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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 = {{Classic_sf6}} 6[6]~6P/6K<br>{{Modern_sf6}} 6[6]~6L/6M/6H | | | 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}}
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| {{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 = 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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| | 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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| | title = Eagle Spike | | | title = Eagle Spike |
| | subtitle = Flying Kick | | | 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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| | title = Eagle Spike | | | title = Eagle Spike |
| | subtitle = Flying Kick | | | 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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| | title = Whirlwind Shot | | | title = Whirlwind Shot |
| | subtitle = Fireball | | | 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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| | title = Arabian Cyclone | | | title = Arabian Cyclone |
| | subtitle = Cyclone | | | 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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| }} | | }} |
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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 = Glide / Roll | | | 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: 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}}
| |
| ----
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| {{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
| |
| * With immediate {{clr|H|j.HK}}, can glide over some delayed {{clr|DR|Drive Reversals}} (Akuma, Blanka, Cammy, Kimberly, Ryu)
| |
| {{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|HK}} (no cancel), {{clr|L|214LP}} (3 hits), {{clr|M|6MP}} > {{clr|L|214LP}}~4K ...
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| 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=}} |