|
|
Line 967: |
Line 967: |
| * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) | | * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) |
| * '''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), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| {{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) |
| * {{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:''' 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), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|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 |
| * {{clr|PC|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), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves |
| {{AttackDataCargo-SF6/Query|rashid_236kk}} | | {{AttackDataCargo-SF6/Query|rashid_236kk}} |
| * 2-hit OD projectile; 2nd hit puts opponent into {{sf6-jug|limited juggle}} state | | * 2-hit {{clr|OD|OD}} projectile; 2nd hit puts opponent into {{sf6-jug|limited juggle}} state |
| * Comes out if button is held less than 35f (total startup 17-40f) | | * Comes out if button is held less than 35f (total startup 17-40f) |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.09 (3f~) | | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} |
| * Applies 25% damage scaling to next hit when beginning a combo; applies an extra 15% damage scaling to next attack when comboed into | | * Applies 25% damage scaling to next hit when beginning a combo; applies an extra 15% damage scaling to next attack when comboed into |
| {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} |
| * 3-hit OD projectile; 3rd hit puts opponent into {{sf6-jug|limited juggle}} state | | * 3-hit {{clr|OD|OD}} projectile; 3rd hit puts opponent into {{sf6-jug|limited juggle}} state |
| * Button must be held 35f | | * Button must be held 35f |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f) / 0.09 (3f~) | | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} |
| * 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) |
| * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves |
| <br> | | <br> |
| Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with LK going the farthest while HK immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral; the most common scenario to use charged versions is after a knockdown with high advantage, like some versions of Eagle Spike. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced HK version can hit them out of the air due to its short arc. | | Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with {{clr|L|LK}} going the farthest while {{clr|H|HK}} immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. |
|
| |
|
| The OD version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate follow-up pressure.
| | If well-spaced, a poke canceled into {{clr|L|236LK}} is safe on block; however, this should be used sparingly due to the threat of {{clr|DR|Drive Impact}} (see below). It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral. After a knockdown with high advantage like {{clr|M|MK}}/{{clr|H|HK}} Eagle Spike, a charged Whirlwind can be used for oki, though the opponent can easily parry the projectile. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced {{clr|H|HK}} version can hit them out of the air due to its short arc. |
|
| |
|
| 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.
| | The {{clr|OD|OD}} version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate follow-up pressure. |
|
| |
|
| 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. | | 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; {{clr|SA|Level 1 Supers}} will lose to the projectile release, but some {{clr|SA|Level 2 or 3 Supers}} can shut down much of Rashid's Whirlwind oki. The most common scenario to use the full charge is after a {{clr|DR|DI}} stun when the opponent is in Burnout; starting with 236[P] lets Rashid link to {{clr|OD|Enhanced OD Spinning Mixer}} for huge juggle damage. |
| | |
| | A defensive {{clr|DR|Drive Impact}} is something you must always consider when doing using charged Whirlwind Shot. The {{clr|OD|OD}} version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat {{clr|DR|DI}} (but not from {{clr|M|5MP}}~{{clr|H|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 {{clr|DR|DI}}, and immediately cancel into {{clr|SA|SA3}} to break through the armor. |
|
| |
|
| 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. |