Neutral
Normal Attacks
Rashid's main poking normals are 2MK, 5MK, and 5HP. 2MK and 5HP are both special cancelable and combo into MK and HK Eagle Spike respectively when they hit as Punish Counters, letting Rashid immediately start his okizeme from a good whiff punish. On block, Rashid has an extremely safe bufferable option with LP Spinning Mixer. It's uniquely safe on block and safe versus Drive Impact, as the three hit nature of the move cleanly beats the armor. Rashid's poking range is shorter than most of the cast, making the midrange difficult for him. His goal is to whiff punish a midrange poke into Eagle Spike, advance into close range, or back off and start his Whirlwind Shot mindgames.
Special Moves
Whirlwind Shot is Rashid's defining neutral tool. It has a non-traditional travel angle compared to other projectiles (unless the OD version is used) and requires a bit more thought to use effectively. The LK version has the most range, with the HK version rising right in front of Rashid. The LK version is his best long-range poke save for the incredibly risky Eagle Spike, making it easiest to use against slow characters or tall characters when trying to keep space. The MK is somewhere in between the LK and HK versions, best for the midrange where it can potentially catch a jump. The HK version is typically the riskiest to use as it barely travels at all, but it can stop close jumps that the other versions would lose to.
On top of having different angles it can cover, Whirlwind Shot can be charged. Half charge WWS will beat most other Drive-less projectiles, but usually will not punish the opponent for throwing them due to the travel angle. The full charge WWS leave an Air Current, which (besides the projectile itself) is the main reason to use them. Mixing which version of WWS is used and how much they're charged makes navigating neutral against Rashid incredibly tricky. However, he does need space to start playing games with WWS. Some matchups will deny him the opportunity.
With an Air Current, neutral sways heavily in Rashid's favor. His main options from neutral with an air current up are 236LP, 214HK, and Jump. LP Spinning Mixer is the most straightforward option, as it's an advancing, plus on block special move that crushes Drive Impact. It's fast enough to be difficult to react to, even with the multitude of hits. HK Eagle Spike is his other main option, as it requires different responses to deal with and can heavily punish attempts to preemptively stop LP Mixer. Both of these options lose to Parry, which is where his jump comes in. Air currents boost the horizontal momentum of his jumps to an absurd degree, letting him j.MK from pretty much anywhere on the screen or land and throw to beat Parry. Air current jump also goes over projectiles where 236LP and 214HK would run headlong into them.
Offense
Frame Traps
Light Chains
Rashid is blessed with an incredible 5LP and some generally decent light normals. Chaining lights will frame trap opponents on block and Rashid can use the newfound respect from his opponent to reset his pressure or attempt a throw.
Other Normals
Rashid's 5MP and 2MP are both plus on block. 2MP has less pushback and 5MP has more, which is more useful will depend on where Rashid wants to be.
Special Moves
HK Whirlwind Shot is very easy to space to be advantageous on block in the corner. A simple string like 5MP, 5LP 236HK will leave Rashid plus and able to whiff punish anything he couldn't outright beat with a normal.
Okizeme
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +27 | +9 after dash, gives corner throw loop.
|
Back Throw | +27 | Same KD timing as Forward Throw
|
Air Throw | +27 | Same KD timing as Forward Throw
|
Drive Reversal | +23 | In the corner:
|
5MP~HK (Midscreen) (Rising Kick) |
+42 | Gives a safe jump, but if you do this target combo and don't follow it up I am personally coming to your house and uninstalling SF6 from your computer.
|
5MP~HK (Corner) (Rising Kick) |
+42 | Gives a safe jump, but if you do this target combo and don't follow it up I am personally coming to your house and uninstalling SF6 from your computer.
|
214MK (MK Eagle Spike) |
+52 |
|
214HK (HK Eagle Spike) |
+56 | Massive corner carry, so you usually get corner setups.
|
236MP (MP Spinning Mixer) |
+31 |
|
SA1 - 236236K (Super Rashid Kick) |
+11 (+7~14 Air) |
Cinematic version gives no oki, but the airborne non-cinematic hit gives Rashid variable frame advantage depending on the opponent's height (allows corner oki) |
SA3/CA - 236236P (Altair) |
HKD +17 (SA3) HKD +18 (CA) |
Can Drive Rush for pressure anywhere on the screen (but cannot get close enough to Throw vs. a reversal 4f normal)
|
vs. Burnout
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/5LK | 2LP/2LK | 5MP/2MP | 2MK | 5MK/6MP | 5HP/2HK | 2HP | 5HK | 6HK | 6HP | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 12 | 13 | 16 | 22 |
5MP~DRC | 0 | 0 | 0 | 0 | 0 | 1 | 4 | 5 | 8 | 14 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 4 | 7 | 13 |
5LK~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 12 | 13 | 16 | 22 |
2LP~DRC | 6 | 7 | 8 | 9 | 10 | 11 | 14 | 15 | 18 | 24 |
2MP~DRC | 0 | 0 | 0 | 0 | 0 | 1 | 4 | 5 | 8 | 14 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 8 | 9 | 12 | 18 |
6MP~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 5 | 6 | 9 | 15 |
5MP~HK~DRC | 1 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 13 | 19 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit. Note that comboing directly into DR~5HP allows a cancel into 214HK for massive corner carry and KD Advantage, while an extension like 5MK, 5HP or 2HP, 5HP must use a different ender.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LK~DRC | +4 | 5LP, 5MK, 5MP ... |
2LP~DRC | ||
5LP~DRC | +5 | 2LP, 5HP ... 5LP, 5MK, 5MP ... |
2MK~DRC | +8 | 5MK, 5HP ... |
2MP~DRC | +11 | 5HP ... 5MK, 5HP ... |
5MP~DRC | +12 | 5HP ... 2HP, 5HP ... |
6MP(1)~DRC | +13 | |
5HP~DRC | +14 | |
5MP~HK~DRC | Free Juggle | ? |
Defense
Reversals
- OD Spinning Mixer (236PP) - Fast and fully invincible reversal. Unlike most DP specials, there is no input shortcut that lets Rashid stay crouching; this can make it harder to deal with some situations like Drive Rush blockstrings into a low hit.
- SA1 (236236K) - Fairly fast and strike/throw invincible. If it hits the opponent grounded, the side switch lets Rashid escape the corner.
- SA3/CA (236236P) - Fully invincible, but slow startup making it susceptible to meaty light normals. Primarily used if you expect the opponent to use a meaty projectile, or if the extra damage can secure a win.
Anti-Airs
- 2MP - Rashid's fastest AA normal, but has poor hitbox priority and is liable to lose or trade against stronger jump-ins. Also tends to whiff against jumps near cross-up range.
- 5HK - Has a great vertical hitbox and grants a juggle state, with better follow-ups on Punish Counter. However, it takes 18 frames for the primary AA hitbox to come out, so it requires extreme focus to use on reaction.
- HP Spinning Mixer (236HP) - Hits straight above Rashid and works against cross-ups, making it his most consistent anti-air. The air invincibility doesn't start right away, so it requires faster reactions than a standard DP special. Also susceptible to being baited by moves that halt a character's jump trajectory.
- OD Spinning Mixer (236PP) - Acts more like a standard invincible anti-air, with invincibility up to the 2nd hit. Cannot hit cross-up like the HP version.
- 236MP can be used for a similar trajectory, but it must be done early as it has no air invincibility
- SA1 (236236K) - Reasonably fast and invincible, with better damage if timed to punish the opponent's landing recovery. The forward trajectory makes it liable to whiff near cross-up range.
- Air Throw - Great air-to-air against opponents trying to jump out of the corner.
- j.MP - Air-to-air that knocks down. Cancelable into j.214K after a forward jump for extra damage and follow-up juggles.
- j.8HK - Air-to-air from a neutral jump that hits high above Rashid. Causes a knockdown like j.MP, but harder to score a follow-up.
Anti-Projectile
- Whirlwind Shot (236K) - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. OD Whirlwind Shot will act like a slow-moving shield to protect you from incoming projectile, allowing you to advance safely. Charging it up turns it into an even stronger 3-hit version.
- Rolling Assault / Nail Assault (214P~6K~K) - Arabian Cyclone can be used to clash with an incoming projectile (though it requires somewhat strict preemptive timing). If the opponent tries to throw out another fireball immediately, Rashid can roll under it with a 6K input. From there, he can either punish with Nail Assault or perform an empty roll to surprise the opponent with a Throw.
- OD Eagle Spike (Air Current) (214KK) - If you have an Air Current on the screen (e.g. after SA2 or a charged Whirlwind Shot), Rashid can pass through the opponent's fireball for a punish into a strong juggle route.
- SA3/CA (236236P) - Works from inside ~1/2 screen, entering a cinematic if Rashid clips the opponent's extended hurtbox. Not recommended against projectiles with fast recovery, or ones that don't extend a wide hurtbox like Akuma.
Fighting vs. Rashid
Neutral
Offense vs. Rashid
Defense vs. Rashid