Rashid's only light normal that combos into LK Eagle Spike. Otherwise has similar utility to his light punches.
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Revision as of 15:53, 24 July 2023
Early game information
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"The Soaring Eagle of the Desert" that fights using parkour. With the wind as his ally, he outfoxes opponents with his high mobility. Born into nobility, he's a carefree but earnest man. Loves video streaming.
Rashid is a character with a unique focus on strong mobility options and unique "air current" projectiles. These air currents modify Rashid's movement when he passes through them while jumping or performing a special, affecting the way he chooses to approach his opponent.
While Rashid has the traditional shotoclone fireball/DP combo to work with, he puts a number of unique touches on them to make them his own. His fireball Whirlwind Shot travels upwards at a diagonal angle instead of fully horizontal, and can be charged up to leave an air current. His DP Spinning Mixer meanwhile travels in many directions rather than the usual single version. The light version goes horizontally, the medium version travels diagonally up, and the heavy version goes straight upwards. As one can see, Rashid places a lot of emphasis on controlling the space directly in front of him and above him.
The reason why is that Rashid has a number of extremely powerful mobility tools once he's established control over these spaces. Rashid is unique among the cast in that he has a run which activates after he takes a forward dash. He can use 6KK to front flip across the screen, or use Arabian Skyhigh to flip through the air and come down in unique angles. Combining all of these options together, accented further with the air currents he creates, can allow Rashid unprecedented forward movement.
Once he's zoned in on you, Rashid becomes frightening to deal with as a defender. Rashid not only has a throw loop, but his light Spinning Mixer does good Drive Bar damage and is safe on block. Rashid has many ways to threaten quick mixups with 6HP or be plus on block with 2MP. Once he's gotten you launched into a combo, Rashid can layer on Arabian Cyclone during your wakeup to keep you blocking. Even worse, Arabian Cyclone can also be used to set up high/low/throw mixups. If he's got meter to spend, Rashid can also drop the powerful Ysaar onto you to force a checkmate scenario. All in all, Rashid's close-range offense is one of the strongest in the game and something he excels at.
And excel at that offense he must, as Rashid's pokes are very stubby and his footsies in general is lacking. Rashid's kit is very complex and freeform, which both acts as a boon (in that it gives him lots of tools) and a curse (in that picking the best option can be difficult). As well, while Spinning Mixer is a decent anti-air option, it is only air-invulnerable on frame 6 as opposed to the standard frame 1, which combined with his mediocre anti-air buttons makes it hard for him to reactively stuff aerial approaches. All in all, Rashid is excellent for people who want to get in and flex their offense. If you want peerless mobility, excellent close-range pressure and a wealth of style alongside it, ride the waves with Rashid.
Pick if you like:
Avoid if you dislike:
Diverse, powerful, and plentiful mobility options, including: a run with command normal followups, forward-moving specials, crossover flips, and double-jumping air specials
Consistent and threatening pressure with many ways to be plus on block
Plentiful ways to spend resources and force mixups, including one of the most oppressive projectile supers in the game
Lacking fullscreen options and smaller buttons in neutral, making strong movement a must
A large and complex kit, which can make efficient decision making difficult
Anti-airs that require precise timing due to their minimal invincibility
Classic & Modern Versions Comparison
List of differences with Modern Rashid
Missing Normals
Standing Light Kick (5LK)
Crouching Medium Punch (2MP)
Jumping Light Punch (j.LP)
Jumping Medium Punch (j.MP)
Jumping Heavy Punch (j.HP)
Missing Command Normals
Crescent Kick (6HK)
Shortcut-Only Specials
Whirlwind Shot (5S)
MK version by default; change trajectory by holding Forward (LK) or Back (HK) after 5S
The strength is determined by which direction is held on frame 10
Eagle Spike (4S)
Light/OD Only
Assist Combos
A[L~L~L]: 2LP ~ 5LK ~ L Eagle Spike
On Block: stops at 5LK
A[M~M~M~M~M~M]: 5MP~HK ~ OD Arabian Cyclone ~ Run~Tempest Moon ~ SA1
Can also choose to manually juggle M Mixer (midscreen) / H Mixer (corner)
Burnout: 5MP~HK ~ H Arabian Cyclone ~ Rolling Assault ~ Rolling Nail
On Block: stops at 5MP~HK (with plenty of time to react with a safe cancel route)
A[H~H~H]: 5HP ~ L Spinning Mixer ~ SA3
On Block: stops at L Spinning Mixer
Miscellaneous Changes
N/A
Rashid
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.045
Backward Walk Speed
0.032
Forward Dash Speed
18
Backward Dash Speed
25
Forward Dash Distance
1.20 (1.86)
Backward Dash Distance
1.10 (1.91)
Drive Rush Min. Distance (Throw)
0.796
Drive Rush Min. Distance (Block)
2.253
Drive Rush Max Distance
2.998
Jumping
Jump Speed
4+38+3
Jump Apex
2.115
Forward Jump Distance
1.90 (5.07)
Backward Jump Distance
1.52 (3.63)
Throws
Throw Range
0.8
Throw Hurtbox
0.33
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
9
Chn Sp SA
300
LH
+4
-1
5MP
Standing Medium Punch
5MP
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
3
14
TC Sp SA
600
LH
+5
+1
Plus on block.
The first of Rashid's two plus on block normals. 5MP is both a pressure tool and a combo tool, as it's excellent to link into and comes with a target combo. Light normals (aside from 2LK) will frame trap and link out of it for straightforward pressure.
5HP
Standing Heavy Punch
5HP
Hitboxes Off
Hitboxes On
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
21
Sp SA
800
LH
+1
-4
Counter poke extraordinaire. One of Rashid's only reliable ways to combo into HK Eagle Spike, but will only do so from Drive Rush or if it connects as a Punish Counter.
5LK
Standing Light Kick
5LK
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
10
Sp SA
300
LH
+3
-1
Rashid's only light normal that combos into LK Eagle Spike. Otherwise has similar utility to his light punches.
A strange-looking normal that is more useful as an anti-air than a poke. However, should it hit as a Punish Counter, it's easily confirmable into a Spinning Mixer of Rashid's choice.
Crouching Normals
2LP
Crouching Light Punch
2LP
Boi
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
7
Chn Sp SA
300
LH
+5
-1
2MP
Crouching Medium Punch
2MP
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
13
Sp SA
600
LH
+4
+1
Plus on block.
Rashid's other plus on block normal. Much better as an anti-air than a pressure tool, 2MP will actually connect later in its active frames depending on distance, making it more plus but disrupting some links in exchange.
2HP
Crouching Heavy Punch
2HP
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
21(23)
SA
900
LH
+5
-6
2LK
Crouching Light Kick
2LK
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
8
Chn
200
L
+3
-1
2MK
Crouching Medium Kick
2MK
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
3
18
Sp SA
500
L
-1
-5
2HK
Crouching Heavy Kick
2HK
Hitboxes Off
Hitboxes On
2HK
Crouching Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
24(28)
-
900
L
HKD +31
-11
Jumping Normals
j.LP
Jumping Light Punch
j.LP
Hitboxes Off
Hitboxes On
j.LP
Jumping Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
5
3 land
-
300
H
+8(+9)
+4(+5)
j.MP
Jumping Medium Punch
j.MP
Hitboxes Off
Hitboxes On
j.MP
Jumping Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
5
3 land
Sp
600
H
+9(+11)
+5(+7)
j.HP
Jumping Heavy Punch
j.HP
Hitboxes Off
Hitboxes On
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
4(2)3
3 land
-
400x2
H,H
+11(+15)
+7(+11)
j.LK
Jumping Light Kick
j.LK
Hitboxes Off
Hitboxes On
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
5
3 land
-
300
H
+7(+9)
+3(+5)
j.MK
Jumping Medium Kick
j.MK
Hitboxes Off
Hitboxes On
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
6
3 land
-
500
H
+7(+13)
+3(+9)
j.HK
Jumping Heavy Kick
j.HK
Hitboxes Off
Hitboxes On
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
5
3 land
-
800
H
+8(+15)
+4(+11)
Wall Jump
Wall Jump
9 (against wall)
Hitboxes Off
Hitboxes On
9 (against wall)
Wall Jump
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
-
-
-
-
-
-
Forced Knockdown and Counterhit state for the entire duration
Can be done from Back or Neutral Jump if fully against the back wall
Can also be done against a cornered opponent after a Forward Jump
Rashid will face the new direction after bouncing off wall, affecting the direction that air attacks come out
Command Normals
6MP
Flapping Spin
6MP
Hitboxes Off
Hitboxes On
6MP
Flapping Spin
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8(24)
2(14)2
18
Sp SA (1st)
300x2
LH
+1
-3
1st hit has juggle properties.
1st hit special cancels.
Rashid advances incredibly far forwards during this move. The first hit is extremely useful for Rashid's juggle combos, as it has a lot of juggle potential and special cancels.
6HP
Beak Assault
6HP
Hitboxes Off
Hitboxes On
6HP
Beak Assault
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
22
3
21
-
800
H
+3
-3
6HK
Crescent Kick
6HK
Hitboxes Off
Hitboxes On
6HK
Crescent Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
4
20(23)
-
900
LH
+2(+5)
-3(0)
j.2HP
Blitz Strike
j.2HP
Hitboxes Off
Hitboxes On
j.2HP
Blitz Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
5
3 land
Sp
850
H
-9(-1)
-29(-21)
During Forward Jump only
Allows for a High/Low/Throw mixup on hit and block
Launches you very high on both hit on block.
Can be cancelled into j.214K, allowing for stagger pressure on block
Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
Distance:
? (min, normal cancel)
? (min, block/movement cancel)
? (max, no cancel)
Notable Drive Rush cancel combo routes:
Notable Drive Rush cancel blockstring gaps:
Special Moves
Spinning Mixer (236P)
Spinning Mixer
236P
Grounded
45 degree angle
Straight up
Similar angle to the MP version
Hitboxes Off
Hitboxes On
236LP
Spinning Mixer
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
236MP
Spinning Mixer
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)
236HP
Spinning Mixer
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-??f
236PP
Spinning Mixer
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)
Spinning Mixer is Rashid's go-to special move. It's useful for ending combos, ending blockstrings, as an anti-air, and as a reversal. The usage is dependant on the version.
LP Spinning Mixer is a safe combo ending special move that ends Rashid's turn on normal block. It's plus enough on hit to provide an un-mashable strike/throw mixup and safe enough on block to be +1 in Burnout. By nature of hitting three times, it's also an extremely safe buffer in neutral as it will beat Drive Impact armor and give Rashid a short extension with the resulting counterhit.
MP Spinning Mixer is a consistent knockdown combo ender. It travels pretty far and gives an extension into 236PP in the corner for a small damage boost.
HP Spinning Mixer is an extraordinary anti-air. Rashid travels straight up and is covered by a hitbox on both sides, cleanly stopping crossups and normal jumps alike.
OD Mixer is a relatively standard reversal.
Spinning Mixer
236P
Grounded
45 degree angle
Straight up
Similar angle to the MP version
Hitboxes Off
Hitboxes On
236LP (Air Current)
Spinning Mixer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
2(4)3(3)3(4)3(3) 3(4)3(3)3(4)3(3)3
15
SA3 (1st)
200,100x8 (1000)
LH
+4
+2
236MP (Air Current)
Spinning Mixer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
1,2(2)2(4)2(3)2(6) 2(3)2(5)2(3)2(5)2(3)2
37+19 land
SA3
200x2,100x8,200 (1400)
LH
KD +37
-78(-83)
236HP (Air Current)
Spinning Mixer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2(2)3(3)3(4)3(3) 3(2)3(2)3(2)3(3)3
39+14 land
-
125x8,800 (1800)
LH
KD +27
-83
236PP (Air Current)
Spinning Mixer
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
1,2(2)3(2)4(2)4(2) 4(2)4(2)4(2)4(2)4
36+19 land
Sp* (air)
200x2,100x8,200 (1400)
LH
KD +42
-72(-84)
Wind Current Spinning Mixers provide notable upgrades from the non-Wind versions. The biggest and most notable being LP Spinning Mixer, as it becomes plus on block and travels the entire length of the screen. It also hits a whopping 8 times, making it relatively safe against Drive Impact. If Rashid can get a Wind Current up, the only way to prevent Rashid from getting in with this is to avoid it entirely.
Eagle Spike (214K)
Eagle Spike
214K
Hitboxes Off
Hitboxes On
214LK
Eagle Spike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
13
11+20 land (19+32 land oB)
SA3 (hit)
1100
LH
KD +30(+42)
-36
214MK
Eagle Spike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
13
5+21 land (22+33 land oB)
-
1300
LH
KD +52(+64)
-36
214HK
Eagle Spike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
13
6+21 land (22+33 land oB)
-
1500
LH
KD +56(+68)
-36
214KK
Eagle Spike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
13
7+19 land (22+33 land oB)
-
1000
LH
KD +53(+65)
-36
Eagle Spike
214K
Hitboxes Off
Hitboxes On
214LK (Air Current)
Eagle Spike (Air Current)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
13
11+22 land (19+20 land oB)
SA3 (hit)
1300
LH
KD +35(+47)
-24
214MK (Air Current)
Eagle Spike (Air Current)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
15
5+45 land (22+12 land oH/oB)
-
1500
LH
KD +59
-15
214HK (Air Current)
Eagle Spike (Air Current)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
15
5+45 land (22+12 land oH/oB)
-
1500
LH
KD +59
-15
214KK (Air Current)
Eagle Spike (Air Current)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
14
7+15 land (22+21 land oB)
-
1300
LH
KD +53(+65)
-24
Whirlwind Shot (236K)
Whirlwind Shot
236K
Full Charge Shot Tornado
Hitboxes Off
Hitboxes On
236K
Whirlwind Shot
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11+6
-
35
SA3
600
LH
-1
-9
236{K}
Whirlwind Shot (Partial Hold)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
28+6
-
35
SA3
600,300
LH
+5
0
236[K]
Whirlwind Shot (Hold)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
53
-
35
SA3
400x2,200
LH
+16
+8
236KK
Whirlwind Shot
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
-
35
SA2 SA3
300,400
LH
KD +49
-2
236[KK]
Whirlwind Shot (Hold)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
44
-
35
SA2 SA3
400x3
LH
KD +65
+10
Can be charged for up to two additional hits.
Partial charge can be done to increase advantage
Fully charged Whirlwind Shots create a tornado at Rashid's feet which lasts ? frames.
Arabian Cyclone (214P)
Arabian Cyclone
214P
Hitboxes Off
Hitboxes On
214LP
Arabian Cyclone
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
15
3(1)15
28(14)
SA3
400x2
LH
+2
-6
214MP
Arabian Cyclone
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3(1)15
26(12)
SA3
400,500
LH
+4
-4
214HP
Arabian Cyclone
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
27
3(1)15
29(24)
SA3
400,300x2
LH
KD +40
-2
214PP
Arabian Cyclone
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3(1)29
25(29)
SA2 SA3
400x2
LH
KD +49
-10
Arabian Cyclone Followups (214P~4K/6K)
Arabian Cyclone Followups
214P~4K/6K
4K: Wind Stroke
6K: Rolling Assault
6K~K: Nail Assault
Hitboxes Off
Hitboxes On
214P~4K
Wing Stroke
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
32
-
6 land
-
-
-
-
-
Rashid is considered airborne and recovers in the air during the move.
214P~6K
Rolling Assault
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
33
-
-
-
-
-
LP and MP version only
No results
214P~6K~K
Nail Assault
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
3
26
SA3
600
LH
KD +44
-9
Goes under chest-level projectiles.
Arabian Skyhigh (j.214K)
Arabian Skyhigh
j.214K
Hitboxes Off
Hitboxes On
j.214LK
Arabian Skyhigh
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13(14)
9
3 land
-
600
LH
KD +16(+18)~
-32(-35)
j.214MK
Arabian Skyhigh
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18(19)
9
3 land
-
700
LH
KD +18(+20)~
-35(-38)
j.214HK
Arabian Skyhigh
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21(22)
9
3 land
-
800
LH
KD +20(+22)~
-43(-46)
j.214KK
Arabian Skyhigh
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13(14)
9
3 land
-
1000,500
LH
KD +34(+35)~
-25(-29)
Super Arts
Level 1 Super (236236K)
Super Rashid Kick
Level 1 Super Art
236236K
Hitboxes Off
Hitboxes On
236236K
Super Rashid Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
7
20+56 land (33+42 land oB)
-
2100(1800)
LH
KD +1(+7~14)
-53
Level 2 Super (214214K)
Ysaar
Level 2 Super Art
214214K
I summon you... BIG WALL!
Hitboxes Off
Hitboxes On
214214K
Ysaar
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
[349]
22
-
200x5
LH
KD +104
+33
Leaves a Tornado on screen after the projectile dissapates for ? frames.
Level 3 Super (236236P)
Altair
Level 3 Super Art
236236P
Smile for the camera! (Critical Art adds 500 more damage)