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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5lp}} | | {{AttackDataCargo-SF6/Query|rashid_5lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 {{clr|L|LP}} or {{clr|M|MP}} Spinning Mixer. It can also link into {{clr|L|5LK}} on hit, allowing for a stronger {{clr|L|214LK}} ender. |
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| * Chains into 5MP~HK target combo | | * Chains into 5MP~HK target combo |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| One of Rashid's two plus on block normals. 5MP is a bit worse than 2MP in pressure due to its larger pushback, but it gives him access to a useful launching target combo instead. This button also serves as useful combo filler after a 5MK starter. | | One of Rashid's two medium normals with advantage on block. {{clr|M|5MP}} is a bit worse than {{clr|M|2MP}} in pressure due to its larger pushback, but it gives access to a useful launching Target Combo ({{clr|M|5MP}}~{{clr|H|HK}}) instead. This button also serves as useful combo filler after a {{clr|M|5MK}} starter. |
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| Rashid can frame trap with light normals after 5MP, but his options out of this are very limited due to his generally stubby buttons. It is a great button to use out of Drive Rush on both hit and block. | | Rashid can frame trap with light normals after {{clr|M|5MP}}, but his options out of this are very limited due to his generally stubby buttons. It is a great button to use out of {{clr|4|Drive Rush}} on both hit and block. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_5hp}} | | {{AttackDataCargo-SF6/Query|rashid_5hp}} |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f |
| ** Special/DR cancel is delayed until after 2nd active frame | | ** Special/{{clr|4|DR}} cancel is delayed until after 2nd active frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB |
| <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 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. | | 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 {{clr|4|Drive Rush}} combos, although it is too slow to combo from {{clr|M|2MK}} > {{clr|4|DRC}} without at least a Counter-hit advantage bonus. |
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| | Rashid has several useful cancel routes like {{clr|M|MK}}/{{clr|10|OD}} Eagle Spike or {{clr|10|OD Arabian Cyclone}}. With a Punish Counter or {{clr|4|DR~}}{{clr|H|5HP}} starter, you gain access to {{clr|H|HK Eagle Spike's}} enormous corner carry as well. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_5lk}} | | {{AttackDataCargo-SF6/Query|rashid_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** DR cancel is delayed until after active frames | | ** {{clr|4|DR}} cancel is delayed until after active frames |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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. | | {{clr|L|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, limiting Rashid's combo options; {{clr|4|DR~}}{{clr|L|2LK}} momentum is needed to link into this from a low chain. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mk}} | | {{AttackDataCargo-SF6/Query|rashid_5mk}} |
| * 2 extra recovery frames on whiff | | * 2f extra recovery 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 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. | | One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Without {{clr|4|Drive Rush}} or Burnout, the block disadvantage will immediately end Rashid's pressure. |
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| | At max range, {{clr|M|5MK}} will not combo into anything, but on Counter-hit it links to itself for a little extra damage. Somewhat vulnerable to {{clr|4|Drive Impact}} since it cannot cancel, but Rashid has plenty of options to discourage random {{clr|4|DI}} usage. |
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| {{AttackDataCargo-SF6/Query|rashid_5hk}} | | {{AttackDataCargo-SF6/Query|rashid_5hk}} |
| * Punish Counter: KD +49 Launch | | * Punish Counter: KD +49 Launch ({{sf6-jug|limited juggle}} state) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Forces Stand on hit; final 2 active frames whiff on crouching opponents | | * Forces Stand on hit; final 2 active frames whiff on crouching opponents |
| | * Anti-air hitbox cannot hit cross-up |
| * 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 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. | | A fairly long range kick with high pushback on block; despite the frame disadvantage, most characters will struggle to take their turn back after blocking. |
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| | The Punish Counter juggle state makes it great for whiff punishing, allowing a follow-up like {{clr|M|MP Spinning Mixer}} from almost any range. It also gives a juggle off of any airborne hit, but the upward hitbox does not truly begin until the 6th active frame; this makes it a slow but rewarding 18f anti-air if you are ready to predict the opponent's jump timing. Be careful not to attempt this from closer ranges, as Rashid can simply whiff under the opponent. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|rashid_2lp}} | | {{AttackDataCargo-SF6/Query|rashid_2lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| ** DR cancel is delayed until after 2nd active frame | | ** {{clr|4|DR}} cancel is delayed until after 2nd active frame |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 {{clr|L|2LP}} can link into {{clr|L|5LK}}, which allows better combos than ending with a LP button. |
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| {{AttackDataCargo-SF6/Query|rashid_2mp}} | | {{AttackDataCargo-SF6/Query|rashid_2mp}} |
| * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) | | * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) |
| * Can whiff on crouching opponents at distance | | * Can whiff on crouching opponents longer ranges |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| Rashid's other plus on block normal along with 5MP. In comparison, 2MP has more active frames and less pushback, making it better as a meaty tool. It is generally worse as combo filler because it often won't connect on the first active frame, so stick with 5MP for that purpose. | | Rashid's other plus on block normal alongside {{clr|M|5MP}}. In comparison, {{clr|M|2MP}} has more active frames and less pushback, making it better as a meaty tool. It is generally worse as combo filler because it often won't connect on the first active frame, so stick with {{clr|M|5MP}} for that purpose. |
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| The anti-air hitbox is fairly low to the ground, making it difficult to time against stronger jump-ins, and it is largely ineffective against close jumps. | | The anti-air hitbox is fairly low to the ground, making it difficult to time against stronger jump-ins, and it is largely ineffective against close jumps. |
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| {{AttackDataCargo-SF6/Query|rashid_2hp}} | | {{AttackDataCargo-SF6/Query|rashid_2hp}} |
| | * 2f extra recovery on whiff |
| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * 2 extra recovery frames on whiff
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| * 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> |
| 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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| 2HP can be used as a punish starter into 5HP, but the high pushback will cause combos to drop outside of close range. Its best combo use is in Drive Rush cancels after 5MP, 5HP, or Punish Counter 2MK, providing the same link options without the finicky range issues. | | {{clr|H|2HP}} can be used as a punish starter into {{clr|H|5HP}}, but the high pushback will cause combos to drop outside of close range. Its best combo use is in {{clr|4|Drive Rush}} cancels after {{clr|M|5MP}}, {{clr|H|5HP}}, or Punish Counter {{clr|M|2MK}}, providing the same link options without the finicky range issues. |
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| {{AttackDataCargo-SF6/Query|rashid_2lk}} | | {{AttackDataCargo-SF6/Query|rashid_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * 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 {{clr|L|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 {{clr|L|5LK}} > {{clr|L|214LK}}, but he can still get a 3-hit combo into Spinning Mixer. When used after {{clr|4|Drive Rush}}, Rashid can frame trap into {{clr|M|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 |
| ** DR cancel is delayed until after active frames | | ** {{clr|4|DR}} cancel is delayed until after active frames |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB |
| * 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> |
| 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 {{clr|4|Drive Rush}} or buffered special moves. The range is on the lower end when it comes to cancelable {{clr|M|2MKs}}, but it's also one of the faster ones at 7f startup. After confirming a hit into {{clr|4|Drive Rush}} cancel, Rashid's best link is {{clr|M|5MK}}, {{clr|H|5HP}}. If you whiff punish with {{clr|M|2MK}}, go into {{clr|H|2HP}}, {{clr|H|5HP}} instead for extra damage. |
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| * Counter-hit/Punish Counter: HKD +47 | | * Counter-hit/Punish Counter: HKD +47 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * 4 extra recovery frames on block (block disadvantage is fixed regardless of which active frame connects) | | * 4f extra recovery on block (block disadvantage is fixed regardless of which active frame connects) |
| <br> | | <br> |
| Rashid's sweep has fairly short range and is easily punished by most characters even at max range. It is fast enough to use as an occasional whiff punish, or to punish other sweeps if the pushback allows it. It becomes a much better harassment tool against opponents in Burnout as long as they don't have a great 7f normal to punish with. | | Rashid's sweep has fairly short range and is easily punished by most characters even at max range. It is fast enough to use as an occasional whiff punish, or to punish other sweeps if the pushback allows it. It becomes a much better harassment tool against opponents in Burnout as long as they don't have a great 7f normal to punish with. |
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| {{AttackDataCargo-SF6/Query|rashid_jlp}} | | {{AttackDataCargo-SF6/Query|rashid_jlp}} |
| <br> | | <br> |
| A standard j.LP without any notable properties. Due to its fast startup, it can be used as a panic jump back air-to-air in situations where other buttons may be too slow. | | A fast air-to-air normal for situations where other anti-airs may whiff or are too slow. |
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| * 2nd hit causes spike 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 {{clr|H|j.HP}} is generally a weak option, 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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| * Shifts Rashid's hurtbox upward during startup | | * Shifts Rashid's hurtbox upward during startup |
| <br> | | <br> |
| 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. | | 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 {{clr|M|j.MK}} to hit as a cross-up. |
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| * Spike 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 {{clr|H|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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| {{AttackDataCargo-SF6/Query|rashid_walljump}} | | {{AttackDataCargo-SF6/Query|rashid_walljump}} |
| * {{FKD}} and Counter-hit state for the entire duration | | * {{FKD}} and Counter-hit state for the entire duration |
| * Cannot be performed after j.2HP or j.214K | | * Cannot be performed after {{clr|H|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 |
| * Can also be done against a cornered opponent after a Forward Jump | | * Can also be done against a cornered opponent after a Forward Jump |