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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) |
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| {{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) |
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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 |
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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. |
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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.
| | {{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}}. |
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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. | | {{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 from {{clr|H|5HP}}/{{clr|M|5MP}}/{{clr|M|2MP}} on block; if the opponent is in Burnout, a cancel from {{clr|M|2MK}} will frame trap, and a cancel from {{clr|M|5MP}}~{{clr|H|HK}} can set up a 4f trade combo. Like the {{clr|L|LP}} version, a spaced out cancel is safe from any punishes. |
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| | {{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. |
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| | {{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. |
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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. {{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. |
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| | 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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| 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: | | 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 ... | | * 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. | | 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. |