|
|
Line 111: |
Line 111: |
| * Extends a hurtbox 1f before active that is vulnerable to projectiles | | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| A fairly long range heavy kick with notably low recovery and high pushback on block, making it unusually safe and difficult for the opponent to take their turn against. Great for whiff punishing due to its Punish Counter juggle state that allows a followup like MP Spinning Mixer from almost any range. It also gives a juggle off of a general airborne hit; this combined with its fairly vertical hitbox lets it be used fairly well as a slow but rewarding anti-air. The upward hitbox does not truly begin until the 6th active frame, making it function more like an 18f anti-air that requires prediction and spacing to land. | | A fairly long range heavy kick with notably low recovery and high pushback on block, making it unusually safe and difficult for the opponent to take their turn against. Great for whiff punishing due to its Punish Counter juggle state that allows a follow-up like MP Spinning Mixer from almost any range. It also gives a juggle off of a general airborne hit; this combined with its fairly vertical hitbox lets it be used fairly well as a slow but rewarding anti-air. The upward hitbox does not truly begin until the 6th active frame, making it function more like an 18f anti-air that requires prediction and spacing to land. |
| }} | | }} |
| <br> | | <br> |
Line 429: |
Line 429: |
| * Usable during Forward Jump or after j.214K | | * Usable during Forward Jump or after j.214K |
| * Spike 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 follow-up |
| ** 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 |
| ** If juggled right as Rashid lands, does not bounce; allows a meterless juggle followup | | ** If juggled right as Rashid lands, does not bounce; allows a meterless juggle follow-up |
| * '''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 15% damage scaling to next hit when beginning a combo (100/85/75...) | | * 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 follow-up j.HP or j.HK to extend the combo. On block, Rashid can be juggled out of the air as he bounces. |
|
| |
|
| Some of Rashid's most optimal juggle combos involve timing a late j.2HP to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. | | Some of Rashid's most optimal juggle combos involve timing a late j.2HP to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. |
Line 478: |
Line 478: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| * Cancelable into followups on frames 20-72 | | * Cancelable into follow-ups 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 |
Line 489: |
Line 489: |
| * Can be affected by Air Current on frames 1-17 | | * Can be affected by Air Current on frames 1-17 |
| <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 follow-up routes [https://www.youtube.com/watch?v=2_cXe1klgTc (see video examples)]. Hitting a cornered opponent keeps Rashid at point blank for even easier follow-up 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) |
Line 522: |
Line 522: |
| * Collision box disappears frames 6-23, allowing Rashid to pass through opponent | | * Collision box disappears frames 6-23, allowing Rashid to pass through opponent |
| * Can be affected by Air Current on frames 2-20 (travels nearly fullscreen) | | * Can be affected by Air Current on frames 2-20 (travels nearly fullscreen) |
| * Can input 4KK/5KK/6KK followup on frames 19-25 | | * Can input 4KK/5KK/6KK follow-up on frames 19-25 |
| {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} |
| * '''Airborne''' 11-43f; air attacks possible on frames 22-40 | | * '''Airborne''' 11-43f; air attacks possible on frames 22-40 |
Line 550: |
Line 550: |
| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * 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 follow-up juggle. The 2 hits form a true blockstring, so even on a missed hitconfirm you can simply cancel to 236LP for safety on block. |
| }} | | }} |
| <br> | | <br> |
Line 603: |
Line 603: |
| * Punish Counter: HKD +27 | | * 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 follow-up oki with Drive Rush, but midscreen he is left quite far away from the opponent. |
| }} | | }} |
| <br> | | <br> |
Line 731: |
Line 731: |
| 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. |
|
| |
|
| 236LP is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using 5LP > 236LP to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking Drive Impact armor if done early enough, allowing a link into another 5LP. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, 236LP is {{sf6-adv|P|+1}} on block; this allows for some limited followup pressure, but the pushback is too high for Rashid to loop this continuously. | | 236LP is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using 5LP > 236LP to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking Drive Impact armor if done early enough, allowing a link into another 5LP. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, 236LP is {{sf6-adv|P|+1}} on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously. |
|
| |
|
| 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. |
Line 786: |
Line 786: |
| 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. | | 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. |
|
| |
|
| 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 follow-up OD Spinning Mixer juggle. |
|
| |
|
| Enhanced 236HP is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a 236[K] or a whiffed 214PP. Many Level 2 Super juggles will end with this move. | | Enhanced 236HP is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a 236[K] or a whiffed 214PP. Many Level 2 Super juggles will end with this move. |
Line 856: |
Line 856: |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 follow-up 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 [[Street_Fighter_6/Glossary#Juggles|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 follow-up 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) |
Line 867: |
Line 867: |
| * 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> |
| When enhanced by an Air Current, Eagle Spike gets extra damage, faster startup, better block advantage and more block pushback. The LK version gets improved corner carry, putting it more in line with the higher strength versions; it can still be punished by some Supers and character-specific Drive Rush starters, so it's not completely abusable. The MK and HK versions (which are functionally identical to each other) are safe against most of the cast; even a move like Cammy's Level 3 Super will not reach for a midscreen punish. The downside is that they also bounce back fullscreen on hit, causing Rashid to lose his best followup oki. | | When enhanced by an Air Current, Eagle Spike gets extra damage, faster startup, better block advantage and more block pushback. The LK version gets improved corner carry, putting it more in line with the higher strength versions; it can still be punished by some Supers and character-specific Drive Rush starters, so it's not completely abusable. The MK and HK versions (which are functionally identical to each other) are safe against most of the cast; even a move like Cammy's Level 3 Super will not reach for a midscreen punish. The downside is that they also bounce back fullscreen on hit, causing Rashid to lose his best follow-up oki. |
|
| |
|
| Enhanced OD Eagle Spike has projectile invincibility, and is quite rewarding to land. The damage potential is higher since Rashid is not subjected to extra damage scaling like the standard version. It can be difficult to actually make use of this invincibility since it requires Rashid to set up the Air Current immediately beforehand. Walking in front of the Level 2 Super projectile is one of the few practical scenarios where this might be useful. | | Enhanced OD Eagle Spike has projectile invincibility, and is quite rewarding to land. The damage potential is higher since Rashid is not subjected to extra damage scaling like the standard version. It can be difficult to actually make use of this invincibility since it requires Rashid to set up the Air Current immediately beforehand. Walking in front of the Level 2 Super projectile is one of the few practical scenarios where this might be useful. |
Line 914: |
Line 914: |
| Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with LK going the farthest while HK immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral; the most common scenario to use charged versions is after a knockdown with high advantage, like some versions of Eagle Spike. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced HK version can hit them out of the air due to its short arc. | | Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with LK going the farthest while HK immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral; the most common scenario to use charged versions is after a knockdown with high advantage, like some versions of Eagle Spike. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced HK version can hit them out of the air due to its short arc. |
|
| |
|
| The OD version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate followup pressure. | | The OD version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate follow-up pressure. |
|
| |
|
| 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. |
Line 939: |
Line 939: |
| {{AttackDataCargo-SF6/Query|rashid_214lp}} | | {{AttackDataCargo-SF6/Query|rashid_214lp}} |
| * '''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 Follow-ups 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) | | * '''Cancel Hitconfirm Window:''' 20f (Super) |
Line 945: |
Line 945: |
| {{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 Follow-ups 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) | | * '''Cancel Hitconfirm Window:''' 19f (Super) |
Line 952: |
Line 952: |
| * '''Leg Projectile Invuln:''' 27-29f | | * '''Leg Projectile Invuln:''' 27-29f |
| * 1st hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 Follow-ups on frames 33-34 |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * '''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 |
Line 958: |
Line 958: |
| * '''Leg Projectile Invuln:''' 20-22f | | * '''Leg Projectile Invuln:''' 20-22f |
| * 1st hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 Follow-ups 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) | | * '''Cancel Hitconfirm Window:''' 21f (Super) |
Line 966: |
Line 966: |
| 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. |
|
| |
|
| MP Cyclone is great in corner combos, consistently linking into 5LK > 214LK; the pushback midscreen causes this route to whiff unless starting from a point blank 214MP. HP Cyclone is most commonly juggled into after 5MP~HK Target Combo for some easy meterless damage. OD Cyclone's juggle state is easily comboed into, allowing Rashid to followup with an enhanced Run~6K that gives tremendous corner carry. A cancel into Super occurs after the tornado hits, giving plenty of time for a hitconfirm. This also makes meterless 214P a great midrange buffer against opponents in Burnout, as all versions are safe and can be easily hitconfirmed into more damage. | | MP Cyclone is great in corner combos, consistently linking into 5LK > 214LK; the pushback midscreen causes this route to whiff unless starting from a point blank 214MP. HP Cyclone is most commonly juggled into after 5MP~HK Target Combo for some easy meterless damage. OD Cyclone's juggle state is easily comboed into, allowing Rashid to follow-up with an enhanced Run~6K that gives tremendous corner carry. A cancel into Super occurs after the tornado hits, giving plenty of time for a hitconfirm. This also makes meterless 214P a great midrange buffer against opponents in Burnout, as all versions are safe and can be easily hitconfirmed into more damage. |
|
| |
|
| It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. Canceling into the 6K Roll followup can potentially allow for a punish depending on the situation. | | It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. Canceling into the 6K Roll follow-up can potentially allow for a punish depending on the situation. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Arabian Cyclone Followups (214P~4K/6K)</font>===== | | =====<font style="visibility:hidden; float:right">Arabian Cyclone Follow-ups (214P~4K/6K)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone Followups | | | title = Arabian Cyclone Follow-ups |
| | subtitle = | | | subtitle = |
| | input = 214P~4K/6K | | | input = 214P~4K/6K |
Line 997: |
Line 997: |
| * '''Upper Body Projectile Invuln:''' 5-30f; Crouching state 6-33f | | * '''Upper Body Projectile Invuln:''' 5-30f; Crouching state 6-33f |
| ** 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 follow-up on frames 17-20 |
| * Can be affected by Air Current on frames 8-25 | | * 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: |
Line 1,012: |
Line 1,012: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * 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 follow-ups 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. |
|
| |
|
| Assault Roll can be used to close the gap after a blocked 214HP, giving Rashid frame advantage. Other versions are unsafe on block but may occasionally work as a gimmick if the opponent is not expecting it. If the HP or OD Cyclone hits, Rashid can cancel his roll into Nail Assault to pick up the juggle, which further cancels into Level 3 Super. While the roll and Nail Assault can both duck under standard projectiles, it is difficult to use this as a reaction counter due to the slow startup of Arabian Cyclone. | | Assault Roll can be used to close the gap after a blocked 214HP, giving Rashid frame advantage. Other versions are unsafe on block but may occasionally work as a gimmick if the opponent is not expecting it. If the HP or OD Cyclone hits, Rashid can cancel his roll into Nail Assault to pick up the juggle, which further cancels into Level 3 Super. While the roll and Nail Assault can both duck under standard projectiles, it is difficult to use this as a reaction counter due to the slow startup of Arabian Cyclone. |
Line 1,028: |
Line 1,028: |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_j214lk|2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_j214lk|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_j214kk|3|caption=OD Followup on Hit}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_j214kk|3|caption=OD Follow-up on Hit}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j214lk}} | | {{AttackDataCargo-SF6/Query|rashid_j214lk}} |
Line 1,044: |
Line 1,044: |
| {{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 [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG state | | * On hit, transitions into projectile invuln divekick follow-up; 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> |