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| 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 {{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. | | The most common use for {{clr|M|6MP}} is to extend juggle combos by canceling the first hit. For example, after a corner {{clr|4|Drive Impact}} wallsplat, Rashid can juggle {{clr|H|5HP}} > {{clr|M|214MP}}, then juggling into {{clr|M|6MP}} > {{clr|H|236HP}}. There are various juggles where the height or spacing can be inconsistent, and starting with {{clr|M|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 {{clr|10|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 {{clr|H|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 {{clr|4|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 {{clr|M|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 {{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. | | 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 {{sf6-adv|VP|+5}} on hit and {{sf6-adv|E|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 {{clr|M|5MP}}. {{clr|H|6HK}} also works well after {{clr|4|Drive Rush}}; if the opponent uses delayed jabs to stuff attempted overheads, using {{clr|H|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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| * 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 follow-up 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 {{clr|H|j.HP}} or {{clr|H|j.HK}} to extend the combo. On block, Rashid can be juggled out of the air as he bounces. |
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| 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 {{clr|H|j.2HP}} to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. |
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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 {{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. | | 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 {{clr|H|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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| * Cancelable into follow-ups on frames 20-72 | | * Cancelable into 6P/6K 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 |
| * Rashid is in a Counter-hit state for the entire run animation | | * 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 |
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| | By inputting a dash and holding forward, Rashid transitions to a sprint animation. Can lead to 2 possible attack follow-ups. Useful for covering large distances when Rashid has significant knockdown advantage, but {{clr|4|Drive Rush}} is much better for approaching in neutral. |
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| * 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) |
| | * 2 hits + side switch on hit; 1 hit + no side switch on block |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * 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 |
| <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 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. | | Rashid's Slide can be used against most standard projectiles, but will not go under low ones like Juri {{clr|L|236LK}} or Rashid {{clr|10|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 [https://www.youtube.com/watch?v=2_cXe1klgTc stronger follow-up routes]. Hitting a cornered opponent keeps Rashid at point blank for even easier follow-up conversions, with no Punish Counter required. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} |
| * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) | | * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) |
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| * 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> |
| The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to 5MP on Punish Counter. This can be especially useful against opponents who wake up with 2MK to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout), so this is an aggressive read. | | The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to {{clr|M|5MP}} on Punish Counter. This can be especially useful against opponents who wake up with {{clr|M|2MK}} to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout), so this is an aggressive read. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} |
| * '''Airborne''' 21-36f ({{FKD}} state) | | * '''Airborne''' 21-36f ({{FKD}} state) |
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| * 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) | | * 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 {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|10|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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