({{FKD}} state) |
| * '''Airborne''' 10-86f ({{FKD}} state)
| | * 4f less landing recovery on block only; final hit whiffs on crouch block (6f worse advantage) |
| * Final hit whiffs on crouch block (6f worse advantage) | |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Can be affected by Air Current on frames 2-9 | | * 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. |
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|
| 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 {{clr|DR|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 follow-up 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. |
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| 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 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. 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 invincible OD reversal. 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. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early.
| | {{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=180px|rashid_236lp_enhanced|caption=LP - Grounded}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236lp_enhanced|caption=LP - Grounded}} |
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| {{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 |
| * Counter-hit/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) | | * '''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) | | * 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 cross-ups behind Rashid) | | * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-up); '''Airborne''' 9-96f ({{FKD}} state) |
| * '''Airborne''' 9-96f ({{FKD}} state)
| |
| * '''Cancel Hitconfirm Window:''' 8f (Super) | | * '''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. cross-ups | | * '''Anti-Air Invuln:''' 5-11f (works well vs. cross-ups); '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state) |
| * '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state)
| |
| {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} |
| * '''Full Invuln:''' 1-6f (cannot hit cross-ups behind Rashid) | | * '''Full Invuln:''' 1-6f (cannot hit cross-up); '''Airborne''' 8-95f ({{FKD}} state) |
| * '''Airborne''' 8-95f ({{FKD}} 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) | | * '''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...) | | * 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 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 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. |
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| 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 follow-up 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 {{clr|SA|SA2}} 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. |
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| 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=160px|rashid_214lk|caption=LK Version}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_214lk|caption=LK Version}} |
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| * '''Airborne''' 9-38f ({{FKD}} state) | | * '''Airborne''' 9-38f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 37f (Super, hit only) | | * '''Cancel Hitconfirm Window:''' 37f (Super, hit only) |
| * Puts opponent into {{sf6-jug|limited juggle}} state on hit | | * 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}} |
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| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * 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]]. |
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| 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 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. |
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| | 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}}. |
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| 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=140px|rashid_214lk_enhanced|caption=LK Version}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_214lk_enhanced|caption=LK Version}} |
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| * 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, putting it more in line with the higher strength versions; it can still be punished by some Supers and character-specific {{clr|DR|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 {{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. | | 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. |
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| 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. | | {{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=160px|rashid_236k|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236k|caption=}} |
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| * 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) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 | | * '''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) |
| * Counter-hit/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) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 | | * '''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 |
| * Counter-hit/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) | | * '''Cancel Hitconfirm Window:''' 9f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 | | * '''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 {{sf6-jug|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) |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.09 (3f~) | | * '''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 | | * 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 {{sf6-jug|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 |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.09 (3f~) | | * '''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) | | * 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 follow-up 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 {{clr|DR|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 {{clr|DR|DI}} (but not from 5MP~HK). In neutral, {{clr|DR|DI}} is also not a viable reaction; at worst, Rashid would get 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 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 DI, and immediately cancel into {{clr|SA|SA3}} 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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| | 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. | | 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=200px|rashid_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214lp|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 Follow-ups 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}}) |
| * Counter-hit/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) | | * '''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 Follow-ups 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}}) |
| * Counter-hit/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) | | * '''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 |
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| * '''Leg Projectile Invuln:''' 27-29f | | * '''Leg Projectile Invuln:''' 27-29f |
| * 1st hit puts opponent into {{sf6-jug|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 Follow-ups 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) | | * '''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 |
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| * '''Leg Projectile Invuln:''' 20-22f | | * '''Leg Projectile Invuln:''' 20-22f |
| * 1st hit puts opponent into {{sf6-jug|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 Follow-ups 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) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
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| * 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 |
| <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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| | {{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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| | {{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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| 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 follow-up 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.
| | 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 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 follow-up can potentially allow for a punish depending on the situation. | | 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 Follow-ups (214P~4K/6K)</font>====== | | ======<font style="visibility:hidden; float:right">Wing Stroke (214P~4K)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone Follow-ups | | | title = Wing Stroke |
| | subtitle = | | | subtitle = Glide |
| | input = 214P~4K/6K | | | input = {{Classic_sf6}} 214P~4K<br>{{Modern_sf6}} 214X~4X or 2S~4S |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|rashid_214p_4k|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_4k|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|rashid_214p_4k}} |
| | * '''Airborne''' 22-61f ({{FKD}} state); cancelable into air normals/specials on frames 32-51 |
| | * Can be affected by Air Current on frames 23-47 |
| | * 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. |
| | |
| | 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 = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_214p_4k|caption=4K: Wind Stroke}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=120px|rashid_214p_6k|caption=6K: Rolling Assault}} | | {{MoveDataCargoImage|imageHeight=120px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=200px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_4k|caption=4K: Wind Stroke}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_6k|caption=6K: Rolling Assault}} | | {{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}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214p_4k}}
| |
| * '''Airborne''' 22-61f ({{FKD}} state)
| |
| * Cancelable into air normals/specials on frames 32-51
| |
| * Can be affected by Air Current on frames 23-47
| |
| * 6f landing recovery if no air move is used; 67f total animation
| |
| {{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 follow-up 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 |
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| ** 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|OD|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 {{sf6-jug|limited juggle}} state on hit |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The follow-ups 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 {{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.
| | 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=}} |
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| * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing | | * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing |
| * Puts opponent into {{sf6-jug|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; {{FKD}} state until landing | | * '''Leg Projectile Invuln:''' 1-26f; {{FKD}} state until landing |
| * Puts opponent into {{sf6-jug|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; {{FKD}} state until landing | | * '''Leg Projectile Invuln:''' 1-29f; {{FKD}} state until landing |
| * Puts opponent into {{sf6-jug|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; {{FKD}} state until landing | | * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing |
| * On hit, transitions into projectile invuln divekick follow-up; puts opponent into {{sf6-jug|limited juggle}} state 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}}). |
| | |
| | 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}}. |
|
| |
|
| 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.
| | 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=200px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236236k|caption=}} |
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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=170px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} | | {{MoveDataCargoImage|imageHeight=170px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} |
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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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| | 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* |