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| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f |
| <br> | | <br> |
| A decent counterpoke due to its hitbox, but lacking the range to compete with some of the games stronger buttons. This button is great in many Drive Rush combos, although it is too slow to combo from 2MK > Drive Rush without at least a Counterhit advantage bonus. Rashid has several useful cancel routes like MK/OD Eagle Spike or OD Arabian Cyclone. With a Punish Counter or Drive Rush 5HP starter, you gain access to HK Eagle Spike's enormous corner carry as well. | | A decent counterpoke due to its hitbox, but lacking the range to compete with some of the games stronger buttons. This button is great in many Drive Rush combos, although it is too slow to combo from 2MK > Drive Rush without at least a Counter-hit advantage bonus. Rashid has several useful cancel routes like MK/OD Eagle Spike or OD Arabian Cyclone. With a Punish Counter or Drive Rush 5HP starter, you gain access to HK Eagle Spike's enormous corner carry as well. |
| }} | | }} |
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| * 2 extra recovery frames on whiff | | * 2 extra recovery frames on whiff |
| <br> | | <br> |
| One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Rashid's turn ends immediately on block without Drive Rush or Burnout, so it's not his go-to pressure button. At max range, 5MK it will not combo into anything, but on Counterhit it links to itself for a little extra damage. Somewhat vulnerable to Drive Impact since it cannot cancel, but Rashid has plenty of options to discourage random DI usage. | | One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Rashid's turn ends immediately on block without Drive Rush or Burnout, so it's not his go-to pressure button. At max range, 5MK it will not combo into anything, but on Counter-hit it links to itself for a little extra damage. Somewhat vulnerable to Drive Impact since it cannot cancel, but Rashid has plenty of options to discourage random DI usage. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2hk}} | | {{AttackDataCargo-SF6/Query|rashid_2hk}} |
| * Counterhit/Punish Counter: +47 HKD | | * Counter-hit/Punish Counter: +47 HKD |
| * Has juggle potential; no longer HKD when juggled into | | * Has juggle potential; no longer HKD when juggled into |
| * 4 extra recovery frames on block | | * 4 extra recovery frames on block |
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| {{AttackDataCargo-SF6/Query|rashid_jhp}} | | {{AttackDataCargo-SF6/Query|rashid_jhp}} |
| * 1st hit puts airborne opponents into limited juggle state | | * 1st hit puts airborne opponents into limited juggle state |
| * 2nd hit causes spiked knockdown vs. airborne opponents | | * 2nd hit causes spike knockdown vs. airborne opponents |
| <br> | | <br> |
| A 2-hit air normal that requires semi-precise timing to ensure both hits connect. As an air-to-air, both hits will connect properly for a knockdown. Ending a juggle with j.HP is generally a weak options, as only one hit will connect. If the first hit is stand blocked, the second hit will not hit overhead against an opponent that immediately crouch blocks. | | A 2-hit air normal that requires semi-precise timing to ensure both hits connect. As an air-to-air, both hits will connect properly for a knockdown. Ending a juggle with j.HP is generally a weak options, as only one hit will connect. If the first hit is stand blocked, the second hit will not hit overhead against an opponent that immediately crouch blocks. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jmk}} | | {{AttackDataCargo-SF6/Query|rashid_jmk}} |
| * Can hit Crossup | | * Can hit Cross-up |
| <br> | | <br> |
| A crossup air normal with a somewhat narrow hitbox. Neutral jumping into an Air Current while standing next to the opponent will usually carry Rashid just far enough for j.MK to hit as a crossup. | | A cross-up air normal with a somewhat narrow hitbox. Neutral jumping into an Air Current while standing next to the opponent will usually carry Rashid just far enough for j.MK to hit as a cross-up. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jhk}} | | {{AttackDataCargo-SF6/Query|rashid_jhk}} |
| * Causes spiked knockdown vs. airborne opponents when used after j.214K or 214P~4K | | * Spike knockdown vs. airborne opponents when used after j.214K or 214P~4K |
| <br> | | <br> |
| A heavy jump-in that's easier to time than j.HP due to being a single hit. It does not cause an air knockdown on a normal air connect, but in certain juggle routes it becomes a useful knockdown ender. | | A heavy jump-in that's easier to time than j.HP due to being a single hit. It does not cause an air knockdown on a normal air connect, but in certain juggle routes it becomes a useful knockdown ender. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_walljump}} | | {{AttackDataCargo-SF6/Query|rashid_walljump}} |
| * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] and Counterhit state for the entire duration | | * [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] and Counter-hit state for the entire duration |
| * Cannot be performed after j.2HP or j.214K | | * Cannot be performed after j.2HP or j.214K |
| * Can be done from Back or Neutral Jump if fully against the back wall | | * Can be done from Back or Neutral Jump if fully against the back wall |
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| ** 1st hit puts airborne opponents into limited juggle state and maintains existing juggle state | | ** 1st hit puts airborne opponents into limited juggle state and maintains existing juggle state |
| ** 2nd hit causes air reset when juggled into | | ** 2nd hit causes air reset when juggled into |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * Can be affected by Air Current on frames 3-10 (travels fullscreen) | | * Can be affected by Air Current on frames 3-10 (travels fullscreen) |
| * '''Cancel Hitconfirm Window:''' 11f (1st hit only) | | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
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| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) |
| <br> | | <br> |
| A hopkick with decent range that can beat many low pokes in neutral while remaining safe on block. If spaced perfectly, it can be up to +5 on hit and 0 on block even without a Drive Rush enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into 5MP. 6HK also works well after Drive Rush; if the opponent uses delayed jabs to stuff attempted overheads, using 6HK instead is likely to result in a counterhit. | | A hopkick with decent range that can beat many low pokes in neutral while remaining safe on block. If spaced perfectly, it can be up to +5 on hit and 0 on block even without a Drive Rush enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into 5MP. 6HK also works well after Drive Rush; if the opponent uses delayed jabs to stuff attempted overheads, using 6HK instead is likely to result in a counter-hit. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_j2hp}} | | {{AttackDataCargo-SF6/Query|rashid_j2hp}} |
| * Usable during Forward Jump or after j.214K | | * Usable during Forward Jump or after j.214K |
| * Causes spiked knockdown and OTG juggle state vs. airborne opponents | | * Spike knockdown and OTG juggle state vs. airborne opponents |
| * Bounces off opponents on hit/block/parry; listed frame advantage assumes grounded connect with no air followup | | * Bounces off opponents on hit/block/parry; listed frame advantage assumes grounded connect with no air followup |
| ** Bounce is in a [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing | | ** Bounce is in a [[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state until landing |
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| * After 72f, has 18f stopping recovery for a total 90f Run duration | | * After 72f, has 18f stopping recovery for a total 90f Run duration |
| * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed | | * 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 | | * Rashid is in a Counter-hit 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 | | * Can be affected by Air Current on frames 1-17 |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| <br> | | <br> |
| Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri 236LK or Rashid 236KK; the early frames of his meterless 236K is also low to the ground. Because Rashid has to perform a forward dash and wait 20f to start the slide, it is not practical as a pure reaction counter. Like most slides, it can be made safe if spaced near max range. This also helps Rashid stay close after a side switch on hit, opening up stronger followup routes [https://www.youtube.com/watch?v=2_cXe1klgTc (see video examples)]. Hitting a cornered opponent keeps Rashid at point blank for even easier followup conversions, no Punish Counter required. | | Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri 236LK or Rashid 236KK; the early frames of his meterless 236K is also low to the ground. Because Rashid has to perform a forward dash and wait 20f to start the slide, it is not practical as a pure reaction counter. Like most slides, it can be made safe if spaced near max range. This also helps Rashid stay close after a side switch on hit, opening up stronger followup routes [https://www.youtube.com/watch?v=2_cXe1klgTc (see video examples)]. Hitting a cornered opponent keeps Rashid at point blank for even easier followup conversions, no Punish Counter required. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} |
| * '''Airborne/Throw Invuln:''' 6-21f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne/Throw Invuln:''' 6-21f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/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 1-3 (becomes Enhanced version) | | * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_lplk}} | | {{AttackDataCargo-SF6/Query|rashid_lplk}} |
| * Can dash forward for a corner throw loop (must delay throw)
| | * Punish Counter: HKD +27 |
| * Punish Counter: +27 HKD | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Applies immediate 20% damage scaling when comboed into (e.g. Crumple) | |
| <br> | | <br> |
| Rashid gets excellent knockdown advantage on his forward throw, making it easier to shimmy after a forward dash since he won't be in the opponent's throw range. The downside is that the throw must be manually timed; you also cannot hold forward to use his walk animation as a visual timing cue, since this will result in a Run coming out. | | Rashid gets excellent knockdown advantage on his forward throw, allowing for a corner throw loop that can be mixed up with a shimmy to bait the opponent's throw tech. Each throw must be manually timed, as he has too much KD Advantage after a dash to throw immediately. Remember that holding forward after a dash results in a Run, which will ruin the throw loop setup. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_4lplk}} | | {{AttackDataCargo-SF6/Query|rashid_4lplk}} |
| * Side switches | | * Side switch |
| * Punish Counter: +27 HKD | | * Punish Counter: HKD +27 |
| * Applies immediate 20% damage scaling when comboed into (e.g. Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After back throwing the opponent into the corner, Rashid is too far to threaten with immediate throw oki. However, he can still pressure with a Drive Rush normal, which inherently makes a second throw a viable option. | | After back throwing the opponent into the corner, Rashid is too far to threaten with immediate throw oki. However, he can still pressure with a Drive Rush normal, which inherently makes a second throw a viable option. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| * Counterhit/Punish Counter bonus advantage applies through all hits (especially useful vs. Drive Impact) | | * Counter-hit/Punish Counter bonus advantage applies through all hits (especially useful vs. Drive Impact) |
| * Can be affected by Air Current on frames 2-16 | | * 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 cross-ups behind Rashid) |
| * '''Airborne''' 13-60f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 13-60f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * 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 |
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| * Can be affected by Air Current on frames 2-8 | | * 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. cross-ups |
| * '''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 | | * 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 cross-ups 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 |
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| 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. | | 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. |
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| 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 too 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. | | 236HP travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too 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. |
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| 236PP is Rashid's standard OD reversal. 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. | | 236PP is Rashid's standard OD reversal. 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. |
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| {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} |
| * Travels fullscreen, giving combos on hit and pressure on block | | * Travels fullscreen, giving combos on hit and pressure on block |
| * Counterhit/Punish Counter bonus advantage applies through all hits | | * Counter-hit/Punish Counter bonus advantage applies through all hits |
| {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-8f (cannot hit crossups behind Rashid) | | * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-ups behind Rashid) |
| * '''Airborne''' 9-96f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 9-96f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * 1 less hit (5f worse advantage) vs. crouch block | | * 1 less hit (5f worse advantage) vs. crouch block |
| {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-11f; works well vs. crossups | | * '''Anti-Air Invuln:''' 5-11f; works well vs. cross-ups |
| * '''Airborne''' 7-90f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 7-90f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} |
| * '''Full Invuln:''' 1-6f (cannot hit crossups behind Rashid) | | * '''Full Invuln:''' 1-6f (cannot hit cross-ups behind Rashid) |
| * '''Airborne''' 8-95f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state); cancelable into j.214K on hit/block | | * '''Airborne''' 8-95f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state); cancelable into j.214K on hit/block |
| * 2 fewer hits (12f worse advantage) vs. crouch block | | * 2 fewer hits (12f worse advantage) vs. crouch block |
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| 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. | | 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. |
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| 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 {{sf6-adv|P|+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 236LP hits up to 9 times instead of 3, and allows Rashid to link 5LK > 214LK or 5LP > 236MP on hit; if the Mixer counter-hits, he gets even better rewards on hit. On block, he is {{sf6-adv|P|+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. |
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| 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 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. |
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| {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} |
| * 2-hit projectile; button must be held 28-47f (total startup 34-53f) | | * 2-hit projectile; button must be held 28-47f (total startup 34-53f) |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| {{AttackDataCargo-SF6/Query|rashid_236k_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_hold}} |
| * 3-hit projectile; button must be held 48f | | * 3-hit projectile; button must be held 48f |
| * Counterhit/Punish Counter bonus advantage applies to all hits | | * Counter-hit/Punish Counter bonus advantage applies to all hits |
| * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves |
| {{AttackDataCargo-SF6/Query|rashid_236kk}} | | {{AttackDataCargo-SF6/Query|rashid_236kk}} |
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| A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki. | | A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki. |
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| A defensive Drive Impact is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat DI (but not from 5MP~HK). In neutral, DI is also not a viable reaction; at worst, Rashid would get Counterhit by an early DI rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit DI in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counterhit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against Drive Impact - he can release the Whirlwind on reaction to DI, and immediately cancel into Level 3 Super to break through the armor. | | A defensive Drive Impact is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat DI (but not from 5MP~HK). In neutral, DI is also not a viable reaction; at worst, Rashid would get Counter-hit by an early DI rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit DI in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counter-hit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against Drive Impact - he can release the Whirlwind on reaction to DI, and immediately cancel into Level 3 Super to break through the armor. |
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| All versions of Whirlwind Shot '''cannot be used if Level 2 Super is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. | | All versions of Whirlwind Shot '''cannot be used if Level 2 Super is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. |
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| * '''Leg Projectile Invuln:''' 15-17f | | * '''Leg Projectile Invuln:''' 15-17f |
| * 47f total animation; cancelable into 4K or 6K Followups on frames 21-22 | | * 47f total animation; cancelable into 4K or 6K Followups on frames 21-22 |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates | | * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214mp}} | | {{AttackDataCargo-SF6/Query|rashid_214mp}} |
| * '''Leg Projectile Invuln:''' 20-22f | | * '''Leg Projectile Invuln:''' 20-22f |
| * 50f total animation; cancelable into 4K or 6K Followups on frames 26-27 | | * 50f total animation; cancelable into 4K or 6K Followups on frames 26-27 |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates | | * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214hp}} | | {{AttackDataCargo-SF6/Query|rashid_214hp}} |