PC HP+HK, 8j.HK, 5HK, 6MP > 236MP/236HP/214LK
Basic combo from a Drive Impact. The second route is more difficult, but gives more corner carry and damage in return.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Basic introduction to how Rashid's linking options work. Anytime he can land 5MK, linking into 5MP is the best choice. If this proves too difficult when starting out, substitute the 5MK, 5MP link for 5HP.
The choice is up to you as the player whether you want a standing mixup from a safer special move or a knockdown from an unsafe special move. If you're having trouble confirming, go for 236LP.
Basic combo from a Drive Impact. The second route is more difficult, but gives more corner carry and damage in return.
Rashid can get a juggle extension from air hit 5HP. If the 6MP link is too difficult, it can be skipped for negligible damage loss.
Combo | Notes |
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5MP/2MP, 5LP/5LK | Links on hit and frame traps on block. Less rewarding from 5MP but easier to confirm than the TC. |
5MP~HK | Simple and straight-forward starter for a lot of what Rashid wants to do. Extends very easily with OD Arabian Cyclone midscreen and partial charge Whirlwind Shot in the corner. |
5MK, 5MP | Relatively standard link, usually used from a jump-in combo. |
Combo | Notes |
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CH 5LP/2LP, 5MP | Hit-confirmable link for more damage. |
CH 5LP/2LP/5MP, 2MK | Very consistent thanks to 2MK's great reach. |
CH 236LP, 5LK | Good to know, as 236LP hits three times and can blast through Drive Impact's armor. |
Combo | Notes |
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PC 5LP, 5MK, 5MP | Works at point-blank range. |
PC 5LP, 5MP | Works from slightly farther out, still retains good routing options. |
PC 5LP, 2MK | Longest reaching punish from 5LP. |
Combo | Notes |
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PC 2LP, 5HP | 2LP is 1 frame more plus on hit than 5LP which allows this link to work. |
Combo | Notes |
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PC 5MP, 5MP~HK | Route into TC from 5MP. |
PC 5MP/5MK, 5HP | Much more consistent in terms of the spacings it works at. |
Combo | Notes |
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PC 2MK, 214MK | It's not often that an ender is included here, but this is unique to punish counter. |
Combo | Notes |
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PC 5MK, 5HP |
Combo | Notes |
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PC 5HP, 214HK | Rashid needs extra hitstun in order to combo into HK Eagle Spike from 5HP. Thankfully, 5HP is quite fast and works well as a whiff punisher. |
PC 2HP, 5HP | 2HP is Rashid's highest damage linking starter, but the link doesn't work from all ranges. It's difficult to convert from neutral but it's fantastic as a punish for anything -12 or worse. |
PC 214MP, 5MK, 5MP | 214MP can be used as a punish starter against things like OD reversals or supers. |
Combo | Notes |
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DR 6HP, 5MP | Basic overhead confirm. Rashid has a lot of options from this starter thanks to the additional momentum from Drive Rush. |
DR 2LK, 2MK | Easily hit-confirmable double low string. |
DR 5MP, 5MP | 5HP also links from here, but this is much better for pressure and is also an easy confirm. |
Combo | Notes |
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5LP/5LK/2LP > DRC 5LP, 5MK, 5MP | Reliable route to secure either the 5MP TC or an Eagle Spike knockdown. |
5MP/2MP/2MK > DRC 5MK, 5MP/5HP | Deals more damage by skipping a light normal, on top of having better scaling overall. |
5HP > DRC 2HP, 5HP | Rashid's highest damage DRC extension, but usually limited to DP punishes. |
Spinning Mixer is an incredibly consistent combo ender. The LP version is safe and leaves the opponent standing, making it incredibly low-risk to buffer behind cancelable pokes in neutral. The MP version is quite fast and combos from everything the LP version does for a good knockdown or an OD Mixer extension in the corner. HP Mixer is much better as an anti-air but can still be used as a combo ender.
Eagle Spike, when compared to Spinning Mixer, is a lot more difficult to combo into and is very punishable if blocked. However, it deals incredible damage and provides an insane amount of corner carry. On top of that, Rashid is highly plus on hit and can set up all manner of meaties and safe jumps.
Rashid can get a safe jump anytime he can set up a ground connect 5MP in the corner. Being in the corner gives him the option of going for this or for an Eagle Spike knockdown, depending on which is more favorable to him.
Rashid can get a similar setup from a blocked Drive Impact in the corner. Unfortunately, this is too plus for him to safe jump from without a manual 2 frame delay, but he can easily setup 214MP or 214PP to continue pressure.
214KK is the same speed as 214MK, but crosses through the opponent and allows for an extension. Not many characters get a sideswap without giving up a decent amount of damage.
OD Arabian Cyclone is somewhat interchangeable with OD Whirlwind Shot, however OD WWS doesn't place an Air Current, which doesn't allow for the 236LP(1) extension after 6[6]K.
Useful for squeezing out a little more damage during grounded combos, such as after a Drive Rush cancel. Can also work in the corner after a Punish Counter Drive Impact, as 5HP will connect grounded.
Rashid's Air Currents enhance his Spinning Mixer (236P) and Eagle Spike (214K) special moves. He can place them down with Fully Charged Whirlwind Shot (236[K]), Fully Charged OD Whirlwind Shot (236[KK]), OD Arabian Cyclone (214PP), or Ysaar (214214K). Eagle Spike becomes a lot safer on block, and Spinning Mixer gains much more utility on both block and hit.
Air Current 236LP becomes not only +4 on hit, but also +2 on block. It's most often used directly after 236[K] as a meaty option, which is why it's listed here as such. Having such a massive, multihitting, plus on block special move is generally great whenever he can use it. Rashid gets one 5LP midscreen and two in the corner.
OD Spinning Mixer, when run through an Air Current, can cancel into Arabian Skyhigh for additional damage. Using OD Arabian Skyhigh will bring the opponent back down to the ground for a brief juggle extension into 6MP(1) and then a special or super of your choosing.
Heaven forbid that Rashid scores a Punish Counter with Air Current MK or HK Eagle Spike, as he can link a second HK Eagle Spike for a crushing amount of damage.
TO DO
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