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| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB |
| <br> | | <br> |
| A decent counterpoke due to its hitbox, but lacking the range to compete with some of the game's stronger buttons. This button is great in many {{clr|DR|Drive Rush}} combos, although it is too slow to combo from {{clr|M|2MK}} > {{clr|DR|DRC}} without at least a Counter-hit advantage bonus, or without linking into {{clr|M|5MK}} or {{clr|M|5MP}} first. | | A decent counterpoke due to its hitbox, but lacking the range to compete with some of the game's stronger buttons. This button is great in many {{clr|DR|Drive Rush}} combos, although it is too slow to combo from {{clr|M|2MK}} > {{clr|DR|DRC}} without at least a {{clr|PC|Counter-hit}} advantage bonus, or without linking into {{clr|M|5MK}} or {{clr|M|5MP}} first. |
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| Rashid has several useful cancel routes like {{clr|M|MK}}/{{clr|OD|OD}} Eagle Spike or {{clr|OD|OD Arabian Cyclone}}. With a Punish Counter or {{clr|DR|DR~}}{{clr|H|5HP}} starter, you gain access to {{clr|H|HK Eagle Spike's}} enormous corner carry as well. | | Rashid has several useful cancel routes like {{clr|M|MK}}/{{clr|OD|OD}} Eagle Spike or {{clr|OD|OD Arabian Cyclone}}. With a {{clr|PC|Punish Counter}} or {{clr|DR|DR~}}{{clr|H|5HP}} starter, you gain access to {{clr|H|HK Eagle Spike's}} enormous corner carry as well. |
| }} | | }} |
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| One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Without {{clr|DR|Drive Rush}} or Burnout, the block disadvantage will immediately end Rashid's pressure. | | One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Without {{clr|DR|Drive Rush}} or Burnout, the block disadvantage will immediately end Rashid's pressure. |
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| At max range, {{clr|M|5MK}} will not combo into anything, but on Counter-hit it links to itself (or {{clr|M|2MK}} if you're closer, but still too far away for {{clr|M|5MP}}) for a little extra damage. Somewhat vulnerable to {{clr|DR|Drive Impact}} since it cannot cancel, but Rashid has plenty of options to discourage random {{clr|DR|DI}} usage. | | At max range, {{clr|M|5MK}} will not combo into anything, but on {{clr|PC|Counter-hit}} it links to itself (or {{clr|M|2MK}} if you're closer, but still too far away for {{clr|M|5MP}}) for a little extra damage. Somewhat vulnerable to {{clr|DR|Drive Impact}} since it cannot cancel, but Rashid has plenty of options to discourage random {{clr|DR|DI}} usage. |
| }} | | }} |
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| A fairly long range kick with high pushback on block; despite the frame disadvantage, most characters will struggle to take their turn back after blocking. | | A fairly long range kick with high pushback on block; despite the frame disadvantage, most characters will struggle to take their turn back after blocking. |
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| The Punish Counter juggle state makes it great for whiff punishing, allowing a follow-up like {{clr|M|MP Spinning Mixer}} from almost any range. It also gives a juggle off of any airborne hit, but the upward hitbox does not truly begin until the 6th active frame; this makes it a slow but rewarding 18f anti-air if you are ready to predict the opponent's jump timing. Be careful not to attempt this from closer ranges, as Rashid can simply whiff under the opponent. | | The {{clr|PC|Punish Counter}} juggle state makes it great for whiff punishing, allowing a follow-up like {{clr|M|MP Spinning Mixer}} from almost any range. It also gives a juggle off of any airborne hit, but the upward hitbox does not truly begin until the 6th active frame; this makes it a slow but rewarding 18f anti-air if you are ready to predict the opponent's jump timing. Be careful not to attempt this from closer ranges, as Rashid can simply whiff under the opponent. |
| }} | | }} |
| <br> | | <br> |
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| One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. | | One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. |
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| {{clr|H|2HP}} can be used as a punish starter into {{clr|H|5HP}}, but the high pushback will cause combos to drop outside of close range. Its best combo use is in {{clr|DR|Drive Rush}} cancels after {{clr|M|5MP}}, {{clr|H|5HP}}, or Punish Counter {{clr|M|2MK}}, providing the same link options without the finicky range issues. | | {{clr|H|2HP}} can be used as a punish starter into {{clr|H|5HP}}, but the high pushback will cause combos to drop outside of close range. Its best combo use is in {{clr|DR|Drive Rush}} cancels after {{clr|M|5MP}}, {{clr|H|5HP}}, or {{clr|PC|Punish Counter}} {{clr|M|2MK}}, providing the same link options without the finicky range issues. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_walljump}} | | {{AttackDataCargo-SF6/Query|rashid_walljump}} |
| * {{FKD}} and Counter-hit state for the entire duration | | * {{FKD}} and {{clr|PC|Counter-hit}} state for the entire duration |
| * Cannot be performed after {{clr|H|j.2HP}} or j.214K | | * Cannot be performed after {{clr|H|j.2HP}} or j.214K |
| * Can be done from Back or Neutral Jump if fully against the back wall | | * Can be done from Back or Neutral Jump if fully against the back wall |
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| ** 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle state | | ** 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle state |
| ** 2nd hit causes air reset when juggled into | | ** 2nd hit causes air reset when juggled into |
| * 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:''' 11f (1st hit only) | | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
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| * Can be affected by Air Current on frames 6-19 (travels fullscreen) | | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| <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 {{sf6-adv|VP|+5}} on hit and {{sf6-adv|E|0}} on block even without a {{clr|DR|Drive Rush}} enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into {{clr|M|5MP}}. {{clr|H|6HK}} also works well after {{clr|DR|Drive Rush}}; if the opponent uses delayed jabs to stuff attempted overheads, using {{clr|H|6HK}} instead is likely to result in a counter-hit. | | 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 {{sf6-adv|VP|+5}} on hit and {{sf6-adv|E|0}} on block even without a {{clr|DR|Drive Rush}} enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into {{clr|M|5MP}}. {{clr|H|6HK}} also works well after {{clr|DR|Drive Rush}}; if the opponent uses delayed jabs to stuff attempted overheads, using {{clr|H|6HK}} instead is likely to result in a {{clr|PC|Counter-hit}}. |
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| Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep). | | Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep). |
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| * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump | | * 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 | | * After 72f, has 18f stopping recovery for a total 90f Run duration |
| * Rashid is in a Counter-hit state for the entire run animation | | * Rashid is in a {{clr|PC|Counter-hit}} state for the entire run animation |
| * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed | | * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed |
| <br> | | <br> |
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| * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) | | * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) |
| * 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...) |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| * Can be affected by Air Current on frames 1-17 | | * Can be affected by Air Current on frames 1-17 |
| <br> | | <br> |
| Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri {{clr|L|236LK}} or Rashid {{clr|OD|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 [https://www.youtube.com/watch?v=2_cXe1klgTc stronger follow-up routes]. Hitting a cornered opponent keeps Rashid at point blank for even easier follow-up conversions, with no Punish Counter required. | | Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri {{clr|L|236LK}} or Rashid {{clr|OD|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 [https://www.youtube.com/watch?v=2_cXe1klgTc stronger follow-up routes]. Hitting a cornered opponent keeps Rashid at point blank for even easier follow-up conversions, with no {{clr|PC|Punish Counter}} required. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} |
| * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) | | * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) |
| * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) | | * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) | | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) | | * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) |
| <br> | | <br> |
| The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to {{clr|M|5MP}} on Punish Counter. This can be especially useful against opponents who wake up with {{clr|M|2MK}} to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout); canceling into {{clr|SA|SA2}} is the only other way to keep it safe. | | The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to {{clr|M|5MP}} on {{clr|PC|Punish Counter}}. This can be especially useful against opponents who wake up with {{clr|M|2MK}} to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout); canceling into {{clr|SA|SA2}} is the only other way to keep it safe. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} |
| * '''Airborne''' 21-36f ({{FKD}} state) | | * '''Airborne''' 21-36f ({{FKD}} state) |
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| * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from Punish Counter {{clr|H|5HP}}/{{clr|M|6MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|PC|Punish Counter}} {{clr|H|5HP}}/{{clr|M|6MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
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| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
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| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|DR|DR~}}{{clr|H|5HP}}{{clr|OD|*}} > delay {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit (delay must be frame-perfect) | | * {{clr|DR|DR~}}{{clr|H|5HP}}{{clr|OD|*}} > delay {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit (delay must be frame-perfect) |
| * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| * 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) |
| * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
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| 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. | | 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. |
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| 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 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. | | 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. |
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| 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. | | 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. |
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| {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} |
| * Travels fullscreen, giving combos on hit and pressure on block | | * Travels fullscreen, giving combos on hit and pressure on block |
| * Counter-hit/Punish Counter bonus advantage applies through all hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits |
| * '''Cancel Hitconfirm Window:''' 9f (Super, 1st hit) | | * '''Cancel Hitconfirm Window:''' 9f (Super, 1st 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) | | * 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) |
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| 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 Lv.2 Super, charged 236[K], or 214PP) powers up Spinning Mixer and gives each version more damage and improved properties. |
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| 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 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. | | 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. |
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| 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. | | 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. |
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| {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} |
| * 2-hit projectile; button must be held 28-47f (total startup 34-53f) | | * 2-hit projectile; button must be held 28-47f (total startup 34-53f) |
| * 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:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 | | * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 |
| {{AttackDataCargo-SF6/Query|rashid_236k_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_hold}} |
| * 3-hit projectile; button must be held 48f | | * 3-hit projectile; button must be held 48f |
| * Counter-hit/Punish Counter bonus advantage applies to all hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to all hits |
| * '''Cancel Hitconfirm Window:''' 9f (Super) | | * '''Cancel Hitconfirm Window:''' 9f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 | | * '''Projectile Speed:''' 0.03 (1-2f) / LK 0.1 / MK 0.07 / HK 0.04 |
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| A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki. | | A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki. |
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| A defensive {{clr|DR|Drive Impact}} is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat {{clr|DR|DI}} (but not from 5MP~HK). In neutral, {{clr|DR|DI}} is also not a viable reaction; at worst, Rashid would get Counter-hit by an early {{clr|DR|DI}} rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit {{clr|DR|DI}} in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counter-hit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against {{clr|DR|Drive Impact}} - he can release the Whirlwind on reaction to DI, and immediately cancel into {{clr|SA|SA3}} to break through the armor. | | A defensive {{clr|DR|Drive Impact}} is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat {{clr|DR|DI}} (but not from 5MP~HK). In neutral, {{clr|DR|DI}} is also not a viable reaction; at worst, Rashid would get {{clr|PC|Counter-hit}} by an early {{clr|DR|DI}} rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit {{clr|DR|DI}} in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a {{clr|PC|Counter-hit}}, so it's not a tremendous risk. Rashid does have an interesting counter strategy against {{clr|DR|Drive Impact}} - he can release the Whirlwind on reaction to DI, and immediately cancel into {{clr|SA|SA3}} to break through the armor. |
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| All versions of Whirlwind Shot '''cannot be used if {{clr|SA|SA2}} is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. | | All versions of Whirlwind Shot '''cannot be used if {{clr|SA|SA2}} is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. |
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Line 1,023: |
| * '''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 |
| * 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) |
| * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates | | * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates |
Line 1,029: |
Line 1,029: |
| * '''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 |
| * 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) |
| * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates | | * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates |