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(15 intermediate revisions by the same user 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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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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| | 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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| }} | | }} |
|
| |
|
| ======<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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| * 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 {{clr|PC|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) |
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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~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 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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| | 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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| | 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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| | 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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| | 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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| {{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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| {{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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| {{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=}} |
Line 1,009: |
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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=}} |
Line 1,021: |
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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}}) |
| * {{clr|PC|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) |
Line 1,027: |
Line 1,035: |
| {{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}}) |
| * {{clr|PC|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) |
Line 1,034: |
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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 |
Line 1,040: |
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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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| 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.
| | {{clr|L|LP Cyclone}} is generally unsafe to cancel into on block, but from a ranged cancel like {{clr|M|2MK}} or {{clr|H|5HP}}, it can space out most 6f normals. It forms a true blockstring in all medium/heavy cancel routes except {{clr|M|5MP}}~{{clr|H|HK}}, where it leaves a 3f gap; opponents who are familiar with the matchup can simply delay a jab after this, stuffing a {{clr|H|214HP}} cancel while blocking the unsafe {{clr|L|214LP}}. |
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| It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. Canceling into the 6K Roll follow-up can potentially allow for a punish depending on the situation. | | {{clr|M|MP Cyclone}} is great in corner combos, consistently linking into {{clr|L|5LK}} > {{clr|L|214LK}}. Midscreen, the pushback causes this route to whiff from any canceled normal. It can frame trap when canceled on block from {{clr|H|5HP}}/{{clr|M|5MP}}/{{clr|M|2MP}}, and creates a potential trade combo when canceled from {{clr|M|6MP}}. If the opponent is in Burnout, a cancel from {{clr|M|2MK}} is also a frame trap, and a cancel from {{clr|M|5MP}}~{{clr|H|HK}} trades with 4f normals. Like the {{clr|L|LP}} version, a spaced out cancel is safe from any punishes. If the opponent tries to {{clr|DR|Drive Reversal}} against the last hit of {{clr|M|214MP}}, Rashid will safely block; this is a fairly common scenario, as the opponent only has a short time to input {{clr|DR|Drive Reversal}} against the first hit. |
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| | {{clr|H|HP Cyclone}} can be juggled into after {{clr|M|5MP}}~{{clr|H|HK}} Target Combo for some easy meterless damage, though it won't work midscreen from a farther range {{clr|M|5MP}}. To combo on a grounded opponent, it requires a {{clr|PC|Punish Counter}} or {{clr|DR|Drive Rush}} with {{clr|H|5HP}}. On block, a cancel is always interruptible with 4f normals unless you combine {{clr|DR|Drive Rush}} advantage with Burnout's extra blockstun. If the opponent does block {{clr|H|214HP}}, Rashid can roll forward with 6K to maintain frame advantage. {{clr|H|214HP}} is uniquely weak to Perfect Parry due to its slow startup; it is also the only version that can be punished by {{clr|DR|Drive Impact}} when Perfect Parried. |
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| | {{clr|OD|OD Cyclone}} is primarily a combo tool, as there is no way to use spacing or follow-ups to keep it safe. It has the same frame trap potential as the {{clr|M|MP}} version in cancels. A cancel into {{clr|SA|SA2}} can bail you out on block, as the cancel window lasts quite long for an easy hitconfirm. On hit, the juggle knockdown allows Rashid to follow-up with an enhanced Run~6K that gives tremendous corner carry. |
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| | It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. {{clr|H|HP Cyclone}} has 2 hits of durability, but is otherwise the least practical to use. {{clr|OD|OD Cyclone}} only has 1 hit of durability, which is not very useful against most other {{clr|OD|OD}} projectiles. Canceling a Cyclone into the 6K Roll can potentially allow for a punish if done early enough. |
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| | It's important to know how {{clr|DR|Drive Impact}} interacts with Rashid's Cyclone blockstrings. To keep it simple: |
| | * {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|L|LP Cyclone}}: Loses to {{clr|DR|DI}}; all other relevant cancels are a true blockstring |
| | * {{clr|H|5HP}} > {{clr|M|MP Cyclone}}: '''Safe to {{clr|DR|DI}}'''; other cancels are unsafe |
| | * {{clr|H|HP Cyclone}}: Breaks the {{clr|DR|DI}} armor, leaving Rashid {{sf6-adv|M|-2}} (or {{sf6-adv|P|+1}} after a Roll) |
| | * {{clr|OD|OD Cyclone}}: All blockstrings lose to {{clr|DR|DI}} |
| | It's also possible to react to {{clr|DR|DI}} with a {{clr|SA|Super}} cancel with good reactions. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Wing Stroke (214P~4K)</font>====== |
| | {{MoveDataCargo |
| | | title = Wing Stroke |
| | | subtitle = Glide |
| | | 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. |
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| | The most important use for Wing Stroke is in Rashid's corner Safe Jump vs. Empty Jump mixup. Juggling into {{clr|L|214LP}}~4K at low height lets you manually time a late {{clr|H|j.HK}} that can beat reversals, or whiff it early to land for a throw. This is visually much harder to see than a standard empty jump mixup. One common route for this setup is: |
| | * Corner {{clr|M|5MP}}~{{clr|H|HK}} (no cancel), {{clr|L|214LP}} (3 hits), {{clr|M|6MP}} > {{clr|L|214LP}}~4K ... |
| }} | | }} |
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|
| ======<font style="visibility:hidden; float:right">Arabian Cyclone Follow-ups (214P~4K/6K)</font>====== | | ======<font style="visibility:hidden; float:right">Rolling/Nail Assault (214P~6K~K)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone Follow-ups | | | title = Rolling / Nail Assault |
| | subtitle = | | | subtitle = Roll / Rolling Kick |
| | input = 214P~4K/6K | | | 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: Wing 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
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| * Can be affected by Air Current on frames 23-47
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| * 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 (that can be avoided by a kara cancel); 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}}. |
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| After the double jump, Rashid can use air normals on the way down. When used in air juggles, his heavy air normals (j.HP, j.HK, or j.2HP) will spike the opponent downward. The OD version causes Rashid to perform a divekick that bounces the opponent; if the opponent is high enough, he can follow this up with a {{clr|M|6MP}} into either a {{clr|H|236HP}}, {{clr|M|236MP}} (Which uniquely allows for an {{clr|SA|SA1}} finisher), or a {{clr|OD|214PP}} 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=}} |