|
|
Line 784: |
Line 784: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| | * 5f extra recovery on whiff |
| * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits (especially useful vs. {{clr|DR|Drive Impact}}) | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits (especially useful vs. {{clr|DR|Drive Impact}}) |
| * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) |
Line 789: |
Line 790: |
| * Can be affected by Air Current on frames 2-16 | | * Can be affected by Air Current on frames 2-16 |
| {{AttackDataCargo-SF6/Query|rashid_236mp}} | | {{AttackDataCargo-SF6/Query|rashid_236mp}} |
| * '''Anti-Air Invuln:''' 6-10f (cannot hit cross-ups behind Rashid) | | * '''Anti-Air Invuln:''' 6-10f (cannot hit cross-up); '''Airborne''' 13-60f ({{FKD}} state) |
| * '''Airborne''' 13-60f ({{FKD}} state)
| |
| * The last 11f of landing recovery are cancelable into specials/Supers on hit | | * The last 11f of landing recovery are cancelable into specials/Supers on hit |
| * Final hit whiffs on crouch block (4f worse advantage) | | * Final hit whiffs on crouch block (4f worse advantage) |
Line 797: |
Line 797: |
| * Can be affected by Air Current on frames 2-8 | | * Can be affected by Air Current on frames 2-8 |
| {{AttackDataCargo-SF6/Query|rashid_236hp}} | | {{AttackDataCargo-SF6/Query|rashid_236hp}} |
| * '''Anti-Air Invuln:''' 6-12f; works well vs. cross-ups | | * '''Anti-Air Invuln:''' 6-12f (works well vs. cross-ups); '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} state) |
| * '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} state)
| |
| * Can be affected by Air Current on frames 2-5 | | * Can be affected by Air Current on frames 2-5 |
| * Can lead to follow-up juggle if final hit whiffs as an anti-air | | * Can lead to follow-up juggle if final hit whiffs as an anti-air |
| {{AttackDataCargo-SF6/Query|rashid_236pp}} | | {{AttackDataCargo-SF6/Query|rashid_236pp}} |
| * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-13f (cannot hit cross-ups) | | * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-13f (cannot hit cross-up); '''Airborne''' 10-86f ({{FKD}} state) |
| * '''Airborne''' 10-86f ({{FKD}} state)
| | * 4f less landing recovery on block only; final hit whiffs on crouch block (6f worse advantage) |
| * Final hit whiffs on crouch block (6f worse advantage) | |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Can be affected by Air Current on frames 2-9 | | * Can be affected by Air Current on frames 2-8 |
| <br> | | <br> |
| Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. | | Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. |
|
| |
|
| 236LP is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using 5LP > 236LP to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking {{clr|DR|Drive Impact}} armor if done early enough, allowing a link into another 5LP. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, 236LP is {{sf6-adv|P|+1}} on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously.
| | {{clr|L|LP Mixer}} is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using {{clr|L|5LP}} > {{clr|L|236LP}} to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking {{clr|DR|Drive Impact}} armor if done early enough, allowing a link into another {{clr|L|5LP}}. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, {{clr|L|236LP}} is {{sf6-adv|P|+1}} on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously. |
|
| |
|
| 236MP also works consistently from light hitconfirms, giving a knockdown and more corner carry than the LP version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into 236PP to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. MP Mixer gives Rashid a reliable meterless pickup after {{clr|PC|Punish Counter}} 5HK, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where 236HP won't reach, but the timing window is somewhat strict and may lose to strong jump-ins.
| | {{clr|M|MP Mixer}} also works consistently from light hitconfirms, giving a knockdown and more corner carry than the {{clr|L|LP}} version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into {{clr|OD|OD Mixer}} to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. {{clr|M|MP Mixer}} gives Rashid a reliable meterless pickup after {{clr|PC|Punish Counter}} {{clr|H|5HK}}, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where {{clr|H|HP Mixer}} won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. |
|
| |
|
| 236HP travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too early will make the invuln run out before it connects. As a result, some strong jumpins like Divekicks are difficult for Rashid to anti-air consistently. HP Spinning Mixer is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range.
| | {{clr|H|HP Mixer}} travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too early will make the invuln run out before it connects. As a result, some strong jumpins like Divekicks are difficult for Rashid to anti-air consistently. {{clr|H|HP Mixer}} is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range. |
|
| |
|
| 236PP is Rashid's invincible OD reversal. It has the same trajectory as 236MP, making it easy to bait with a neutral jump. OD Mixer has better juggle potential than the other versions, notably connecting after a corner 236MP even from a grounded starter. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early.
| | {{clr|OD|OD Mixer}} is Rashid's invincible {{clr|OD|OD}} reversal. It has the same trajectory as {{clr|M|236MP}}, making it easy to bait with a neutral jump. {{clr|OD|OD Mixer}} has better juggle potential than the other versions, notably connecting after a corner {{clr|M|236MP}} even from a grounded starter. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early. |
| }} | | }} |
| |-| | | |-| |
Line 845: |
Line 843: |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-ups behind Rashid) | | * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-up); '''Airborne''' 9-96f ({{FKD}} state) |
| * '''Airborne''' 9-96f ({{FKD}} state)
| |
| * '''Cancel Hitconfirm Window:''' 8f (Super) | | * '''Cancel Hitconfirm Window:''' 8f (Super) |
| * 1 less hit (5f worse advantage) vs. crouch block | | * 1 less hit (5f worse advantage) vs. crouch block |
| {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-11f; works well vs. cross-ups | | * '''Anti-Air Invuln:''' 5-11f (works well vs. cross-ups); '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state) |
| * '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state)
| |
| {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} |
| * '''Full Invuln:''' 1-6f (cannot hit cross-ups behind Rashid) | | * '''Full Invuln:''' 1-6f (cannot hit cross-up); '''Airborne''' 8-95f ({{FKD}} state) |
| * '''Airborne''' 8-95f ({{FKD}} state); cancelable into j.214K on hit/block
| |
| * 2 fewer hits (12f worse advantage) vs. crouch block | | * 2 fewer hits (12f worse advantage) vs. crouch block |
| * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K) | | * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K); cancels on frames 67-71 after active period |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Passing through an air current (such as Lv.2 Super, charged 236[K], or 214PP) powers up Spinning Mixer and gives each version more damage and improved properties. | | Passing through an air current (such as {{clr|SA|SA2}}, charged 236[K], or {{clr|OD|214PP}}) powers up Spinning Mixer and gives each version more damage and improved properties. |
|
| |
|
| Enhanced 236LP hits up to 9 times instead of 3, and allows Rashid to link 5LK > 214LK or 5LP > 236MP on hit; if the Mixer {{clr|PC|Counter-hits}}, he gets even better rewards on hit. On block, he is {{sf6-adv|P|+2}} for the strike/throw mixup. Because it hits so many times, opponents are likely to use Drive Reversal to knock Rashid away; if the opponent is low on meter, setting this up to make them burn out is a worthwhile endeavor. Since the enhanced 236LP is so powerful, it's easy to use it predictably as soon as an Air Current is available; opponents can sniff this out with a back jump and punish hard, so be sure to mix up the timing and consider occasionally baiting this jump. | | {{clr|L|Enhanced LP Mixer}} hits up to 9 times instead of 3, and allows Rashid to link {{clr|L|5LK}} > {{clr|L|214LK}} or {{clr|L|5LP}} > {{clr|M|236MP}} on hit; if the Mixer {{clr|PC|Counter-hits}}, he gets even better rewards on hit. On block, he is {{sf6-adv|P|+2}} for the strike/throw mixup. Because it hits so many times, opponents are likely to use {{clr|DR|Drive Reversal}} to knock Rashid away; if the opponent is low on meter, setting this up to make them burn out is a worthwhile endeavor. Since the {{clr|L|Enhanced 236LP}} is so powerful, it's easy to use it predictably as soon as an Air Current is available; opponents can sniff this out with a back jump and punish hard, so be sure to mix up the timing and consider occasionally baiting this jump. |
|
| |
|
| Enhanced 236MP travels fullscreen and does almost twice as much damage as the standard version. While it's great at taking the opponent to the corner, it no longer allows a follow-up OD Spinning Mixer juggle. | | {{clr|M|Enhanced MP Mixer}} travels fullscreen and does almost twice as much damage as the standard version. While it's great at taking the opponent to the corner, it no longer allows a follow-up {{clr|OD|OD Mixer}} juggle. |
|
| |
|
| Enhanced 236HP is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a 236[K] or a whiffed 214PP. Many {{clr|SA|SA2}} juggles will end with this move. | | {{clr|H|Enhanced HP Mixer}} is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a charged Whirlwind Shot or a whiffed {{clr|OD|214PP}}. Many {{clr|SA|SA2}} juggles will end with this move. |
|
| |
|
| At only 4f startup, Enhanced 236PP is the fastest invincible reversal in the game. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of Enhanced OD Mixer is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. | | At only 4f startup, {{clr|OD|Enhanced OD Mixer}} is the fastest invincible reversal in the game, though you'll rarely have the opportunity to use it in this context. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of {{clr|OD|Enhanced 236PP}} is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. |
| }} | | }} |
| </tabber> | | </tabber> |