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| * 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) | | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
| * Can be affected by Air Current on frames 3-10 (travels fullscreen) | | * Can be affected by Air Current on frames 3-10 (travels fullscreen) |
| <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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| The most common use for 6MP is to extend juggle combos by canceling the first hit. For example, after a corner Drive Impact wallsplat, Rashid can juggle 5HP > 214MP, then juggling into 6MP > 236HP. There are various juggles where the height or spacing can be inconsistent, and starting with 6MP simplifies the combo. | | The most common use for 6MP is to extend juggle combos by canceling the first hit. For example, after a corner {{clr|4|Drive Impact}} wallsplat, Rashid can juggle 5HP > 214MP, then juggling into 6MP > 236HP. There are various juggles where the height or spacing can be inconsistent, and starting with 6MP simplifies the combo. |
| }} | | }} |
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| * Can be affected by Air Current on frames 4-25 (travels nearly fullscreen) | | * Can be affected by Air Current on frames 4-25 (travels nearly fullscreen) |
| <br> | | <br> |
| Rashid hops forward and comes down with an overhead elbow that is safe on block and somewhat hard to see. With perfect spacing or meaty timing it is possible to link naturally into a light normal, but this is very precise. The range boost from an Air Current makes 6HP a great surprise attack in neutral, especially if there is an active SA2 tornado on screen. | | Rashid hops forward and comes down with an overhead elbow that is safe on block and somewhat hard to see. With perfect spacing or meaty timing it is possible to link naturally into a light normal, but this is very precise. The range boost from an Air Current makes 6HP a great surprise attack in neutral, especially if there is an active {{clr|10|SA2}} tornado on screen. |
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| When used out of Drive Rush, Rashid is slightly plus on block and can link into 5MP on hit, greatly increasing his damage potential. | | When used out of {{clr|4|Drive Rush}}, Rashid is slightly plus on block and can link into 5MP on hit, greatly increasing his damage potential. |
| }} | | }} |
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| * Can be affected by Air Current on frames 6-19 (travels fullscreen) | | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| <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 {{clr|4|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 {{clr|4|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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| Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep) | | Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep) |
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| * Shifts Rashid's hurtbox upward during startup | | * Shifts Rashid's hurtbox upward during startup |
| <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 {{clr|4|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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| Side Flip enhances Rashid's already great mobility options, giving him a side switch and multiple air trajectories to confuse the opponent. | | Side Flip enhances Rashid's already great mobility options, giving him a side switch and multiple air trajectories to confuse the opponent. |
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| With an active Air Current, Rashid gains massive distance on 6KK and on all versions of the flip. This can be useful to escape the corner or for SA2 tornado mixups. | | With an active Air Current, Rashid gains massive distance on 6KK and on all versions of the flip. This can be useful to escape the corner or for {{clr|10|SA2}} tornado mixups. |
| }} | | }} |
| <br> | | <br> |
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| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 49f | | * '''Cancel Hitconfirm Window:''' 49f |
| ** Special/DR cancel is delayed until after 4th recovery frame | | ** Special/{{clr|4|DR}} cancel is delayed until after 4th recovery frame |
| * '''Drive Rush cancel advantage:''' KD +65 oH / {{sf6-adv|P|+3}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' KD +65 oH / {{sf6-adv|P|+3}} oB |
| * 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> |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After back throwing the opponent into the corner, Rashid is too far to threaten with immediate throw oki. However, he can still pressure with a Drive Rush normal, which inherently makes a second throw a viable option. | | After back throwing the opponent into the corner, Rashid is too far to threaten with immediate throw oki. However, he can still pressure with a {{clr|4|Drive Rush}} normal, which inherently makes a second throw a viable option. |
| }} | | }} |
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| * 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 follow-up 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 {{clr|4|Drive Rush}}, but midscreen he is left quite far away from the opponent. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|rashid_66}} | | {{AttackDataCargo-SF6/Query|rashid_66}} |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo | | ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush. | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}. |
| * Distance: | | * Distance: |
| ** 0.796 (min, cancel into immediate Throw) | | ** 0.796 (min, cancel into immediate Throw) |
| ** 2.253 (min, earliest blocking/movement frame) | | ** 2.253 (min, earliest blocking/movement frame) |
| ** 2.998 (max, final DR frame) | | ** 2.998 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Rashid/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Rashid/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| }} | | }} |
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| | info = | | | info = |
| {{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. {{clr|4|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...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
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| 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. |
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| 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. | | 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 {{clr|4|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. |
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| 236MP also works consistently from light hitconfirms, giving a knockdown and more corner carry than the LP version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into 236PP to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. MP Mixer gives Rashid a reliable meterless pickup after Punish Counter 5HK, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where 236HP won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. | | 236MP also works consistently from light hitconfirms, giving a knockdown and more corner carry than the LP version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into 236PP to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. MP Mixer gives Rashid a reliable meterless pickup after Punish Counter 5HK, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where 236HP won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. |
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| 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 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. |
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| 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 SA2 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 {{clr|10|SA2}} juggles will end with this move. |
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| At only 4f startup, Enhanced 236PP is the fastest invincible reversal in the game. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of Enhanced OD Mixer is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. | | At only 4f startup, Enhanced 236PP is the fastest invincible reversal in the game. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of Enhanced OD Mixer is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. |
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| 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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| All versions are massively unsafe on block; while he bounces far away, Drive Rush makes it trivial to punish with a strong combo. On all blocked Eagle Spikes, Rashid bounces off with a fixed recovery; this means that he cannot make the move safer by connecting on a later active frame. This does not apply on hit, as he can get better KD advantage on a late connect; this even allows unique juggles after a well-spaced corner 214LK, such as 236LP > 236MP > 236PP. | | All versions are massively unsafe on block; while he bounces far away, {{clr|4|Drive Rush}} makes it trivial to punish with a strong combo. On all blocked Eagle Spikes, Rashid bounces off with a fixed recovery; this means that he cannot make the move safer by connecting on a later active frame. This does not apply on hit, as he can get better KD advantage on a late connect; this even allows unique juggles after a well-spaced corner 214LK, such as 236LP > 236MP > 236PP. |
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| If Eagle Spike passes through an active Air Current, it turns into the enhanced version instead. | | If Eagle Spike passes through an active Air Current, it turns into the enhanced version instead. |
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| * 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 SA3 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. | | 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 {{clr|4|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 {{clr|10|SA3}} 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. |
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| 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 SA2 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 {{clr|10|SA2}} projectile is one of the few practical scenarios where this might be useful. |
| }}</tabber> | | }}</tabber> |
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| A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki. | | A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; Level 1 Supers will lose to the projectile release, but some Level 2 and 3 Supers can shut down much of Rashid's Whirlwind oki. |
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| A defensive Drive Impact is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat DI (but not from 5MP~HK). In neutral, DI is also not a viable reaction; at worst, Rashid would get Counter-hit by an early DI rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit DI in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counter-hit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against Drive Impact - he can release the Whirlwind on reaction to DI, and immediately cancel into SA3 to break through the armor. | | A defensive {{clr|4|Drive Impact}} is something you must always consider when doing using charged Whirlwind Shot. The OD version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat {{clr|4|DI}} (but not from 5MP~HK). In neutral, {{clr|4|DI}} is also not a viable reaction; at worst, Rashid would get Counter-hit by an early {{clr|4|DI}} rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit {{clr|4|DI}} in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counter-hit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against {{clr|4|Drive Impact}} - he can release the Whirlwind on reaction to DI, and immediately cancel into {{clr|10|SA3}} to break through the armor. |
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| All versions of Whirlwind Shot '''cannot be used if SA2 is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. | | All versions of Whirlwind Shot '''cannot be used if {{clr|10|SA2}} is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. |
| }} | | }} |
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| 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. | | 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. |
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| 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 SA3. 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 {{clr|10|SA3}}. 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. |
| }} | | }} |
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| * Aerial hit does less damage, no side switch, and has variable KD advantage depending on height | | * Aerial hit does less damage, no side switch, and has variable KD advantage depending on height |
| <br> | | <br> |
| Rashid's SA1 is an upward kick that is useful in juggles, as an anti-air, or as an invincible reversal that can help escape the corner. It has a somewhat shallow trajectory, making it weak to jumps right above him, but Rashid already has 236HP to cover this range. | | Rashid's {{clr|10|SA1}} is an upward kick that is useful in juggles, as an anti-air, or as an invincible reversal that can help escape the corner. It has a somewhat shallow trajectory, making it weak to jumps right above him, but Rashid already has 236HP to cover this range. |
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| Because the grounded version switches sides, you generally want to avoid ending a grounded combo with this Super if the opponent is near the corner. Instead, use a route that juggles into it; the positioning is worth far more than the slight damage loss. | | Because the grounded version switches sides, you generally want to avoid ending a grounded combo with this Super if the opponent is near the corner. Instead, use a route that juggles into it; the positioning is worth far more than the slight damage loss. |
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| On block, Rashid bounces far away from the opponent. However, at -53 it is still easy to punish, especially with Drive Rush or a forward dash into Drive Impact. | | On block, Rashid bounces far away from the opponent. However, at -53 it is still easy to punish, especially with {{clr|4|Drive Rush}} or a forward dash into {{clr|4|Drive Impact}}. |
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| SA1 only does 500 damage on the first hit in the event of a trade, which can happen if Rashid runs into a projectile as he hits the opponent. | | {{clr|10|SA1}} only does 500 damage on the first hit in the event of a trade, which can happen if Rashid runs into a projectile as he hits the opponent. |
| }} | | }} |
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| Rashid summons a slow-moving tornado that gives access to damaging juggles on hit and mixups on block due to the Air Current enhancement. If activating it raw in neutral, it should be done from a long distance so that the opponent cannot interrupt the startup. If Rashid is hit before the tornado spawns, it will not come out and the meter will be wasted. Because the tornado has Super priority, it cannot be dissipated with regular or OD projectiles. Unlike most projectiles, it also does not disappear if it ends up off-screen. | | Rashid summons a slow-moving tornado that gives access to damaging juggles on hit and mixups on block due to the Air Current enhancement. If activating it raw in neutral, it should be done from a long distance so that the opponent cannot interrupt the startup. If Rashid is hit before the tornado spawns, it will not come out and the meter will be wasted. Because the tornado has Super priority, it cannot be dissipated with regular or OD projectiles. Unlike most projectiles, it also does not disappear if it ends up off-screen. |
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| If the opponent attempts to Drive Reversal a button canceled into SA2, Rashid will get knocked down but the tornado will still punish them. Rashid can follow this up with HK Eagle Spike from anywhere on screen, even if he Back Rises. Other juggle options are also possible after a Neutral Rise, such as Drive Rush into enhanced OD Spinning Mixer if you want to spend more meter to optimize the damage. Chun-Li's Drive Reversal will only hit once, leaving Rashid at point blank for an even easier juggle. Dhalsim's also hit once but doesn't knock down at all, giving Rashid much more combo flexibility. | | If the opponent attempts to Drive Reversal a button canceled into {{clr|10|SA2}}, Rashid will get knocked down but the tornado will still punish them. Rashid can follow this up with HK Eagle Spike from anywhere on screen, even if he Back Rises. Other juggle options are also possible after a Neutral Rise, such as {{clr|4|Drive Rush}} into enhanced OD Spinning Mixer if you want to spend more meter to optimize the damage. Chun-Li's Drive Reversal will only hit once, leaving Rashid at point blank for an even easier juggle. Dhalsim's also hit once but doesn't knock down at all, giving Rashid much more combo flexibility. |
| }} | | }} |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
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| Rashid's SA3 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. While SA3 is extremely invincible, the full invuln does not last through all active frames. In the event of a trade, it only deals 10 damage and Rashid may be susceptible to trade combos. | | Rashid's {{clr|10|SA3}} 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. While {{clr|10|SA3}} is extremely invincible, the full invuln does not last through all active frames. In the event of a trade, it only deals 10 damage and Rashid may be susceptible to trade combos. |
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| Altair can be juggled into, although the slow startup means it will not work in every possible juggle route; for example, a grounded 236MP cannot cancel its landing recovery into SA3. Some common cancel routes include 236LP (1st hit), 236MP (1st/2nd hits), 214P, and Roll > Nail Assault. | | Altair can be juggled into, although the slow startup means it will not work in every possible juggle route; for example, a grounded 236MP cannot cancel its landing recovery into {{clr|10|SA3}}. Some common cancel routes include 236LP (1st hit), 236MP (1st/2nd hits), 214P, and Roll > Nail Assault. |
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| After the cinematic, Rashid can apply pressure with a Drive Rush starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. 6HK is also a useful meterless meaty option after a regular SA3 (but not CA); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button. | | After the cinematic, Rashid can apply pressure with a {{clr|4|Drive Rush}} starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. 6HK is also a useful meterless meaty option after a regular {{clr|10|SA3}} (but not {{clr|10|CA}}); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button. |
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| The biggest weakness of SA3 is that SA2 exists; much like Blanka, Rashid's optimal strategy is almost always to throw out SA2 the moment he gets it. The best use case for SA3 is to guarantee a kill in the final round or to use the extra Drive damage to put the opponent into Burnout. | | The biggest weakness of {{clr|10|SA3}} is that {{clr|10|SA2}} exists; much like Blanka, Rashid's optimal strategy is almost always to throw out {{clr|10|SA2}} the moment he gets it. The best use case for {{clr|10|SA3}} is to guarantee a kill in the final round or to use the extra Drive damage to put the opponent into Burnout. |
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