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| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Grounded hit gives a cinematic side switch with extra damage | | * Grounded hit gives a cinematic side switch with extra damage |
| * Aerial hit does less damage, no side switch, and has variable KD advantage depending on height | | * Aerial hit does 300 less damage, no side switch, and has variable KD advantage depending on height |
| <br> | | <br> |
| 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. | | 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 {{clr|H|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 {{clr|4|Drive Rush}} or a forward dash into {{clr|4|Drive Impact}}. | | On block, Rashid bounces far away from the opponent. However, at {{sf6-adv|VM|-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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| {{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. | | {{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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| * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance | | * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance |
| ** Can kick the projectile with 214P to make it travel quickly toward the opponent (even after a side switch) | | ** Can kick the projectile with 214P to make it travel quickly toward the opponent (even after a side switch) |
| | ** Cannot use 236K while Super is active |
| * Puts opponent into {{sf6-jug|limited juggle}} state; listed KD/Block Advantage assumes a point blank connect | | * Puts opponent into {{sf6-jug|limited juggle}} state; listed KD/Block Advantage assumes a point blank connect |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
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| * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) | | * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) |
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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 {{clr|10|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 {{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. | | 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 {{clr|H|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 {{clr|10|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 |
| <br> | | <br> |
| 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. | | Rashid's {{clr|10|SA3}} has him performing an invincible version of his {{clr|L|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 {{clr|10|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 {{clr|M|236MP}} cannot cancel its landing recovery into {{clr|10|SA3}}. Some common cancel routes include {{clr|L|236LP}} (1st hit), {{clr|M|236MP}} (1st/2nd hits), 214P, and Roll > Nail Assault. |
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| 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. | | 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. {{clr|H|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 {{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. | | 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. |