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(13 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. |
| | |
| | {{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}}. |
| | |
| | {{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. |
| | |
| | {{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. |
| | |
| | {{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. |
| | |
| | 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. |
| | |
| | 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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|
| 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.
| | ======<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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|
| 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.
| | 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 = Glide / Roll | | | 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
| |
| * 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 |
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| * 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.
| | 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. |
| | |
| 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|HP}} (no cancel), {{clr|L|214LP}} (3 hits), {{clr|M|6MP}} > {{clr|L|214LP}}~4K ...
| |
|
| |
|
| 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. 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.
| | 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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| | title = Arabian Skyhigh | | | title = Arabian Skyhigh |
| | subtitle = Double Jump | | | 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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| | 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=}} |