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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}} | | {{New Patch Warning SF6}} |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f |
| * '''{{clr|4|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <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 {{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. | | 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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| ** {{clr|4|DR}} cancel is delayed until after active frames | | ** {{clr|4|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| {{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. | | {{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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| ** {{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** {{clr|4|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <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 {{clr|L|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_2lk}} | | {{AttackDataCargo-SF6/Query|rashid_2lk}} |
| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| | input = 6HK | | | input = 6HK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_6hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|1|caption=}} |
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| 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. | | 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 {{clr|H|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. When performed after j.214K, Blitz Strike has more juggle potential and does not increase the opponent's juggle counter on hit. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| * Cancelable into 6P/6K follow-ups on frames 20-72 | | * Cancelable into 6P/6K follow-ups on frames 18-72 |
| * 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 |
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| * '''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 | | * 2 hits + side switch on hit; 1 hit + no side switch on block |
| | * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) |
| * 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 |
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| {{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) |
| | * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * 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...) |
| * 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 {{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. | | 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); canceling into {{clr|10|SA2}} is the only other way to keep it safe. |
| {{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 {{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. | | 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. Unlike the regular version, it cannot be Super canceled. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} | | {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * True blockstring even at max delay |
| * '''Cancel Hitconfirm Window:''' 49f | | * '''Cancel Hitconfirm Window:''' 49f |
| ** Special/{{clr|4|DR}} cancel is delayed until after 4th recovery frame | | ** Special/{{clr|4|DR}} cancel is delayed until after 4th recovery frame |
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| * 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 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. | | A useful Target Combo extension from {{clr|M|5MP}}. The timing of the cancel window doesn't allow Eagle Spike to connect outside of the corner, but Rashid can use {{clr|10|214PP}} into Run~6K for great corner carry and a follow-up juggle. The two hits of the TC are always a true blockstring, so even on a missed hitconfirm you can simply cancel to {{clr|L|236LP}} for safety on block. |
| }} | | }} |
| <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> |
| Rashid gets excellent knockdown advantage on his forward throw, allowing for a corner throw loop that can be mixed up with a shimmy to bait the opponent's throw tech. Each throw must be manually timed, as he has too much KD Advantage after a dash to throw immediately. Remember that holding forward after a dash results in a Run, which will ruin the throw loop setup. | | Rashid gets excellent knockdown advantage on his forward throw, allowing for a corner throw loop that can be mixed up with a shimmy to bait the opponent's throw tech. Each throw must be manually timed, as he has too much knockdown advantage after a dash to throw immediately. Remember that holding forward after a dash results in a Run, which will affect the throw loop setup. |
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| | Midscreen, the opponent is left too far away for Rashid to get oki even with {{clr|4|Drive Rush}}. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_4lplk}} | | {{AttackDataCargo-SF6/Query|rashid_4lplk}} |
| * Side switch | | * Side switch |
| * Punish Counter: HKD +27 | | * Punish Counter: HKD +24 |
| * 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 {{clr|4|Drive Rush}} normal, which inherently makes a second throw a viable option. | | After the side switch, Rashid is left far from the opponent. He can chase them down with {{clr|4|DR~}}{{clr|H|6HK}} anywhere on the screen, which will beat wakeup buttons and leave him {{sf6-adv|P|+1}} on block. In the corner, another option is {{clr|4|DR~}}{{clr|H|2HP}}; this has massive pushback on hit or block, but allows a link directly into {{clr|10|SA1}}. Rashid's {{clr|4|Drive Rush}} momentum does not carry him far enough to attempt a throw mixup even if the opponent respects these options and commits to blocking. |
| }} | | }} |
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| | input = LPLK (air) | | | input = LPLK (air) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_jlplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_jlplk|caption=}} |
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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 {{clr|4|Drive Rush}}, but midscreen he is left quite far away from the opponent. | | Air Throw is a good air-to-air 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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| | input = HPHK | | | input = HPHK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_hphk|caption=}} |
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| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) |
| | * Combos when canceled from Punish Counter {{clr|H|5HP}}/{{clr|M|6MP}} (no corner wallsplat) |
| | ** Useful for draining opponent's Drive gauge, especially after Perfect Parry |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * {{clr|M|5MP}}~{{clr|H|HK}}: 14[10] | | * {{clr|M|5MP}}~{{clr|H|HK}}: 14[10] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. |
| | * {{clr|4|DR~}}{{clr|M|5MP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|M|6MP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = 6HPHK |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6hphk|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_6hphk}} | | {{AttackDataCargo-SF6/Query|rashid_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|rashid_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|rashid_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66}} | | {{AttackDataCargo-SF6/Query|rashid_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|rashid_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** Can also be performed from whiffed cancelable light normals |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Rashid/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * 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 {{clr|4|Drive Rush}} attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced 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 {{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 {{clr|4|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]]
| |
| }} | | }} |
| <br> | | <br> |
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| | input = 236P | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236lp|caption=LP - Grounded}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236mp|caption=MP - 45 degree angle}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236mp|caption=MP/OD - 45 degree angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236hp|caption=HP - Straight up}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236hp|caption=HP - Straight up}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236pp|caption=OD - 45 degree angle}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp|caption=LP - Grounded}} |
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| {{AttackDataCargo-SF6/Query|rashid_236hp}} | | {{AttackDataCargo-SF6/Query|rashid_236hp}} |
| * '''Anti-Air Invuln:''' 6-12f; works well vs. cross-ups | | * '''Anti-Air Invuln:''' 6-12f; works well vs. cross-ups |
| * '''Airborne''' 8-63f ({{FKD}} state) | | * '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} state) |
| * Can be affected by Air Current on frames 2-5 | | * Can be affected by Air Current on frames 2-5 |
| {{AttackDataCargo-SF6/Query|rashid_236pp}} | | {{AttackDataCargo-SF6/Query|rashid_236pp}} |
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| | input = 236P | | | input = 236P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236lp|caption=LP - Grounded}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236lp_enhanced|caption=LP - Grounded}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236mp|caption=MP - Slight upwards angle}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236mp_enhanced|caption=MP/OD - Slight upwards angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236hp|caption=HP - Straight up}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236hp|caption=HP - Straight up}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236pp|caption=OD - Slight upwards angle}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236lp_enhanced|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236lp_enhanced|caption=}} |
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| {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} |
| * '''Anti-Air Invuln:''' 5-11f; works well vs. cross-ups | | * '''Anti-Air Invuln:''' 5-11f; works well vs. cross-ups |
| * '''Airborne''' 7-90f ({{FKD}} state) | | * '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} |
| * '''Full Invuln:''' 1-6f (cannot hit cross-ups behind Rashid) | | * '''Full Invuln:''' 1-6f (cannot hit cross-ups behind Rashid) |
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| | input = 214K | | | input = 214K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_214mk|caption=MK/HK/OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lk|caption=LK version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214mk|caption=MK/HK/OD versions}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214mk|caption=MK/HK/OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lk}} | | {{AttackDataCargo-SF6/Query|rashid_214lk}} |
| * '''Airborne''' 9-38f ({{FKD}} state) | | * '''Airborne''' 9-38f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 37f (Super, hit only) |
| * Puts opponent into {{sf6-jug|limited juggle}} state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * Can be affected by Air Current on frames 4-14 | | * Can be affected by Air Current on frames 4-14 |
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| | input = 214K | | | input = 214K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_214lk_enhanced|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_214mk_enhanced|caption=MK/HK/OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=LK version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214mk|caption=MK/HK/OD versions}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214mk|caption=MK/HK/OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} |
| * '''Airborne''' 8-37f ({{FKD}} state) | | * '''Airborne''' 8-37f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 38f (Super, hit only) |
| * Puts opponent into {{sf6-jug|limited juggle}} state on hit | | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * 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) |
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| | input = 236K | | | input = 236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=145px|rashid_236k|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|rashid_236kk|caption=Full Charge Shot Tornado}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236kk|caption=Full Charge Shot Tornado}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_236k|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_236k|1|caption=}} |
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| | input = 214P | | | input = 214P |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214lp|caption=}} |
| ----
| | {{MoveDataCargoImage|imageHeight=220px|rashid_214lp|2|caption=}} |
| {{MoveDataCargoImage|imageHeight=160px|rashid_214pp|caption=}} | |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lp|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lp|1|caption=}} |
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| | input = 214P~4K/6K | | | input = 214P~4K/6K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_4k|caption=4K: Wind Stroke}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_214p_4k|caption=4K: Wind Stroke}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_6k|caption=6K: Rolling Assault}} | | {{MoveDataCargoImage|imageHeight=120px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_4k|caption=4K: Wind Stroke}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_4k|caption=4K: Wind Stroke}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_214p_6k|caption=6K: Rolling Assault}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214p_4k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_4k}} |
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| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|rashid_j214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|rashid_j214lk|caption=}} |
| | {{MoveDataCargoImage|imageHeight=260px|rashid_j214lk|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_j214lk|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_j214lk|1|caption=}} |
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| | input = 236236K | | | input = 236236K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236236k}} | | {{AttackDataCargo-SF6/Query|rashid_236236k}} |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-15f; Armor Break | | * '''Strike/Throw Invuln:''' 1-15f; Armor Break |
| * '''Airborne''' 9-35f ({{FKD}} state) | | * '''Airborne''' 9-35f ({{FKD}} state) |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 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. |
|
| |
|
| 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. |
|
| |
|
| 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}}. |
|
| |
|
| {{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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| | input = 214214K | | | input = 214214K |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} | | {{MoveDataCargoImage|imageHeight=170px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214214k|caption=}} |
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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) |
| ** Distribution: 2000x5 (hit) / 1000x5 (block) | | ** Distribution: 2000x5 (hit) / 1000x5 (block) |
| * 40% minimum damage scaling; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * 40% minimum damage scaling; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | * Rashid cannot build additional Super Art gauge until the projectile hitbox has dissipated |
| * '''Projectile Speed:''' 0.01 (starts moving on 7th active frame) | | * '''Projectile Speed:''' 0.01 (starts moving on 7th active frame) |
| ** After 214P kick: 0.06 (1-7f), 0.115 (8f~) | | ** After 214P kick: 0.06 (1-7f), 0.115 (8f~) |
| * 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) |
| <br> | | <br> |
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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. |