Street Fighter 6/Rashid/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Rashid HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Rashid Portrait.png 10000 0.8 0.045 0.032 18 25 1.20 (1.86) 1.10 (1.91) 4+38+3 1.90 (5.07) 1.52 (3.63) 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 2 9 14 +4 -1 LH Chn Sp SA 12
5MP 600 6 3 14 22 +5 +1 LH TC Sp SA 15
5HP 800 9 3 21 32 +1 -4 LH Sp SA 17
5LK 300 4 3 10 16 +3 -1 LH Sp SA 13
5MK 600 8 3 17(19) 27(29) +6 -3 LH -
5HK 800 13 8 18 38 -1 -5 LH -
2LP 300 5 3 7 14 +5 -1 LH Chn Sp SA 13
2MP 600 6 4 13 22 +4 +1 LH Sp SA 16
2HP 900 12 3 21(23) 35(37) +5 -6 LH SA 17 (SA)
2LK 200 5 3 8 15 +3 -1 L Chn
2MK 500 7 3 18 27 -1 -5 L Sp SA 13
2HK 900 9 3 24(28) 35(39) HKD +31 -11 L -
j.LP 300 4 5 3 land - - - H -
j.MP 600 9 5 3 land - - - H Sp
j.HP 400x2 8 4(2)3 3 land - - - H,H -
j.LK 300 5 5 3 land - - - H -
j.MK 500 7 6 3 land - - - H -
j.HK 800 10 5 3 land - - - H -
6MP 300x2 8(24) 2(14)2 18 43 +1 -3 LH Sp SA (1st) 11
6HP 800 22 3 21 45 +3 -3 H -
6HK 900 16 4 20(23) 39(42) +2(+5) -3(0) LH -
j.2HP 850 10 5 3 land - -9(-1) -29(-21) H Sp 14
j.8HK 800 8 5 3 land - - - H -
6[6]~6P 400x2 20+8 10 17 34 +7 -10(-1) L,LH -
6[6]~6K 600x2 20+16 2(4)3 21 45 +3 -4 LH,LH -
6[6]~6K (Air Current) 400x2,600 20+9 3(21)2(3)3 22 62 KD +56 OTG / KD +22 -5 LH,LH -
5MP~HK 400 13 4 36 52 KD +42 -20 LH Sp SA 49

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -9 +5 0 15 10 9
5MP +9 -15 +12 +8 22 18 11
5HP +5 -22 +14 +9 25 20 13
5LK 10% Starter +7 -11 +4 0 16 12 9
5MK +10 -18 26 17 11
5HK KD +49 Launch -24 25 21 13
2LP 10% Starter +9 -8 +4 -2 15 9 9
2MP +8 -15 +11 +8 21 18 11
2HP 20% Starter +9 -22 29 18 13
2LK 10% Starter +7 -9 14 10 9
2MK 20% Starter +3 -19 +8 +4 20 16 9
2HK HKD +47 -27 18 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19(25) 15(21) 10,10
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
6MP +5 -18 +13 +7 23,21 (37) 17,17 (33) 8,8
6HP +7 -22 27 21 13
6HK 20% Starter +6(+9) -22(-19) 26 21 13
j.2HP 15% Starter -5(+3) -44(-36) 37 17 12
j.8HK -2 19 15 13
6[6]~6P +11 -25(-16) 48 total 17 9,8
6[6]~6K 15% Starter +7 -22(-21) 33 total 26 total 10,10
6[6]~6K (Air Current) 20% Starter; Combo (2 hits) KD +56 OTG / KD +22 -21 49 total 10,10,11
5MP~HK Combo (2 hits) KD +42 KD +65 +3 20 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 5000 [8000] 2500 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 600 (420) 300 (150)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 3000 [4000] 1000 500 (350) 250 (125)
j.HP 2000x2 [2500x2] 1000x2 500x2 (350x2) 500x2 (250x2)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6MP 1500x2 [2500x2] 750x2 250x2 (175x2) 125x2 (62x2)
6HP 5000 [5000] 2000 1000 (700) 500 (250)
6HK 6000 [10000] 3000 1000 (700) 500 (250)
j.2HP 4000 [5000] 2000 1000 (700) 500 (250)
j.8HK 4000 [5000] 2000 1000 (700) 500 (250)
6[6]~6P 3000 [2500,5000] 1000x2 (1000) 500x2 (350x2) 250 (125)
6[6]~6K 2500x2 [5000x2] 1000x2 500x2 (350x2) 250x2 (125x2)
6[6]~6K (Air Current) 2000,2500x2 [5000,2500x2] 500,1000x2 200x3 (140x3) 100x3 (50x3)
5MP~HK 1000 [10000] 2000 600 (420) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK 5 PC ground / 2 air 2
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP 1 air 10
j.HP 1 air 0 0,1
j.LK
j.MK
j.HK
6MP 1 air (1st) 1,1
6HP
6HK 7-19 Lower Body
j.2HP Until Land (FKD after bounce) 1 air 1
j.8HK 1 air 0 0
6[6]~6P 1-19 Upper Body Projectile
6[6]~6K 6-21 Throw 6-21 (FKD)
6[6]~6K (Air Current) 21-36 (FKD) 1 1,1
5MP~HK 1

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK
5MP Useful for starting combos and block pressure; has a Target Combo follow-up that can be canceled into 236LP for safety on block or into higher damage routes on hit
5HP Decent mid-range button with a strong hitbox for counterpoking; can combo to 214HK after Drive Rush or Punish Counter; special/DR cancel is delayed until after 2nd active frame
5LK Highest hitstun light normal makes it useful for special cancels (the only light normal that can combo into 214LK naturally); DR cancel is delayed until after active frames
5MK Combo starter that links into 5MP or into itself on counter-hit; 2 extra recovery frames on whiff
5HK Puts airborne opponents into limited juggle state; Punish Counter launches grounded opponents into limited juggle state; decent anti-air hitbox, but very slow and cannot hit cross-up; high pushback on hit and block; forces stand on hit; final 2 active frames whiff on crouching opponents; has an extended hurtbox 1f before active that is vulnerable to projectiles
2LP Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame
2MP Combo and pressure tool with many active frames for easy oki; can anti-air on frames 7-9 but cannot hit opponents behind Rashid; whiffs on crouching opponents at longer ranges
2HP Decent poke that can be buffered into supers; good close range Punish Counter starter (combos into 5HP), but high pushback makes it less reliable at longer ranges; 2 extra recovery frames on whiff
2LK Chains into 5LP/2LP/2LK
2MK Standard cancelable low poke; Range: 1.405; DR cancel is delayed until after active frames
2HK Can be juggled into even without Drive Rush (no longer a Hard Knockdown when juggled into); 4f extra recovery on block; disadvantage on block is fixed regardless of which active frame connects (cannot make it safer when meaty)
j.LP
j.MP Puts airborne opponents into limited juggle state; cancels into j.214K from forward jumps; shifts Rashid's hurtbox upward during startup
j.HP 1st hit puts airborne opponents into limited juggle state, 2nd hit causes spike knockdown; if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block
j.LK Longest horizontal range of Rashid's jump normals
j.MK Cross-up; shifts Rashid's hurtbox upward during startup
j.HK When used after j.214K or 214P~4K, causes a spike knockdown vs. airborne opponents
6MP () refers to startup of 2nd hit; 1st hit puts airborne opponents into limited juggle state (or maintains juggle state when used mid-combo); 2nd hit causes air reset; counter-hit/Punish Counter bonus advantage applies to both hits; decent range for whiff punishing; can be affected by Air Current on frames 3-10 (travels fullscreen)
6HP Long-ranged overhead that can lead to combos if well-spaced; not actually airborne despite the animation; can be affected by Air Current on frames 4-25 (travels nearly fullscreen)
6HK 3f extra recovery on whiff; useful for hopping over low pokes and comboing into MP normals on Punish Counter, but not actually airborne; good option out of Drive Rush; can be spaced to hit on later active frames for better advantage; can be affected by Air Current on frames 6-19 (travels fullscreen)
j.2HP Can be performed during forward jump or after j.214K; causes spike knockdown and OTG juggle state vs. airborne opponents; cancelable into j.214K; bounces off opponent on hit/block/parry, allowing Rashid to follow up with another airborne move (except another j.2HP) on frames 12-23; if Rashid hits airborne opponent 1f before landing, he lands immediately rather than bouncing; listed frame advantage assumes a grounded opponent and no follow-up air attack
j.8HK During neutral jump only; puts airborne opponents into limited juggle state, making it a useful air-to-air; shifts Rashid's hurtbox upward during startup
6[6]~6P Crouching state for entire move duration; cannot hit airborne opponents; on hit, connects twice and switches sides, remaining projectile invincible throughout the entire animation; on block, connects once and stays on the same side; if opponent is cornered, Rashid is close enough for a follow-up combo; counter-hit/Punish Counter bonus advantage applies to both hits; frames 1-17 can be affected by Air Current
6[6]~6K Counter-hit/Punish Counter bonus advantage applies to both hits; frames 1-3 can be affected by Air Current, becoming the Enhanced version
6[6]~6K (Air Current) Puts opponent into limited juggle OTG state if first hit connects (regular knockdown if first hit doesn't connect)
5MP~HK Puts opponent into limited juggle state; both hits form a true blockstring and can cancel to 236LP for safety; special/DR cancel is delayed until after 4th recovery frame

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +27 - T
4LPLK 1200 (2040) 5 3 23 30 KD +27 - T
j.LPLK 1200 (2040) 5 3 3 land - KD +27 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +27
4LPLK 20% Immediate HKD +27
j.LPLK HKD +27
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
j.LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
j.LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Allows for a corner throw loop; must be manually timed after a forward dash
4LPLK Side switches; after back throwing opponent into the corner, Rashid can threaten with Drive Rush pressure but does not get true throw oki
j.LPLK Useful air-to-air against close range jumps; in the corner, can get oki with Drive Rush
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.796 (min/throw), 2.253 (min/block), 2.998 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
9 (against wall) - - - - - - - - -
6[6] - 20 - 5(18) 90 - - - -
6KK - 32 total - - 32 - - - -
6KK~KK - 18+51 total - 8 land 51 - - - -
236LP 300,200x2 (700) 8 3(5)2(4)2 19(24) 42(47) +2 -3 LH SA3 (1st) 10
236LP (Air Current) 200,100x8 (1000) 6 2(4)3(3)3(4)3(3)
3(4)3(3)3(4)3(3)3
15 74 +4 +2 LH SA3 (1st) 9
236MP 300,100x3,200 (800) 8 1,2(2)2(5)2(3)2 34+14 land 74 KD +31 -45(-49) LH SA3, (Sp/SA land) 11
236MP (Air Current) 200x2,100x8,200 (1400) 5 1,2(2)2(4)2(3)2(6)
2(3)2(5)2(3)2(5)2(3)2
37+19 land 115 KD +42 -78(-83) LH SA3 8
236HP 100x5,700 (1200) 6 2(2)3(3)3(4)
3(4)3(4)3
24+14 land 77 KD +33 -55 LH -
236HP (Air Current) 125x8,800 (1800) 5 2(2)3(3)3(4)3(3)
3(2)3(2)3(2)3(3)3
39+14 land 104 KD +27 -83 LH -
236PP 300x2,100x6,200 (1400) 6 1,2(2)3(2)4(2)
4(2)4(2)4(2)4(2)3
38+19(15) land 105 KD +25 -42(-48) LH -
236PP (Air Current) 200x2,100x8,200 (1400) 4 1,2(2)3(2)4(2)4(2)
4(2)4(2)4(2)4(2)4
36+19 land 115 KD +47 -72(-84) LH Sp* (air) 99 oH / 83 oB
214LK 1100 15 13 11+20 land
(19+32 land oB)
58 KD +30(+42) -36 LH -
214LK (Air Current) 1300 14 13 11+22 land
(19+20 land oB)
59 KD +35(+47) -24 LH -
214MK 1300 21 13 5+21 land
(22+33 land oB)
59 KD +52(+64) -36 LH -
214MK (Air Current) 1500 17 15 5+45 land
(22+12 land oH/oB)
81 KD +59 -15 LH -
214HK 1500 26 13 6+21 land
(22+33 land oB)
65 KD +56(+68) -36 LH -
214HK (Air Current) 1500 17 15 5+45 land
(22+12 land oH/oB)
81 KD +59 -15 LH -
214KK 1000 21 13 7+19 land
(22+33 land oB)
59 KD +53(+65) -36 LH -
214KK (Air Current) 1300 18 14 7+15 land
(22+21 land oB)
53 KD +53(+65) -24 LH -
236K 600 11+6 - 35 52 -1 -9 LH SA3 4
236{K} 600,300 28+6 - 35 69(88) +5 0 LH SA3 4
236[K] 400x2,200 53 - 35 88 +16 +8 LH SA3 9
236KK 300,400 17 - 35 52 KD +49 -2 LH SA2 SA3 12
236[KK] 400x3 44 - 35 79 KD +65 +10 LH SA2 SA3 12
214LP 400x2 15 3(1)15 28(14) 47 +2 -6 LH SA3 20
214MP 400,500 20 3(1)15 26(12) 50 +4 -4 LH SA3 19
214HP 400,300x2 27 3(1)15 29(24) 69 KD +40 -2 LH SA3 19
214PP 400x2 20 3(1)29 25(29) 49(53) KD +49 -10 LH SA2 SA3 21
214P~4K - 32 - 6 land 67 - - - -
214P~6K - - - 33 33 - - - -
214P~6K~K 600 17 3 26 45 KD +44 -9 LH SA3 16
j.214LK 600 13(14) 9 3 land - KD +16(+18)~ -32(-35) LH -
j.214MK 700 18(19) 9 3 land - KD +18(+20)~ -35(-38) LH -
j.214HK 800 21(22) 9 3 land - KD +20(+22)~ -43(-46) LH -
j.214KK 1000,500 13(14) 9 3 land - KD +34(+35)~ -25(-29) LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
9 (against wall)
6[6]
6KK
6KK~KK
236LP 75,50x2 (175) 30% Starter +6 -19 32 total 6,5,5
236LP (Air Current) 50,25x8 (250) 20% Starter; Combo (2 hits) +8 -15 71 total 6,2x7,9
236MP 75,25x2 (100~125) 10% Starter KD +31 -65 22(18) 4,3x3,9
236MP (Air Current) 75x2,100x3 (350~450) KD +42 -98 33(28) 2x10,8
236HP 25 KD +33 -70 17 3x5,10
236HP (Air Current) 31 KD +27 -98 17 2x8,10
236PP 75x2,25 (150~175) 20% Starter KD +25 -65 25(19) 4,4,2x6,4
236PP (Air Current) 50x2,25x4 (200) 20% Starter KD +47 -93 39(27) 4,4,2x8,8
214LK 275 KD +30(+42) -50 16 11
214LK (Air Current) 325 KD +35(+47) -38 16 12
214MK 325 KD +52(+64) -54 20 13
214MK (Air Current) 375 KD +113 Tumble -33 20 15(19)
214HK 375 KD +56(+68) -54 20 15(19)
214HK (Air Current) 375 KD +113 Tumble -33 20 15(19)
214KK 250 Combo (2 hits) KD +53(+65) -54 20 15(18)
214KK (Air Current) 325 KD +53(+65) -42 20 15(18)
236K 150 +3 -25 27 (9)
236{K} 150,75 +9 -14 36 total (9,9)
236[K] 100x2,50 +20 -3 44 total (9,9,8)
236KK 75,100 25% Starter; Combo (extra 15%) KD +49 -14 34 total (7,7)
236[KK] 100x3 20% Starter; Combo (2 hits) KD +65 -3 46 total (7,7,8)
214LP 150,50 +6 -18(-4) 27 total / 23 tornado 8 / 9(7) tornado
214MP 175,50 +8 -16(-2) 27 total / 23 tornado 8 / 9(7) tornado
214HP 200,25x2 KD +40 -12(-1) 41 total / 8,29 tornado 8 / 6,8(9,9) tornado
214PP 100x2 20% Starter; Combo (2 hits) KD +49 -19(+12) 24 total / 20 tornado 8,(4)
214P~4K
214P~6K
214P~6K~K 150 20% Starter KD +44 -27 20 12
j.214LK 150 KD +16(+18)~ -53(-51) 20 8
j.214MK 175 KD +18(+20)~ -56(-53) 20 8
j.214HK 200 KD +20(+22)~ -63(-61) 20 8
j.214KK 250 KD +34(+35)~ -47(-43) 20 8

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
9 (against wall)
6[6]
6KK
6KK~KK
236LP 2000,500x2 [1500x2,2000] 500x2,1000 400,200x2 (280,140x2) 200,100x2 (100,50x2)
236LP (Air Current) 500x8,1000 [500x8,1000] 100x9 100,50x8 (70,35x8) 50,25x8 (25,12x8)
236MP 2500x3 [5000] 400x5 (400x3) 300,100x3,200 (210,70x3,140) 100x3 (50x3)
236MP (Air Current) 1250x5 [5000] 150x10,500 (150x5) 150x2,50x8,100 (105x2,35x8,70) 75x2,25x3 (37x2,12x3)
236HP 5000 [5000] 200x5,1000 (200) 100x5,500 (70x5,350) 50 (25)
236HP (Air Current) 5000 [5000] 200x8,1000 (200) 110x8,120 (77x8,84) 55 (27)
236PP 2500x3 -20000 100x8,200 (70x8,140) 50x3 (25x3)
236PP (Air Current) 1250x6 -20000 100x2,50x9 (70x2,35x9) 100x2,50x4 (50x2,25x4)
214LK 4000 [6000] 2000 1000 (700) 500 (250)
214LK (Air Current) 5000 [6000] 2000 1000 (700) 500 (250)
214MK 6000 [8000] 2000 1100 (770) 550 (275)
214MK (Air Current) 8000 [8000] 2000 1200 (840) 600 (300)
214HK 8000 [10000] 2000 1200 (840) 600 (300)
214HK (Air Current) 8000 [8000] 2000 1200 (840) 600 (300)
214KK 8000 [8000] -20000 1000 (700) 500 (250)
214KK (Air Current) 8000 [8000] -20000 500 (350) 250 (125)
236K 2500 [3000] 1000 600 (420) 300 (150)
236{K} 1250x2 [1500x2] 500x2 300x2 (210x2) 150x2 (75x2)
236[K] 800x2,900 [1000x3] 300x2,400 200x3 (140x3) 100x3 (50x3)
236KK 1250x2 [1500x2] -20000 400,200 (280,140) 200,100 (100,50)
236[KK] 800x2,900 [1000x3] -20000 200x3 (140x3) 100,200,100 (50,100,50)
214LP 3000,1000 [5000,3000] 1000x2 400,200 (280,140) 200,100 (100,50)
214MP 4000,1000 [5000,3000] 1000x2 400,200 (280,140) 200,100 (100,50)
214HP 5000,500x2 [5000,1500x2] 1000,500x2 400,100x2 (280,70x2) 200,50x2 (100,25x2)
214PP 5000,1000 [5000,1500] -20000 400,200 (280,140) 200,100 (100,50)
214P~4K
214P~6K
214P~6K~K 5000 [5000] 2000 300 (210) 150 (75)
j.214LK 4000 [9000] 2000 500 (350) 250 (125)
j.214MK 5000 [9000] 2000 500 (350) 250 (125)
j.214HK 6000 [9000] 2000 500 (350) 250 (125)
j.214KK 7000 [4500x2] -20000 800,200 (560,140) 400 (200)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9 (against wall) Until Land (FKD)
6[6]
6KK
6KK~KK 11-43 (FKD)
236LP 1,1,1
236LP (Air Current)
236MP 6-10 Air 13-60 (FKD)
236MP (Air Current) 5-8 Air 9-96 (FKD)
236HP 6-12 Air 8-63 (FKD)
236HP (Air Current) 5-11 Air 7-90 (FKD)
236PP 1-8 Full, 9-13 Air 10-86 (FKD)
236PP (Air Current) 1-6 Full 8-95 (FKD)
214LK 9-38 (FKD) 1 0
214LK (Air Current) 8-37 (FKD) 1 0
214MK 12-38 (FKD) 1 0
214MK (Air Current) 8-36 (FKD) 1 0
214HK 15-44 (FKD) 1 0
214HK (Air Current) 8-36 (FKD) 1 0
214KK 12-40 (FKD) 4 4
214KK (Air Current) 7-37 Projectile 9-37 (FKD) 1 1
236K 1 air 1
236{K} 1 air 2,0
236[K] 1 air
236KK 2 0,1
236[KK] 1 1,0,1
214LP 15-17 Projectile (Leg) 3,1
214MP 20-22 Projectile (Leg) 3,1
214HP 27-29 Projectile (Leg) 1 1,1,3
214PP 20-22 Projectile (Leg) 1 1,1
214P~4K 22-61 (FKD)
214P~6K 5-30 Upper Body Projectile
214P~6K~K 1-19 Upper Body Projectile 1 1
j.214LK 1-21 Projectile (Leg) Until Land (FKD) 1 1
j.214MK 1-26 Projectile (Leg) Until Land (FKD) 1 1
j.214HK 1-29 Projectile (Leg) Until Land (FKD) 1 1
j.214KK 1-21 Projectile (Leg) Until Land (FKD) 1 1,1

input Notes
input Notes
9 (against wall) Counter-hit state during entire duration; can be done from Back or Neutral jump if fully against the wall, or after Forward Jump against a cornered opponent; cannot be performed after j.2HP or j.214K
6[6] Input by holding forward after a forward dash; cancelable into 6P or 6K follow-ups on frames 20-72; after 72f, Rashid has 18f stopping recovery if no follow-up is input (90f total); stopping the run early has 5f recovery; no stopping recovery if jumping forward out of the run animation (neutral/back jump still plays out the 5f recovery); counter-hit state during entire run animation; affected by Air Current for entire duration except for 18f recovery, causing Rashid to run faster
6KK Can input 4KK/5KK/6KK follow-up on frames 19-25; collision box disappears frames 6-23, allowing Rashid to pass through opponents; can be affected by Air Current on frames 2-20, traveling nearly fullscreen; travel distance: 1.7 (3.62 enhanced)
6KK~KK Input during 6KK; holding forward/back/neutral direction affects flip distance; can use any air attack frames 22-40; can be affected by Air Current on frames 1-36, traveling forward fullscreen
236LP Great pressure tool that is safe on block and can blow throw armor; 5f extra recovery on whiff; Counter-hit/Punish Counter bonus advantage applies through all hits (allows for follow-up combo); can be affected by Air Current on frames 2-16
236LP (Air Current) Fullscreen advancing move that gives a combo on hit and frame advantage on block; counter-hit/Punish Counter bonus advantage applies through all hits (allows for a stronger follow-up combo)
236MP The last 11f of landing recovery is cancelable into special moves or supers on hit only; 4f worse advantage and 1 less hit when crouch blocked; cannot anti-air cross-ups; can be affected by Air Current on frames 2-8
236MP (Air Current) 5f worse advantage and 1 less hit when crouch blocked; cannot anti-air cross-ups; travels fullscreen
236HP Good anti-air that can hit cross-ups; can be affected by Air Current on frames 2-5
236HP (Air Current) Good anti-air that can hit cross-ups
236PP 4f less landing recovery on block only; cannot anti-air cross-ups; 6f worse advantage and 1 less hit when crouch blocked; can be affected by Air Current on frames 2-8
236PP (Air Current) Cannot anti-air cross-ups; 12f worse advantage and 2 fewer hits when crouch blocked; on hit or block, Rashid can cancel into j.214K on frames 67-71 after the active period
214LK Puts opponent into limited juggle state on hit (can lead to follow-up juggles if well spaced); on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 4-14
214LK (Air Current) Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames
214MK Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-27
214MK (Air Current) Functions identically to enhanced 214HK; puts opponent into limited juggle state on hit; on hit/block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); opponent slides on the ground for great corner carry; Punish Counter tumble allows for a follow-up 214K for even more damage and corner carry
214HK Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-30
214HK (Air Current) Functions identically to enhanced 214MK; puts opponent into limited juggle state on hit; on hit/block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); opponent slides on the ground for great corner carry; Punish Counter tumble allows for a follow-up 214K for even more damage and corner carry
214KK Puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 6-29
214KK (Air Current) Puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames
236K 1-hit projectile that travels forward before arcing upward; can hold button to charge for a powered-up version; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); projectile comes out in 6f if button is released from frames 11-27 (total startup 17-33f); cannot use if SA2 is active
236{K} 2-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 28f; counter-hit/Punish Counter bonus advantage applies to both hits; projectile comes out in 6f if button is released from frames 28-47 (total startup 34-53f); cannot use if SA2 is active
236[K] 3-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 48f for fully charged version; counter-hit/Punish Counter bonus advantage applies to all hits; creates Air Current effect on frame 51 next to Rashid that lasts 60f and enhances many of his moves; cannot use if SA2 is active
236KK 2-hit OD projectile; 2nd hit puts opponent into limited juggle state on hit; travels fullscreen; hitbox is low to the ground, making many low-profile anti-projectile moves ineffective; projectile comes out in 6f if button is released from frames 11-34 (total startup 17-40f); cannot use if SA2 is active
236[KK] 3-hit OD projectile; 3rd hit puts opponent into limited juggle state on hit; must hold button 35f for fully charged version; travels fullscreen; hitbox is low to the ground, making many low-profile anti-projectile moves ineffective; creates Air Current effect on frame 41 next to Rashid that lasts 60f and enhances many of his moves; cannot use if SA2 is active
214LP Strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 21-22; Counter-hit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; 28f recovery is total time after the tornado spawns; 14f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: -5/-13
214MP Strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; Counter-hit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; in the corner, Rashid can consistently link 5LK on hit; 26f recovery is total time after the tornado spawns; 12f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: -5/-13
214HP Strike hitbox; spawns a tornado with 2 hits of projectile durability; first hit puts opponent into limited juggle state; the 2-hit tornado does not cause a knockdown on its own, and carries Counter-hit/Punish Counter advantage through both hits if it connects; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 33-34; high active frame count makes it great for oki; 29f recovery is total time after the tornado's 2nd hit occurs; 24f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: KD+43/+1
214PP Strike hitbox (making it vulnerable to opponent's wakeup SA1); spawns a tornado with 1 hit of OD projectile durability; first hit puts opponent into limited juggle state; the tornado does not cause a knockdown on its own; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; creates an Air Current on frame 53 (after the first tornado dissipates) that lasts 60f and enhances many of Rashid's moves; 4f extra recovery on block; the listed recovery time begins after the tornado's first active frame (Rashid recovers before the tornado disappears); advantage when canceled into 6K Roll: KD+39/-16
214P~4K Cancelable into air normals/specials on frames 32-51; can be affected by Air Current on frames 23-47; 6f landing recovery occurs if no air move is used
214P~6K Crouching state 6-33f; cancelable into Nail Assault follow-up on frames 17-20; can be affected by Air Current on frames 8-25; can roll under most projectiles (loses to low ones like Juri 236LK or Rashid 236KK); Hit/Block Advantage after 214P connects: 214LP/214MP -5/-13; 214HP KD+43/+1; 214PP KD+39/-16
214P~6K~K Puts opponent into limited juggle state; crouching state for entire move duration; cannot hit cross-ups behind Rashid; outside of juggles, only combos naturally from 214HP/214PP versions
j.214LK From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (shortest trajectory); can be affected by Air Current on frames 1-13
j.214MK From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (medium trajectory, similar to normal jump); can be affected by Air Current on frames 1-18
j.214HK From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (longest trajectory); can be affected by Air Current on frames 1-21
j.214KK From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle OTG state on hit; has minimum height restriction (will not activate after low-height j.2HP); performs a double-jump after the initial flip kick; on hit, transitions into a follow-up divekick that is projectile invincible; can be affected by Air Current on frames 1-13

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 2100(1800) 9 7 20+56 land
(33+42 land oB)
91 KD +11(+7~14) -53 LH
214214K 200x5 11 [349] 22 33 KD +104 +33 LH
236236P 4000 11 18 82 110 HKD +17 -75 LH
236236P 4500 11 18 82 110 HKD +18 -75 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 500 30% Minimum KD +11(+7~14) -76 25 10
214214K 80x5 40% Minimum; Combo (2 hits) KD +104 +32 56 total (7,7,7,7,8)
236236P 1000 50% Minimum; 10% Immediate (Sp) HKD +17 -98 25 6
236236P 1250 50% Minimum; 10% Immediate (Sp) HKD +18 -98 25 6

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 2500 5000 -10000 -10000
214214K 1000x5 2000x5 -20000 -20000
236236P 7500 15000 -30000 -30000
236236P 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-15 Strike/Throw Break 9-35 (FKD)
214214K Break 1 0
236236P 1-15 Full Break
236236P 1-15 Full Break

input Notes
input Notes
236236K Useful anti-air and combo/juggle tool; deals 300 less damage vs. airborne opponents with variable KD Advantage based on juggle height; grounded hit gives a cinematic that switches sides; bounces far away on block, but easily punished with dash or Drive Rush starter; listed recovery is on whiff/(block); only 500 damage on first hit if it trades
214214K No invincibility; puts opponent into limited juggle state; spawns a 5-hit Super projectile tornado; travels fullscreen on its own, and Rashid can kick it with 214P to make it travel faster (can also kick tornado in the opposite direction after a side switch); tornado remains active even if it disappears off-screen; creates Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves); listed KD Advantage is from point blank connect; cannot use 236K Whirlwind Shot while Super is active
236236P Reaches about half screen; cinematic time regenerates ~1.8 Drive bars for Rashid; only deals 10 damage when trading with opponent's attack
236236P Reaches about half screen; 1f better KD Advantage over non-CA version; available at 25% HP or below; cinematic time regenerates ~1.9 Drive bars for Rashid; only deals 10 damage when trading with opponent's attack



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu