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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| * Air Current increases Rashid's run speed
| |
| * Cancelable into followups on frames 20-72 | | * Cancelable into followups on frames 20-72 |
| * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump | | * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump |
| * After 72f, has 18f stopping recovery for a total 90f Run duration | | * After 72f, has 18f stopping recovery for a total 90f Run duration |
| * Counterhit state during entire run animation | | * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed |
| | * Rashid is in a Counterhit state for the entire run animation |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} |
| * Crouching state for entire move duration; cannot hit airborne opponents | | * Crouching state for entire move duration; cannot hit airborne opponents |
| * '''Upper Body Projectile Invuln:''' 1-19f (on hit, remains invuln for entire duration) | | * '''Upper Body Projectile Invuln:''' 1-19f (on hit, remains invuln for entire duration) |
| | * Can be affected by Air Current on frames 1-17 |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counterhit/Punish Counter bonus advantage applies to both hits |
| <br> | | <br> |
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| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counterhit/Punish Counter bonus advantage applies to both hits |
| * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100/85/75/65...) | | * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100/85/75/65...) |
| * Can be affected by Air Current on frames 1-15 (becomes Enhanced version) | | * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) |
| <br> | | <br> |
| The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to 5MP on Punish Counter. This can be especially useful against opponents who wake up with 2MK to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout), so this is an aggressive read. | | The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to 5MP on Punish Counter. This can be especially useful against opponents who wake up with 2MK to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout), so this is an aggressive read. |
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| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| * Counterhit/Punish Counter bonus advantage applies through all hits (especially useful vs. Drive Impact) | | * Counterhit/Punish Counter bonus advantage applies through all hits (especially useful vs. Drive Impact) |
| | * Can be affected by Air Current on frames 2-16 |
| {{AttackDataCargo-SF6/Query|rashid_236mp}} | | {{AttackDataCargo-SF6/Query|rashid_236mp}} |
| * '''Anti-Air Invuln:''' 6-10f (cannot hit crossups behind Rashid) | | * '''Anti-Air Invuln:''' 6-10f (cannot hit crossups behind Rashid) |
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| * The last 11 landing recovery frames are cancelable into special moves or Supers on hit | | * The last 11 landing recovery frames are cancelable into special moves or Supers on hit |
| * 1 less hit (4f worse advantage) vs. crouch block | | * 1 less hit (4f worse advantage) vs. crouch block |
| | * Can be affected by Air Current on frames 2-8 |
| {{AttackDataCargo-SF6/Query|rashid_236hp}} | | {{AttackDataCargo-SF6/Query|rashid_236hp}} |
| * '''Anti-Air Invuln:''' 6-12f; works well vs. crossups | | * '''Anti-Air Invuln:''' 6-12f; works well vs. crossups |
| * '''Airborne''' 8-63f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-63f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| | * Can be affected by Air Current on frames 2-5 |
| {{AttackDataCargo-SF6/Query|rashid_236pp}} | | {{AttackDataCargo-SF6/Query|rashid_236pp}} |
| * '''Full Invuln:''' 1-8f (cannot hit crossups behind Rashid) | | * '''Full Invuln:''' 1-8f (cannot hit crossups behind Rashid) |
| * '''Airborne''' 10-86f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 10-86f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * 1 less hit (6f worse advantage) vs. crouch block | | * 1 less hit (6f worse advantage) vs. crouch block |
| | * Can be affected by Air Current on frames 2-8 |
| <br> | | <br> |
| Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. | | Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. |
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| * '''Airborne''' 9-38f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 9-38f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into limited juggle state on hit |
| * Can be affected by Air Current on frames 4-15 | | * Can be affected by Air Current on frames 4-14 |
| {{AttackDataCargo-SF6/Query|rashid_214mk}} | | {{AttackDataCargo-SF6/Query|rashid_214mk}} |
| * '''Airborne''' 12-38f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 12-38f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into limited juggle state on hit |
| * Can be affected by Air Current on frames 6-28 | | * Can be affected by Air Current on frames 6-27 |
| {{AttackDataCargo-SF6/Query|rashid_214hk}} | | {{AttackDataCargo-SF6/Query|rashid_214hk}} |
| * '''Airborne''' 15-44f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 15-44f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into limited juggle state on hit |
| * Can be affected by Air Current on frames 6-31 | | * Can be affected by Air Current on frames 6-30 |
| {{AttackDataCargo-SF6/Query|rashid_214kk}} | | {{AttackDataCargo-SF6/Query|rashid_214kk}} |
| * '''Airborne''' 12-40f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 12-40f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit; side switches if not in the corner | | * Puts opponent into limited juggle state on hit; side switches if not in the corner |
| * Can be affected by Air Current on frames 6-30 | | * Can be affected by Air Current on frames 6-29 |
| * Counts as 2 hits for damage scaling when comboed into | | * Counts as 2 hits for damage scaling when comboed into |
| <br> | | <br> |
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| * '''Airborne''' 22-61f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 22-61f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Cancelable into air normals/specials on frames 32-51 | | * Cancelable into air normals/specials on frames 32-51 |
| | * Can be affected by Air Current on frames 23-47 |
| * 6f landing recovery if no air move is used; 67f total animation | | * 6f landing recovery if no air move is used; 67f total animation |
| {{AttackDataCargo-SF6/Query|rashid_214p_6k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_6k}} |
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| ** Can still lose to low-height projectiles like Juri 236LK or Rashid 236KK | | ** Can still lose to low-height projectiles like Juri 236LK or Rashid 236KK |
| * Cancelable into Nail Assault followup on frames 17-20 | | * Cancelable into Nail Assault followup on frames 17-20 |
| | * Can be affected by Air Current on frames 8-25 |
| * Frame Advantage when canceled from 214P on hit/block: | | * Frame Advantage when canceled from 214P on hit/block: |
| ** {{clr|LP|214LP}}/{{clr|MP|214MP}}: {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-13}} oB | | ** {{clr|LP|214LP}}/{{clr|MP|214MP}}: {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-13}} oB |
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| * '''Leg Projectile Invuln:''' 1-21f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-21f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into limited juggle state on hit |
| | * Can be affected by Air Current on frames 1-13 |
| {{AttackDataCargo-SF6/Query|rashid_j214mk}} | | {{AttackDataCargo-SF6/Query|rashid_j214mk}} |
| * '''Leg Projectile Invuln:''' 1-26f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-26f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into limited juggle state on hit |
| | * Can be affected by Air Current on frames 1-18 |
| {{AttackDataCargo-SF6/Query|rashid_j214hk}} | | {{AttackDataCargo-SF6/Query|rashid_j214hk}} |
| * '''Leg Projectile Invuln:''' 1-29f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-29f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into limited juggle state on hit |
| | * Can be affected by Air Current on frames 1-21 |
| {{AttackDataCargo-SF6/Query|rashid_j214kk}} | | {{AttackDataCargo-SF6/Query|rashid_j214kk}} |
| * '''Leg Projectile Invuln:''' 1-21f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | * '''Leg Projectile Invuln:''' 1-21f; [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing |
| * On hit, transitions into projectile invuln divekick followup; puts opponent into limited juggle OTG state | | * On hit, transitions into projectile invuln divekick followup; puts opponent into limited juggle OTG state |
| | * Can be affected by Air Current on frames 1-13 |
| <br> | | <br> |
| 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. | | 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. When affected by an Air Current, Rashid shifts forward farther before performing the double jump. |
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| 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. | | 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. |