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| {{AttackDataCargo-SF6/Query|rashid_6mp}} | | {{AttackDataCargo-SF6/Query|rashid_6mp}} |
| * 1st hit has juggle properties. | | * 2 hits; () refers to 2nd hit startup if 1st hit whiffs |
| * 1st hit special cancels. | | ** 1st hit puts airborne opponents into limited juggle state and maintains existing juggle state |
| | ** 2nd hit causes air reset when juggled into |
| | * Counterhit/Punish Counter bonus advantage applies to both hits |
| | * Can be affected by Air Current on frames 3-10 (travels fullscreen) |
| | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| <br> | | <br> |
| Rashid advances incredibly far forwards during this move and full screen when enhanced by an Air Current. The first hit is extremely useful for Rashid's juggle combos, as it has a lot of juggle potential and special cancels. | | Rashid takes a big step forward while attacking twice. The gap between hits is quite large, so the second hit is easily interrupted if the first hit whiffs in neutral. After a whiff punish, Rashid can link into a light normal to extend the combo. This is much easier to do if there is an Air Current on the screen due to the massive range buff it receives. |
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| | The most common use for 6MP is to extend juggle combos by canceling the first hit. For example, after a corner Drive Impact wallsplat, Rashid can juggle 5HP > 214MP, then juggling into 6MP > 236HP. There are various juggles where the height or spacing can be inconsistent, and starting with 6MP simplifies the combo. |
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| {{AttackDataCargo-SF6/Query|rashid_6hp}} | | {{AttackDataCargo-SF6/Query|rashid_6hp}} |
| * | | * Not airborne despite the hopping animation |
| | * Can be affected by Air Current on frames 4-25 (travels nearly fullscreen) |
| <br> | | <br> |
| | Rashid hops forward and comes down with an overhead elbow that is safe on block. With perfect spacing or meaty timing it is possible to link naturally into a light normal, but this is very precise. The range boost from an Air Current makes 6HP a great surprise attack in neutral, especially if there is an active SA2 tornado on screen. |
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| | When used out of Drive Rush, Rashid is slightly plus on block and can link into 5MP on hit, greatly increasing his damage potential. |
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| {{AttackDataCargo-SF6/Query|rashid_6hk}} | | {{AttackDataCargo-SF6/Query|rashid_6hk}} |
| * | | * '''Lower Body Strike Invuln:''' 7-19f (low crush, not airborne) |
| | * 3 extra recovery frames on whiff |
| | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| | * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) |
| <br> | | <br> |
| | | A hopkick with decent range that can beat many low pokes in neutral while remaining safe on block. If spaced perfectly, it can be up to +5 on hit and 0 on block even without a Drive Rush enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into 5MP. 6HK also works well after Drive Rush; if the opponent uses delayed jabs to stuff attempted overheads, using 6HK instead is likely to result in a counterhit. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_j2hp}} | | {{AttackDataCargo-SF6/Query|rashid_j2hp}} |
| * During Forward Jump only | | * Usable during Forward Jump or after j.214K |
| * Allows for a High/Low/Throw mixup on hit and block | | * Causes spiked knockdown and OTG juggle state vs. airborne opponents |
| * Launches you very high on both hit on block. | | * Bounces off opponents on hit/block/parry; listed frame advantage assumes grounded connect with no air followup |
| * Can be cancelled into j.214K, allowing for stagger pressure on block | | ** Bounce is in a [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing |
| | ** If juggled right as Rashid lands, does not bounce; allows a meterless juggle followup |
| | * '''Cancel Hitconfirm Window:''' 14f (into j.214K); allows stagger pressure on block |
| | ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air |
| * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...) | | * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...) |
| * In a juggle, if this move connects as Rashid is hitting the ground, the bounce is skipped and he can juggle out of it without spending meter on OD Skyhigh
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| <br> | | <br> |
| | An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a followup j.HP or j.HK to extend the combo. On block, Rashid can be juggled out of the air as he bounces. |
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| | Some of Rashid's most optimal juggle combos involve timing a late j.2HP to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. |
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| {{AttackDataCargo-SF6/Query|rashid_j8hk}} | | {{AttackDataCargo-SF6/Query|rashid_j8hk}} |
| * During Neutral Jump only. | | * During Neutral Jump only; puts airborne opponents into limited juggle state |
| * Rashid's fastest air-to-air strike that knocks down, but still slower than his air throw.
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| * Most often used as combo filler after a drive impact.
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| <br> | | <br> |
| | | Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a Drive Impact crumple, Rashid can use j.8HK to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. |
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| {{AttackDataCargo-SF6/Query|rashid_66_hold}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| * | | * Air Current increases Rashid's run speed |
| | * Cancelable into followups on frames 20-72 |
| | * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump |
| | * After 72f, has 18f stopping recovery for a total 90f Run duration |
| | * Counterhit state during entire run animation |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} |
| * Slide is +11 on punish counter but leaves Rashid far from the opponent if it connects point blank. If spaced slightly it can link into SA1, SA2, or OD Spinning Mixer midscreen. If the tip of slide connects vs the extended hurtbox of an opponent's projectile, you can additionally link MP Mixer, 2HK, or SA3. [https://www.youtube.com/watch?v=2_cXe1klgTc Examples here.] On a cornered opponent, you can link any of his good starter normals--go nuts. | | * Crouching state for entire move duration; cannot hit airborne opponents |
| * Like some other slides in this game, you can make this move safe by spacing it and connecting on the later frames.
| | * '''Upper Body Projectile Invuln:''' 1-19f (on hit, remains invuln for entire duration) |
| | * Counterhit/Punish Counter bonus advantage applies to both hits |
| | <br> |
| | Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri 236LK or Rashid 236KK; the early frames of his meterless 236K is also low to the ground. Because Rashid has to perform a forward dash and wait 20f to start the slide, it is not practical as a pure reaction counter. Like most slides, it can be made safe if spaced near max range. This also helps Rashid stay close after a side switch on hit, opening up stronger followup routes [https://www.youtube.com/watch?v=2_cXe1klgTc (see video examples)]. Hitting a cornered opponent keeps Rashid at point blank for even easier followup conversions, no Punish Counter required. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} |
| * Airborne during startup and gives a combo to 5MP target combo on punish counter, making it an ideal move to beat your opponent's throw tech or abare low at the same time, where trying to shimmy might leave you vulnerable to lows. However, due to being unsafe on block unless spaced it's risky to use this move in that way unless the opponent is burned out. | | * '''Airborne/Throw Invuln:''' 6-21f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| | * Counterhit/Punish Counter bonus advantage applies to both hits |
| | * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100/85/75/65...) |
| | * Can be affected by Air Current on frames 1-15 (becomes Enhanced version) |
| | <br> |
| | The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to 5MP on Punish Counter. This can be especially useful against opponents who wake up with 2MK to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout), so this is an aggressive read. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} |
| * Staple combo tool used to add corner carry to juggles, most often after 5MP target combo into OD Arabian Cyclone | | * '''Airborne''' 21-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| | * 1st hit puts opponent into limited juggle OTG state |
| | * Applies a 20% damage scaling penalty on hit (combo starter or mid-combo) |
| <br> | | <br> |
| | | The enhanced version of Run~6K is mostly used for corner carry juggles. One common route is 5MP~HK > 214PP, followed by Run~6HK to force an OTG bounce. If the first hit doesn't connect, the move can still cause a regular knockdown. However, it's more unsafe than the non-enhanced version due to being {{sf6-adv|VM|-5}} and having lots of forward momentum. |
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| {{AttackDataCargo-SF6/Query|rashid_6kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk}} |
| * | | * Collision box disappears frames 6-23, allowing Rashid to pass through opponent |
| | * Can be affected by Air Current on frames 2-20 (travels nearly fullscreen) |
| | * Can input 4KK/5KK/6KK followup on frames 19-25 |
| {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} |
| * | | * '''Airborne''' 11-43f; air attacks possible on frames 22-40 |
| | * Input during 6KK; holding forward/neutral/back affects the flip distance |
| | * Can be affected by Air Current on frames 1-36 (jumps forward fullscreen) |
| <br> | | <br> |
| | Side Flip enhances Rashid's already great mobility options, giving him a side switch and multiple air trajectories to confuse the opponent. |
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| | With an active Air Current, Rashid gains massive distance on 6KK and on all versions of the flip. This can be useful to escape the corner or for SA2 tornado mixups. |
| }} | | }} |
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