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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
Rashid's 4f button of choice, useful in both pressure and as an abare tool. Moderate range and able to be chained three times and still comboable.
Links into 5LK on hit.
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
Cannot chain
Has the most hitstun/blockstun of any of Rashid's lights, allowing it to combo into 214LK.
5MK
Standing Medium Kick
5MK
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
17(19)
-
600
LH
+6
-3
One of Rashid's farthest reaching pokes and links into 5MP on normal hit. At max range it will not combo into anything but can be good to help use the rest of Rashid's buttons. Somewhat vulnerable to Drive Impact, but Rashid has plenty of options to discourage wild DI usage.
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
Less pushback than 5LP makes this a better choice when being a frame slower isn't an issue. Easily sets up throws afterward.
Links into 5LK
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.
Can wiff on crouching opponents at distance
Rashid's other plus on block normal that also works as an anti-air. This move has a lot of active frames which can make it great for meaties. It will often 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
Far-reaching 2HP. Somewhat unrewarding and slow when used as a poke compared to Rashid's other options, but excellent as a linking option from Drive Rush. Cancels into super and can combo into his lvl1 or lvl3.
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
Rashid's farthest reaching special cancelable move. This is an integral neutral tool as it can be useful to setup drive rush or special cancel mixups.
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)
This is Rashid's cross-up jump-in normal.
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 and full screen when enhanced by an Air Current. 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
Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...)
Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table.
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 -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 followup pressure, but the pushback is too high for Rashid to loop this continuously.
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.
236HP travels straight upward and has a strong anti-air hitbox that works against close jumps, including crossups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting to 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.
236PP is Rashid's standard OD reversal, but the invincibility window is much shorter than most reversals. It is fast and works well on the ground, but it loses frequently to air attacks, making it not a worthwhile anti-air in most cases. 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.
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
Travels fullscreen, giving combos on hit and pressure on block
Counterhit/Punish Counter bonus advantage applies through all hits
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)
Anti-Air Invuln: 5-8f (cannot hit crossups behind Rashid)
Full Invuln: 1-6f (cannot hit crossups behind Rashid)
Airborne 8-95f (Forced Knockdown state); cancelable into j.214K on hit/block
2 fewer hits (12f worse advantage) vs. crouch block
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.
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 counterhits, he gets even better rewards on hit. On block, he is +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 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 followup OD Spinning Mixer juggle.
Enhanced 236HP is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a 236[K] or a whiffed 214PP. Many Level 2 Super juggles will end with this move.
At only 4f startup, Enhanced 236PP is the fastest invincible reversal in the game. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of Enhanced OD Mixer is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt.
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
A flying kick that deals high damage and launches opponents a significant distance on hit. It has slow startup, making it more restrictive to combo into compared to Spinning Mixer, but in addition to the greater damage and corner carry Rashid is highly advantaged for continued pressure off the resulting knockdown. Without passing through an Air Current, all versions are massively unsafe on block.
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 an Air Current at Rashid's feet which lasts 60 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
OD Arabian Cyclone creates an Air Current at Rashid's feet which lasts 60 frames.
Cancelable into air normals/specials on frames 32-51
6f landing recovery if no air move is used; 67f total animation
214P~6K
Rolling Assault
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
-
-
33
-
-
-
-
-
Upper Body Projectile Invuln: 5-30f; Crouching state 6-33f
Can still lose to low-height projectiles like Juri 236LK or Rashid 236KK
Cancelable into Nail Assault followup on frames 17-20
Frame Advantage when canceled from 214P on hit/block:
214LP/214MP: -5 oH / -13 oB
214HP: KD +43 / +1 oB
214PP: KD +39 / -16 oB
Note: a late meaty 214P on the opponent's wakeup gives much better advantage after the roll
214P~6K~K
Nail Assault
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
3
26
SA3
600
LH
KD +44
-9
Upper Body Projectile Invuln: 1-19f
On the ground, only combos naturally from 214HP/214PP versions
Crouching state for entire move duration
Puts opponent into limited juggle state on hit
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)
Leg Projectile Invuln: 1-21f; Forced Knockdown state until landing
Puts opponent into limited juggle state on hit
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)
Leg Projectile Invuln: 1-26f; Forced Knockdown state until landing
Puts opponent into limited juggle state on hit
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)
Leg Projectile Invuln: 1-29f; Forced Knockdown state until landing
Puts opponent into limited juggle state on hit
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)
Leg Projectile Invuln: 1-21f; Forced Knockdown state until landing
On hit, transitions into projectile invuln divekick followup; puts opponent into limited juggle OTG state
Arabian Skyhigh is an aerial flip kick that transitions into a double jump; the trajectory of the jump depends on the button strength, with LK being the shortest and HK being the longest. It can be used after a forward jump (including after a j.MP/j.2HP cancel) or after a 6KK~KK Front Flip. All versions have a minimum height restriction; as an example, they will not activate after a low-connect j.2HP in juggles.
After the double jump, Rashid can use air normals on the way down. When used in air juggles, his heavy air normals (j.HP, j.HK, or j.2HP) will spike the opponent downward. The OD version causes Rashid to perform a divekick that bounces the opponent; if the opponent is high enough, he can follow this up with a 236HP juggle in the corner.
Grounded hit gives a cinematic side switch with extra damage
Aerial hit does less damage, no side switch, and has variable KD advantage depending on height
Rashid's Level 1 Super is an upward kick that is useful in juggles, as an anti-air, or as an invincible reversal that can help escape the corner. It has a somewhat shallow trajectory, making it weak to jumps right above him, but Rashid already has 236HP to cover this range.
Because the grounded version switches sides, you generally want to avoid ending a grounded combo with this Super if the opponent is near the corner. Instead, use a route that juggles into it; the positioning is worth far more than the slight damage loss.
On block, Rashid bounces far away from the opponent. However, at -53 it is still easy to punish, especially with Drive Rush or a forward dash into Drive Impact.
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
Armor Break; no invincibility of any kind
Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance
Can kick the projectile with 214P to make it travel quickly
Puts opponent into limited juggle state; listed KD/Block Advantage assumes a point blank connect
Depletes 1 Drive bar from opponent on hit (20% x 5 hits)
Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves)
Rashid summons a slow-moving tornado that gives access to damaging juggles on hit and mixups on block due to the Air Current enhancement. If activating it raw in neutral, it should be done from a long distance so that the opponent cannot interrupt the startup. If Rashid is hit before the tornado spawns, it will not come out and the meter will be wasted. Because the tornado has Super priority, it cannot be dissipated with regular or OD projectiles. Unlike most projectiles, it also does not disappear if it ends up off-screen.
Level 3 Super (236236P)
Altair
Level 3 Super Art
236236P
Smile for the camera! (Critical Art adds 500 more damage)
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On
236236P
Altair
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
18
82
-
4000
LH
HKD +17
-75
Full Invuln: 1-15f; Armor Break
Depletes 1.5 Drive bars from opponent on hit
Cinematic time regenerates ~1.8 Drive bars for Rashid
236236P
Altair (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
18
82
-
4500
LH
HKD +18
-75
Full Invuln: 1-15f; Armor Break
Depletes 2 Drive bars from opponent on hit
Cinematic time regenerates ~1.9 Drive bars for Rashid
Rashid's Level 3 Super has him performing an invincible version of his LP Spinning Mixer as he glides toward the opponent. The startup is somewhat slow, making it vulnerable to light meaties, and it's even slower at longer ranges due to Rashid's travel time. If it hits, it immediately enters a cinematic; this makes it somewhat useful against projectiles from within ~1/2 screen, as he only needs to clip an extended hurtbox to score a punish (from farther ranges, the invincibility runs out before the Super can hit).
Altair can be juggled into, although the slow startup means it will not work in every possible juggle route; for example, a grounded 236MP cannot cancel its landing recovery into Level 3. Some common cancel routes include 236LP (1st hit), 236MP (1st/2nd hits), 214P, and Roll > Nail Assault.
After the cinematic, Rashid can apply pressure with a Drive Rush starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. 6HK is also a useful meterless meaty option after Level 3 (but not CA); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button.
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
"Do this... this.. and this! It's easy as pie."
5PPPKKK
Neutral Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
534 (total)
-
-
-
-
-
-
-
Rashid's hurtbox shifts as he hops and dips during the taunt