|
|
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| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Rashid's 4f button of choice, useful in both pressure and as an abare tool. It can chain up to 3 times, ending in LP or MP Spinning Mixer. It can also link into {{clr|L|5LK}} on hit, allowing for a stronger 214LK ender. | | Rashid's 4f button of choice, useful in both pressure and as an abare tool. It can chain up to 3 times, ending in LP or MP Spinning Mixer. It can also link into {{clr|L|5LK}} on hit, allowing for a stronger 214LK ender. |
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| {{AttackDataCargo-SF6/Query|rashid_5lk}} | | {{AttackDataCargo-SF6/Query|rashid_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| 5LK has the most hitstun of any of Rashid's light normals, allowing it to combo into {{clr|L|214LK}}. The range is a little short, so it will not combo in chains that utilize 2LK unless Rashid has Drive Rush momentum. | | 5LK has the most hitstun of any of Rashid's light normals, allowing it to combo into {{clr|L|214LK}}. The range is a little short, so it will not combo in chains that utilize 2LK unless Rashid has Drive Rush momentum. |
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| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Compared to {{clr|L|5LP}}, this button has worse range and startup, but compensates with less pushback and better hit advantage. The opponent is more likely to be left in throw range for a mixup between tick throw or a chained light normal. A 3-hit chain starting with 2LP can link into {{clr|L|5LK}}, which allows better combos than ending with a LP button. | | Compared to {{clr|L|5LP}}, this button has worse range and startup, but compensates with less pushback and better hit advantage. The opponent is more likely to be left in throw range for a mixup between tick throw or a chained light normal. A 3-hit chain starting with 2LP can link into {{clr|L|5LK}}, which allows better combos than ending with a LP button. |
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| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * 2 extra recovery frames on whiff | | * 2 extra recovery frames on whiff |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. | | One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. |
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| {{AttackDataCargo-SF6/Query|rashid_2lk}} | | {{AttackDataCargo-SF6/Query|rashid_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Rashid's 2LK is fairly standard, allowing for chains into either LP button that can be canceled for a low-damage combo. The pushback is higher than his other lights, so he won't be able to end a combo with 5LK > 214LK, but he can still get a 3-hit combo into Spinning Mixer. When used after Drive Rush, Rashid can frame trap into 5MP, which also allows a quick confirm on hit. | | Rashid's 2LK is fairly standard, allowing for chains into either LP button that can be canceled for a low-damage combo. The pushback is higher than his other lights, so he won't be able to end a combo with 5LK > 214LK, but he can still get a 3-hit combo into Spinning Mixer. When used after Drive Rush, Rashid can frame trap into 5MP, which also allows a quick confirm on hit. |
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| {{AttackDataCargo-SF6/Query|rashid_2mk}} | | {{AttackDataCargo-SF6/Query|rashid_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Rashid's farthest reaching special cancelable move. This is an integral neutral tool as it can be useful to setup drive rush or buffered special moves. The range is on the lower end when it comes to cancelable 2MKs, but it's also one of the faster ones at 7f startup. After confirming a hit into Drive Rush cancel, Rashid's best link is 5MK, 5HP. If you whiff punish with 2MK, go into 2HP, 5HP instead for extra damage. | | Rashid's farthest reaching special cancelable move. This is an integral neutral tool as it can be useful to setup drive rush or buffered special moves. The range is on the lower end when it comes to cancelable 2MKs, but it's also one of the faster ones at 7f startup. After confirming a hit into Drive Rush cancel, Rashid's best link is 5MK, 5HP. If you whiff punish with 2MK, go into 2HP, 5HP instead for extra damage. |
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| ** 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 |
| | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| * 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)
| |
| <br> | | <br> |
| Rashid takes a big step forward while attacking twice. The gap between hits is quite large, so the second hit is easily interrupted if the first hit whiffs in neutral. After a whiff punish, Rashid can link into a light normal to extend the combo. This is much easier to do if there is an Air Current on the screen due to the massive range buff it receives. | | Rashid takes a big step forward while attacking twice. The gap between hits is quite large, so the second hit is easily interrupted if the first hit whiffs in neutral. After a whiff punish, Rashid can link into a light normal to extend the combo. This is much easier to do if there is an Air Current on the screen due to the massive range buff it receives. |
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| * '''Lower Body Strike Invuln:''' 7-19f (low crush, not airborne) | | * '''Lower Body Strike Invuln:''' 7-19f (low crush, not airborne) |
| * 3 extra recovery frames on whiff | | * 3 extra recovery frames on whiff |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Can be affected by Air Current on frames 6-19 (travels fullscreen) | | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| * 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 counter-hit. | | 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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| * '''Cancel Hitconfirm Window:''' 14f (into j.214K); allows stagger pressure on block | | * '''Cancel Hitconfirm Window:''' 14f (into j.214K); allows stagger pressure on block |
| ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air | | ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air |
| * Applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...) | | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| <br> | | <br> |
| An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a followup j.HP or j.HK to extend the combo. On block, Rashid can be juggled out of the air as he bounces. | | An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a followup j.HP or j.HK to extend the combo. On block, Rashid can be juggled out of the air as he bounces. |
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| * 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 |
| | * Rashid is in a Counter-hit state for the entire run animation |
| * 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 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) |
| | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * Can be affected by Air Current on frames 1-17 | | * Can be affected by Air Current on frames 1-17 |
| * 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. |
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| * '''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) |
| * Counter-hit/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 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| * 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) |
| <br> | | <br> |
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| * '''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 [[Street_Fighter_6/Glossary#Juggles|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 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| The enhanced version of Run~6K is mostly used for corner carry juggles. One common route is 5MP~HK > 214PP, followed by Run~6HK to force an OTG bounce. If the first hit doesn't connect, the move can still cause a regular knockdown. However, it's more unsafe than the non-enhanced version due to being {{sf6-adv|VM|-5}} and having lots of forward momentum. | | The enhanced version of Run~6K is mostly used for corner carry juggles. One common route is 5MP~HK > 214PP, followed by Run~6HK to force an OTG bounce. If the first hit doesn't connect, the move can still cause a regular knockdown. However, it's more unsafe than the non-enhanced version due to being {{sf6-adv|VM|-5}} and having lots of forward momentum. |
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| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| A useful Target Combo extension from 5MP. The timing of the cancel window doesn't allow Eagle Spike to connect outside of the corner, but Rashid can use 214PP into Run~6K for great corner carry and a followup juggle. The 2 hits form a true blockstring, so even on a missed hitconfirm you can simply cancel to 236LP for safety on block. | | A useful Target Combo extension from 5MP. The timing of the cancel window doesn't allow Eagle Spike to connect outside of the corner, but Rashid can use 214PP into Run~6K for great corner carry and a followup juggle. The 2 hits form a true blockstring, so even on a missed hitconfirm you can simply cancel to 236LP for safety on block. |
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| * 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) | | * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| * 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) |
| | * The last 11f of landing recovery are cancelable into specials/Supers on hit |
| | * Final hit whiffs on crouch block (4f worse advantage) |
| * '''Cancel Hitconfirm Window:''' 11f (Super) | | * '''Cancel Hitconfirm Window:''' 11f (Super) |
| * The last 11 landing recovery frames are cancelable into special moves or Supers on hit | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| * 1 less hit (4f worse advantage) vs. crouch block
| |
| * 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}} |
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| * '''Full Invuln:''' 1-8f (cannot hit cross-ups 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 | | * Final hit whiffs on crouch block (6f worse advantage) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Can be affected by Air Current on frames 2-8 | | * Can be affected by Air Current on frames 2-8 |
| <br> | | <br> |
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| * 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) | | * '''Cancel Hitconfirm Window:''' 9f (Super, 1st hit) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next 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) |
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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 |
| | * 2 fewer hits (12f worse advantage) vs. crouch block |
| * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K) | | * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K) |
| * 2 fewer hits (12f worse advantage) vs. crouch block | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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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| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 (applies to next hit) |
| <br> | | <br> |
| Rashid flies forward with a thrusting kick, dealing solid damage and corner carry. It is usually the preferred ender when possible, but the slow startup makes it much more restrictive in combos than [[#Spinning_Mixer_(236P)|Spinning Mixer]]. The great KD advantage lets Rashid set up his bag of tricks, like a fully charged [[#Whirlwind_Shot_(236K)|Whirlwind Shot]] after the MK and HK versions. OD Eagle Spike can be used in combos to escape the corner and score some extra juggle damage. | | Rashid flies forward with a thrusting kick, dealing solid damage and corner carry. It is usually the preferred ender when possible, but the slow startup makes it much more restrictive in combos than [[#Spinning_Mixer_(236P)|Spinning Mixer]]. The great KD advantage lets Rashid set up his bag of tricks, like a fully charged [[#Whirlwind_Shot_(236K)|Whirlwind Shot]] after the MK and HK versions. OD Eagle Spike can be used in combos to escape the corner and score some extra juggle damage. |
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| * 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) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies a 25% damage scaling penalty to next hit when used as a combo starter | | * Applies 25% damage scaling to next hit when beginning a combo; applies an extra 15% damage scaling to next attack 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 [[Street_Fighter_6/Glossary#Juggles|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) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies a 20% damage scaling penalty to the next hit | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to 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 |
| <br> | | <br> |
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| * 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) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * 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)
| |
| <br> | | <br> |
| Arabian Cyclone starts with a strike, then spawns a pseudo-projectile tornado with a ton of active frames, making it an incredible meaty on the opponent's wakeup. This tornado will clash with projectiles, but acts as a strike hitbox, making it vulnerable to Level 1 Supers. Each strength of the meterless Cyclone becomes progressively safer, but has slower startup that limit Rashid's safe cancel options. | | Arabian Cyclone starts with a strike, then spawns a pseudo-projectile tornado with a ton of active frames, making it an incredible meaty on the opponent's wakeup. This tornado will clash with projectiles, but acts as a strike hitbox, making it vulnerable to Level 1 Supers. Each strength of the meterless Cyclone becomes progressively safer, but has slower startup that limit Rashid's safe cancel options. |
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| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * '''Cancel Hitconfirm Window:''' 16f (Super) | | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <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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| * Armor Break; no invincibility of any kind | | * Armor Break; no invincibility of any kind |
| * 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 toward the opponent |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 (0.2 Bars x5 hits) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) | | * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) |
| <br> | | <br> |
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| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~1.8 Drive bars for Rashid | | ** Cinematic time regenerates ~1.8 Drive bars for Rashid |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|rashid_236236p(ca)}} | | {{AttackDataCargo-SF6/Query|rashid_236236p(ca)}} |
| * '''Full Invuln:''' 1-15f; Armor Break | | * '''Full Invuln:''' 1-15f; Armor Break |
| | * Available at 25% HP or below |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~1.9 Drive bars for Rashid | | ** Cinematic time regenerates ~1.9 Drive bars for Rashid |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| Rashid's Level 3 Super has him performing an invincible version of his LP Spinning Mixer as he glides toward the opponent. The startup is somewhat slow, making it vulnerable to light meaties, and it's even slower at longer ranges due to Rashid's travel time. If it hits, it immediately enters a cinematic; this makes it somewhat useful against projectiles from within ~1/2 screen, as he only needs to clip an extended hurtbox to score a punish (from farther ranges, the invincibility runs out before the Super can hit). | | Rashid's Level 3 Super has him performing an invincible version of his LP Spinning Mixer as he glides toward the opponent. The startup is somewhat slow, making it vulnerable to light meaties, and it's even slower at longer ranges due to Rashid's travel time. If it hits, it immediately enters a cinematic; this makes it somewhat useful against projectiles from within ~1/2 screen, as he only needs to clip an extended hurtbox to score a punish (from farther ranges, the invincibility runs out before the Super can hit). |