|
|
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| | info = | | | info = |
| {{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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * 2nd hit causes spike knockdown vs. airborne opponents | | * 2nd hit causes spike knockdown vs. airborne opponents |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|rashid_6mp}} | | {{AttackDataCargo-SF6/Query|rashid_6mp}} |
| * 2 hits; () refers to 2nd hit startup if 1st hit whiffs | | * 2 hits; () refers to 2nd hit startup if 1st hit whiffs |
| ** 1st hit puts airborne opponents into limited juggle state and maintains existing juggle state | | ** 1st hit puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] and maintains existing juggle state |
| ** 2nd hit causes air reset when juggled into | | ** 2nd hit causes air reset when juggled into |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j8hk}} | | {{AttackDataCargo-SF6/Query|rashid_j8hk}} |
| * During Neutral Jump only; puts airborne opponents into limited juggle state | | * During Neutral Jump only; puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| <br> | | <br> |
| Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a Drive Impact crumple, Rashid can use j.8HK to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. | | Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a Drive Impact crumple, Rashid can use j.8HK to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. |
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| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} |
| * '''Airborne''' 21-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 21-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * 1st hit puts opponent into limited juggle OTG state | | * 1st hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG state |
| * Applies a 20% damage scaling penalty on hit (combo starter or mid-combo) | | * Applies a 20% damage scaling penalty on hit (combo starter or mid-combo) |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} | | {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} |
| * Puts opponent into limited juggle state | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel Hitconfirm Window:''' 49f | | * '''Cancel Hitconfirm Window:''' 49f |
| * Applies a 20% damage scaling penalty to the next hit when comboed into | | * Applies a 20% damage scaling penalty to the next hit when comboed into |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jlplk}} | | {{AttackDataCargo-SF6/Query|rashid_jlplk}} |
| * Punish Counter: +27 HKD | | * Punish Counter: HKD +27 |
| <br> | | <br> |
| Air Throw is a good option against close range jumps. Rashid slides on the opponent like a skateboard, taking them toward the corner. In the corner, he can get followup oki with Drive Rush, but midscreen he is left quite far away from the opponent. | | Air Throw is a good option against close range jumps. Rashid slides on the opponent like a skateboard, taking them toward the corner. In the corner, he can get followup oki with Drive Rush, but midscreen he is left quite far away from the opponent. |
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| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| * Counter-hit/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) |
| | * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) |
| * 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 cross-ups 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) |
| | * '''Cancel Hitconfirm Window:''' 11f (Super) |
| * 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 |
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| * Travels fullscreen, giving combos on hit and pressure on block | | * Travels fullscreen, giving combos on hit and pressure on block |
| * Counter-hit/Punish Counter bonus advantage applies through all hits | | * Counter-hit/Punish Counter bonus advantage applies through all hits |
| | * '''Cancel Hitconfirm Window:''' 9f (Super, 1st hit) |
| {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-ups 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) |
| | * '''Cancel Hitconfirm Window:''' 8f (Super) |
| * 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}} |
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| * '''Full Invuln:''' 1-6f (cannot hit cross-ups 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 |
| | * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K) |
| * 2 fewer hits (12f worse advantage) vs. crouch block | | * 2 fewer hits (12f worse advantage) vs. crouch block |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|rashid_214lk}} | | {{AttackDataCargo-SF6/Query|rashid_214lk}} |
| * '''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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * Can be affected by Air Current on frames 4-14 | | * 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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * Can be affected by Air Current on frames 6-27 | | * 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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * Can be affected by Air Current on frames 6-30 | | * 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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit; side switches if not in the corner |
| * Can be affected by Air Current on frames 6-29 | | * 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 |
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| {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} |
| * '''Airborne''' 8-37f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-37f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) | | * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) |
| {{AttackDataCargo-SF6/Query|rashid_214mk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214mk_enhanced}} |
| * '''Airborne''' 8-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit; great corner carry | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit; great corner carry |
| * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) | | * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) |
| * Punish Counter: +113 Tumble (allows followup 214K) | | * Punish Counter: +113 Tumble (allows followup 214K) |
| {{AttackDataCargo-SF6/Query|rashid_214hk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214hk_enhanced}} |
| * '''Airborne''' 8-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Airborne''' 8-36f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) |
| * Puts opponent into limited juggle state on hit; great corner carry | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit; great corner carry |
| * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) | | * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) |
| * Punish Counter: +113 Tumble (allows followup 214K) | | * Punish Counter: +113 Tumble (allows followup 214K) |
| {{AttackDataCargo-SF6/Query|rashid_214kk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214kk_enhanced}} |
| * '''Projectile Invuln:''' 7-37f; '''Airborne''' 9-37f ([[Street_Fighter_6/Glossary#Forced_Knockdown|Forced Knockdown]] state) | | * '''Projectile Invuln:''' 7-37f; '''Airborne''' 9-37f ([[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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit; side switches if not in the corner |
| * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) | | * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|rashid_236k}} | | {{AttackDataCargo-SF6/Query|rashid_236k}} |
| * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) | | * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{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) |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{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 |
| * Counter-hit/Punish Counter bonus advantage applies to all hits | | * Counter-hit/Punish Counter bonus advantage applies to all hits |
| | * '''Cancel Hitconfirm Window:''' 9f (Super) |
| * 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}} |
| * 2-hit OD projectile; 2nd hit puts opponent into limited juggle state | | * 2-hit OD projectile; 2nd hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Comes out if button is held less than 35f (total startup 17-40f) | | * Comes out if button is held less than 35f (total startup 17-40f) |
| | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies a 25% damage scaling penalty to next hit when used as a combo starter | | * Applies a 25% damage scaling penalty to next hit when used as a combo starter |
| * Applies a 15% damage scaling penalty to next hit when comboed into | | * Applies a 15% damage scaling penalty to next hit when comboed into |
| {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} |
| * 3-hit OD projectile; 3rd hit puts opponent into limited juggle state | | * 3-hit OD projectile; 3rd hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Button must be held 35f | | * Button must be held 35f |
| | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies a 20% damage scaling penalty to the next hit | | * Applies a 20% damage scaling penalty to the next hit |
| * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves |
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| * 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 |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| * 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}} |
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| * 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 |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * 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}} |
| * '''Leg Projectile Invuln:''' 27-29f | | * '''Leg Projectile Invuln:''' 27-29f |
| * 1st hit puts opponent into limited juggle state (Tornado will not launch grounded opponent) | | * 1st hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (Tornado will not launch grounded opponent) |
| * 69f total animation; cancelable into 4K or 6K Followups on frames 33-34 | | * 69f total animation; cancelable into 4K or 6K Followups on frames 33-34 |
| | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| * The listed 29f recovery starts after tornado's 2nd hit occurs, 24f recovery is after tornado dissipates | | * The listed 29f recovery starts after tornado's 2nd hit occurs, 24f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214pp}} | | {{AttackDataCargo-SF6/Query|rashid_214pp}} |
| * '''Leg Projectile Invuln:''' 20-22f | | * '''Leg Projectile Invuln:''' 20-22f |
| * 1st hit puts opponent into limited juggle state (Tornado will not launch grounded opponent) | | * 1st hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (Tornado will not launch grounded opponent) |
| * 49f total animation; cancelable into 4K or 6K Followups on frames 26-27 | | * 49f total animation; cancelable into 4K or 6K Followups on frames 26-27 |
| * 4f extra recovery on block; listed recovery time starts after tornado's 1st active frame | | * 4f extra recovery on block; listed recovery time starts after tornado's 1st active frame |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| * Creates an Air Current on frame 53 that lasts 60f and enhances many of Rashid's moves | | * Creates an Air Current on frame 53 that lasts 60f and enhances many of Rashid's moves |
| * Counts as 2 hits for damage scaling (combo starter or when comboed into) | | * Counts as 2 hits for damage scaling (combo starter or when comboed into) |
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| * On the ground, only combos naturally from {{clr|HP|214HP}}/{{clr|10|214PP}} versions | | * On the ground, only combos naturally from {{clr|HP|214HP}}/{{clr|10|214PP}} versions |
| * Crouching state for entire move duration | | * Crouching state for entire move duration |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| <br> | | <br> |
| The followups to Arabian Cyclone give Rashid extra mobility options to confuse the opponent and navigate through their defenses. Gliding with 4K lets Rashid perform a low-height float into an air normal that hits overhead; the unusual look of this glide can be confusing to defend against if you're not looking for it. It also allows meterless combo extensions after 214HP juggles, usually ending with a j.HK knockdown. This gives decent meterless damage and corner carry from a Target Combo starter. | | The followups to Arabian Cyclone give Rashid extra mobility options to confuse the opponent and navigate through their defenses. Gliding with 4K lets Rashid perform a low-height float into an air normal that hits overhead; the unusual look of this glide can be confusing to defend against if you're not looking for it. It also allows meterless combo extensions after 214HP juggles, usually ending with a j.HK knockdown. This gives decent meterless damage and corner carry from a Target Combo starter. |
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| {{AttackDataCargo-SF6/Query|rashid_j214lk}} | | {{AttackDataCargo-SF6/Query|rashid_j214lk}} |
| * '''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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * Can be affected by Air Current on frames 1-13 | | * 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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * Can be affected by Air Current on frames 1-18 | | * 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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * Can be affected by Air Current on frames 1-21 | | * 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 [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG state |
| * Can be affected by Air Current on frames 1-13 | | * Can be affected by Air Current on frames 1-13 |
| <br> | | <br> |
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| * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance | | * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance |
| ** Can kick the projectile with 214P to make it travel quickly | | ** Can kick the projectile with 214P to make it travel quickly |
| * Puts opponent into limited juggle state; listed KD/Block Advantage assumes a point blank connect | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; listed KD/Block Advantage assumes a point blank connect |
| * Depletes 1 Drive bar from opponent on hit (20% x 5 hits) | | * Depletes 1 Drive bar from opponent on hit (20% x 5 hits) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |