Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3(5)2(4)2 | 19(24) | SA3 (1st) | 300,200x2 (700) | LH | +2 | -3 |
- 5f extra recovery on whiff
- Counter-hit/Punish Counter bonus advantage applies through all hits (especially useful vs. Drive Impact)
- Cancel Hitconfirm Window: 10f (Super, 1st hit)
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
- Can be affected by Air Current on frames 2-16
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 1,2(2)2(5)2(3)2 | 34+14 land | SA3, (Sp/SA land) | 300,100x3,200 (800) | LH | KD +31 | -45(-49) |
- Anti-Air Invuln: 6-10f (cannot hit cross-up); Airborne 13-60f (Forced Knockdown state)
- The last 11f of landing recovery are cancelable into specials/Supers on hit
- Final hit whiffs on crouch block (4f worse advantage)
- Cancel Hitconfirm Window: 11f (Super)
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
- Can be affected by Air Current on frames 2-8
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2(2)3(3)3(4) 3(4)3(4)3 |
24+14 land | - | 100x5,700 (1200) | LH | KD +33 | -55 |
- Anti-Air Invuln: 6-12f (works well vs. cross-ups); Throw Invuln: 8-10f; Airborne 8-63f (Forced Knockdown state)
- Can be affected by Air Current on frames 2-5
- Can lead to follow-up juggle if final hit whiffs as an anti-air
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 1,2(2)3(2)4(2) 4(2)4(2)4(2)4(2)3 |
38+19(15) land | - | 300x2,100x6,200 (1400) | LH | KD +9 | -42(-48) |
- Full Invuln: 1-8f; Anti-Air Invuln: 9-13f (cannot hit cross-up); Airborne 10-86f (Forced Knockdown state)
- 4f less landing recovery on block only; final hit whiffs on crouch block (6f worse advantage)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Can be affected by Air Current on frames 2-8
Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table.
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 -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 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 +1 on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously.
MP Mixer 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 OD Mixer 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 Punish Counter 5HK, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where HP Mixer won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. On a midscreen hit, Rashid can get good oki with Drive Rush, including an auto-timed DR~6HP.
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. HP Mixer is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range. After a midscreen hit, Rashid can usually get oki with Drive Rush, but the timing and positioning will vary based on how it connected. Anti-airing a cross-up is likely to give meterless oki with a manually timed Run.
OD Mixer 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. Rashid gets no oki on hit outside the corner, and lacks the knockdown advantage for a good SA2 setup. The activation can even be punished by some moves (especially Supers) with full or anti-projectile invincibility.