Street Fighter 6/Rashid: Difference between revisions

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Revision as of 09:18, 24 July 2023


Introduction

"The Soaring Eagle of the Desert" that fights using parkour. With the wind as his ally, he outfoxes opponents with his high mobility. Born into nobility, he's a carefree but earnest man. Loves video streaming.

Rashid is a character with a unique focus on strong mobility options and unique "air current" projectiles. These air currents modify Rashid's movement when he passes through them while jumping or performing a special, affecting the way he chooses to approach his opponent.

While Rashid has the traditional shotoclone fireball/DP combo to work with, he puts a number of unique touches on them to make them his own. His fireball Whirlwind Shot travels upwards at a diagonal angle instead of fully horizontal, and can be charged up to leave an air current. His DP Spinning Mixer meanwhile travels in many directions rather than the usual single version. The light version goes horizontally, the medium version travels diagonally up, and the heavy version goes straight upwards. As one can see, Rashid places a lot of emphasis on controlling the space directly in front of him and above him.

The reason why is that Rashid has a number of extremely powerful mobility tools once he's established control over these spaces. Rashid is unique among the cast in that he has a run which activates after he takes a forward dash. He can use 6KK to front flip across the screen, or use Arabian Skyhigh to flip through the air and come down in unique angles. Combining all of these options together, accented further with the air currents he creates, can allow Rashid unprecedented forward movement.

Once he's zoned in on you, Rashid becomes frightening to deal with as a defender. Rashid not only has a throw loop, but his light Spinning Mixer does good Drive Bar damage and is safe on block. Rashid has many ways to threaten quick mixups with 6HP or be plus on block with 2MP. Once he's gotten you launched into a combo, Rashid can layer on Arabian Cyclone during your wakeup to keep you blocking. Even worse, Arabian Cyclone can also be used to set up high/low/throw mixups. If he's got meter to spend, Rashid can also drop the powerful Ysaar onto you to force a checkmate scenario. All in all, Rashid's close-range offense is one of the strongest in the game and something he excels at.

And excel at that offense he must, as Rashid's pokes are very stubby and his footsies in general is lacking. Rashid's kit is very complex and freeform, which both acts as a boon (in that it gives him lots of tools) and a curse (in that picking the best option can be difficult). As well, while Spinning Mixer is a decent anti-air option, it is only air-invulnerable on frame 6 as opposed to the standard frame 1, which combined with his mediocre anti-air buttons makes it hard for him to reactively stuff aerial approaches. All in all, Rashid is excellent for people who want to get in and flex their offense. If you want peerless mobility, excellent close-range pressure and a wealth of style alongside it, ride the waves with Rashid.


Pick if you like: Avoid if you dislike:
  • Diverse, powerful, and plentiful mobility options, including: a run with command normal followups, forward-moving specials, crossover flips, and double-jumping air specials
  • Consistent and threatening pressure with many ways to be plus on block
  • Plentiful ways to spend resources and force mixups, including one of the most oppressive projectile supers in the game
  • Lacking fullscreen options and smaller buttons in neutral, making strong movement a must
  • A large and complex kit, which can make efficient decision making difficult
  • Anti-airs that require precise timing due to their minimal invincibility


Classic & Modern Versions Comparison

List of differences with Modern Rashid
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Crescent Kick (6HK)
Shortcut-Only Specials
  • Whirlwind Shot (5S)
    • MK version by default; hold left/right to change trajectory
  • Eagle Spike (4S)
    • Light/OD Only
Miscellaneous Changes
  • N/A


Rashid
SF6 Rashid Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.045
Backward Walk Speed 0.032
Forward Dash Speed 18
Backward Dash Speed 25
Forward Dash Distance 1.20 (1.86)
Backward Dash Distance 1.10 (1.91)
Drive Rush Min. Distance (Throw) 0.796
Drive Rush Min. Distance (Block) 2.253
Drive Rush Max Distance 2.998
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90 (5.07)
Backward Jump Distance 1.52 (3.63)
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

πŸŸ₯ (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit β‰₯ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value β‰₯ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be β‰₯ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 β‰₯ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Rashid 5lp.png
SF6 Rashid 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 300 LH +4 -1


5MP
Standing Medium Punch
5MP
SF6 Rashid 5mp.png
SF6 Rashid 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 TC Sp SA 600 LH +5 +1


5HP
Standing Heavy Punch
5HP
SF6 Rashid 5hp.png
SF6 Rashid 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 21 Sp SA 800 LH +1 -4


5LK
Standing Light Kick
5LK
SF6 Rashid 5lk.png
SF6 Rashid 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Sp SA 300 LH +3 -1


5MK
Standing Medium Kick
5MK
SF6 Rashid 5mk.png
SF6 Rashid 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17(19) - 600 LH +6 -3


5HK
Standing Heavy Kick
5HK
SF6 Rashid 5hk.png
SF6 Rashid 5hk hitbox 1.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 8 18 - 800 LH -1 -5


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Rashid 2lp.png
Boi
SF6 Rashid 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn Sp SA 300 LH +5 -1


2MP
Crouching Medium Punch
2MP
SF6 Rashid 2mp.png
SF6 Rashid 2mp hitbox 1.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 Sp SA 600 LH +4 +1


2HP
Crouching Heavy Punch
2HP
SF6 Rashid 2hp.png
SF6 Rashid 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 21(23) SA 900 LH +5 -6


2LK
Crouching Light Kick
2LK
SF6 Rashid 2lk.png
SF6 Rashid 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +3 -1


2MK
Crouching Medium Kick
2MK
SF6 Rashid 2mk.png
SF6 Rashid 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 18 Sp SA 500 L -1 -5


2HK
Crouching Heavy Kick
2HK
SF6 Rashid 2hk.png
SF6 Rashid 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 24(28) - 900 L HKD +31 -11


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Rashid jlp.png
SF6 Rashid jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 5 3 land - 300 H - -


j.MP
Jumping Medium Punch
j.MP
SF6 Rashid jmp.png
SF6 Rashid jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 3 land Sp 600 H - -


j.HP
Jumping Heavy Punch
j.HP
SF6 Rashid jhp.png
SF6 Rashid jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4(2)3 3 land - 400x2 H,H - -


j.LK
Jumping Light Kick
j.LK
SF6 Rashid jlk.png
SF6 Rashid jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 3 land - 300 H - -


j.MK
Jumping Medium Kick
j.MK
SF6 Rashid jmk.png
SF6 Rashid jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -


j.HK
Jumping Heavy Kick
j.HK
SF6 Rashid jhk.png
SF6 Rashid jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land - 800 H - -


Wall Jump
Wall Jump
9 (against wall)
SF6 Rashid walljump.png
SF6 Rashid walljump hitbox.png
Hitboxes Off
Hitboxes On

9 (against wall)
Wall Jump
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
  • Forced Knockdown and Counterhit state for the entire duration
  • Can be done from Back or Neutral Jump if fully against the back wall
  • Can also be done against a cornered opponent after a Forward Jump
    • Rashid will face the new direction after bouncing off wall, affecting the direction that air attacks come out



Command Normals

6MP
Flapping Spin
6MP
SF6 Rashid 6mp.png

SF6 Rashid 6mp2.png
SF6 Rashid 6mp hitbox 1.png

SF6 Rashid 6mp hitbox 2.png
Hitboxes Off
Hitboxes On

6MP
Flapping Spin
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(24) 2(14)2 18 Sp SA (1st) 300x2 LH +1 -3


6HP
Beak Assault
6HP
SF6 Rashid 6hp.png
SF6 Rashid 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Beak Assault
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 21 - 800 H +3 -3


6HK
Crescent Kick
6HK
SF6 Rashid 6hk.png
SF6 Rashid 6hk hitbox 1.png
Hitboxes Off
Hitboxes On

6HK
Crescent Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 20(23) - 900 LH +2(+5) -3(0)


j.2HP
Blitz Strike
j.2HP
SF6 Rashid j2hp.png
SF6 Rashid j2hp hitbox.png
Hitboxes Off
Hitboxes On

j.2HP
Blitz Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 3 land Sp 850 H -9(-1) -29(-21)
  • During Forward Jump only
  • Allows for a High/Low/Throw mixup on hit and block
  • Launches you very high on both hit on block.
  • Can be cancelled into j.214K, allowing for stagger pressure on block


j.8HK
Aerial Shot
j.8HK
SF6 Rashid j8hk.png
SF6 Rashid j8hk hitbox.png
Hitboxes Off
Hitboxes On

j.8HK
Aerial Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -
  • During Neutral Jump only


6[6]
Run
6[6]
SF6 Rashid 66 hold.png

SF6 Rashid 66 hold 6p.png

SF6 Rashid 66 hold 6k.png
SF6 Rashid 66 hold hitbox.png

SF6 Rashid 66 hold 6p hitbox 1.png

SF6 Rashid 66 hold 6k hitbox 2.png
Hitboxes Off
Hitboxes On

6[6]
Run
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 - 5(18) - - - - -
6[6]~6P
Backup
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+8 10 17 SA (2nd, hit only) 400x2 L,LH +7 -10(-1)
6[6]~6K
Tempest Moon
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+16 2(4)3 21 SA (2nd) 600x2 LH,LH +3 -4
6[6]~6K (Air Current)
Tempest Moon (Air Current)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+9 3(21)2(3)3 22 - 400x2,600 LH,LH KD +56 OTG / KD +22 -5


6KK
Side Flip
6KK
SF6 Rashid 6kk.png
Can pass through opponents

SF6 Rashid 6kk kk.png
Distance changes depending on direction held
SF6 Rashid 6kk hitbox.png

SF6 Rashid 6kk kk hitbox.png
Hitboxes Off
Hitboxes On

6KK
Side Flip
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 total - - - - - - -
6KK~KK
Front Flip
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+51 total - 8 land - - - - -


Target Combos

5MP~HK
Rising Kick
5MP~HK
SF6 Rashid 5mp hk.png
SF6 Rashid 5mp hk hitbox.png
Hitboxes Off
Hitboxes On

5MP~HK
Rising Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 36 Sp SA 400 LH KD +42 -20


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Rashid lplk.png
SF6 Rashid lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Riding Glider
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +27 -
  • Punish Counter: +? HKD


Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Rashid 4lplk.png
SF6 Rashid lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Sunset Drop
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -
  • Side switches
  • Punish Counter: +? HKD


Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Rashid jlplk.png
SF6 Rashid jlplk hitbox.png
Hitboxes Off
Hitboxes On

j.LPLK
Desert Slider
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +27 -
  • Punish Counter: +? HKD


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Rashid hphk.png
SF6 Rashid hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Eagle Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap β‰₯ 6f can be thrown, and a gap β‰₯ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Rashid 6hphk.png
SF6 Rashid 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Eagle Slash (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Rashid mpmk.png
"Wachu gonna do?"
SF6 Rashid mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Distance:
    • ? (min, normal cancel)
    • ? (min, block/movement cancel)
    • ? (max, no cancel)
  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Spinning Mixer (236P)
Spinning Mixer
236P
SF6 Rashid 236lp.png
Grounded

SF6 Rashid 236mp.png
45 degree angle

SF6 Rashid 236hp.png
Straight up

SF6 Rashid 236pp.png
Similar angle to the MP version
SF6 Rashid 236lp hitbox.png

SF6 Rashid 236mp hitbox.png

SF6 Rashid 236hp hitbox.png

SF6 Rashid 236pp hitbox 1.png
Hitboxes Off
Hitboxes On

236LP
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3(5)2(4)2 19(24) SA3 (1st) 300,200x2 (700) LH +2 -3
236MP
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 1,2(2)2(5)2(3)2 34+14 land SA3, (Sp/SA land) 300,100x3,200 (800) LH KD +31 -45(-49)
236HP
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(2)3(3)3(4)
3(4)3(4)3
24+14 land - 100x5,700 (1200) LH KD +33 -55
236PP
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 1,2(2)3(2)4(2)
4(2)4(2)4(2)4(2)3
38+19(15) land - 300x2,100x6,200 (1400) LH KD +25 -42(-48)


Spinning Mixer
236P
SF6 Rashid 236lp.png
Grounded

SF6 Rashid 236mp.png
45 degree angle

SF6 Rashid 236hp.png
Straight up

SF6 Rashid 236pp.png
Similar angle to the MP version
SF6 Rashid 236lp hitbox.png

SF6 Rashid 236mp hitbox.png

SF6 Rashid 236hp hitbox.png

SF6 Rashid 236pp hitbox 1.png
Hitboxes Off
Hitboxes On

236LP (Air Current)
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(4)3(3)3(4)3(3)
3(4)3(3)3(4)3(3)3
15 SA3 (1st) 200,100x8 (1000) LH +4 +2
236MP (Air Current)
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 1,2(2)2(4)2(3)2(6)
2(3)2(5)2(3)2(5)2(3)2
37+19 land SA3 200x2,100x8,200 (1400) LH KD +42 -78(-83)
236HP (Air Current)
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2(2)3(3)3(4)3(3)
3(2)3(2)3(2)3(3)3
39+14 land - 125x8,800 (1800) LH KD +27 -83
236PP (Air Current)
Spinning Mixer
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 1,2(2)3(2)4(2)4(2)
4(2)4(2)4(2)4(2)4
36+19 land Sp* (air) 200x2,100x8,200 (1400) LH KD +47 -72(-84)


Eagle Spike (214K)
Eagle Spike
214K
SF6 Rashid 214lk.png

SF6 Rashid 214kk.png
SF6 Rashid 214lk hitbox.png

SF6 Rashid 214mk hitbox.png
Hitboxes Off
Hitboxes On

214LK
Eagle Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 13 11+20 land
(19+32 land oB)
SA3 (hit) 1100 LH KD +30(+42) -36
214MK
Eagle Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 13 5+21 land
(22+33 land oB)
- 1300 LH KD +52(+64) -36
214HK
Eagle Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 13 6+21 land
(22+33 land oB)
- 1500 LH KD +56(+68) -36
214KK
Eagle Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 13 7+19 land
(22+33 land oB)
- 1000 LH KD +53(+65) -36


Eagle Spike
214K
SF6 Rashid 214lk.png

SF6 Rashid 214kk.png
SF6 Rashid 214lk hitbox.png

SF6 Rashid 214mk hitbox.png
Hitboxes Off
Hitboxes On

214LK (Air Current)
Eagle Spike (Air Current)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 13 11+22 land
(19+20 land oB)
SA3 (hit) 1300 LH KD +35(+47) -24
214MK (Air Current)
Eagle Spike (Air Current)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 15 5+45 land
(22+12 land oH/oB)
- 1500 LH KD +59 -15
214HK (Air Current)
Eagle Spike (Air Current)
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 15 5+45 land
(22+12 land oH/oB)
- 1500 LH KD +59 -15
214KK (Air Current)
Eagle Spike (Air Current)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 14 7+15 land
(22+21 land oB)
- 1300 LH KD +53(+65) -24


Whirlwind Shot (236K)
Whirlwind Shot
236K
SF6 Rashid 236k.png

SF6 Rashid 236kk.png
Full Charge Shot Tornado
SF6 Rashid 236k hitbox 1.png

SF6 Rashid 236kk hitbox 1.png
Hitboxes Off
Hitboxes On

236K
Whirlwind Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+6 - 35 SA3 600 LH -1 -9
236{K}
Whirlwind Shot (Partial Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
28+6 - 35 SA3 600,300 LH +5 0
236[K]
Whirlwind Shot (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
53 - 35 SA3 400x2,200 LH +16 +8
236KK
Whirlwind Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 - 35 SA2 SA3 300,400 LH KD +49 -2
236[KK]
Whirlwind Shot (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
44 - 35 SA2 SA3 400x3 LH KD +65 +10
  • Can be charged for up to two additional hits.
  • Partial charge can be done to increase advantage
  • Fully charged Whirlwind Shots create a tornado at Rashid's feet which lastsΒ ? frames.


Arabian Cyclone (214P)
Arabian Cyclone
214P
SF6 Rashid 214lp.png

SF6 Rashid 214pp.png
SF6 Rashid 214p hitbox 1.png

SF6 Rashid 214p hitbox 1.png
Hitboxes Off
Hitboxes On

214LP
Arabian Cyclone
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3(1)15 28(14) SA3 400x2 LH +2 -6
214MP
Arabian Cyclone
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(1)15 26(12) SA3 400,500 LH +4 -4
214HP
Arabian Cyclone
Startup Active Recovery Cancel Damage Guard On Hit On Block
27 3(1)15 29(24) SA3 400,300x2 LH KD +40 -2
214PP
Arabian Cyclone
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(1)29 25(29) SA2 SA3 400x2 LH KD +49 -10


Arabian Cyclone Followups (214P~4K/6K)
Arabian Cyclone Followups
214P~4K/6K
SF6 Rashid 214p 4k.png
4K: Wind Stroke

SF6 Rashid 214p 6k.png
6K: Rolling Assault

SF6 Rashid 214p 6k k.png
6K~K: Nail Assault
SF6 Rashid 214p 4k hitbox.png

SF6 Rashid 214p 6k hitbox.png

SF6 Rashid 214p 6k k hitbox.png
Hitboxes Off
Hitboxes On

214P~4K
Wing Stroke
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 - 6 land - - - - -
  • Rashid is considered airborne and recovers in the air during the move.
214P~6K
Rolling Assault
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 33 - - - - -
  • LP and MP version only

No results

214P~6K~K
Nail Assault
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 26 SA3 600 LH KD +44 -9
  • Goes under chest-level projectiles.


Arabian Skyhigh (j.214K)
Arabian Skyhigh
j.214K
SF6 Rashid j214lk.png
SF6 Rashid j214k hitbox 1.png

SF6 Rashid j214k hitbox 1.png
Hitboxes Off
Hitboxes On

j.214LK
Arabian Skyhigh
Startup Active Recovery Cancel Damage Guard On Hit On Block
13(14) 9 3 land - 600 LH KD +16(+18)~ -32(-35)
j.214MK
Arabian Skyhigh
Startup Active Recovery Cancel Damage Guard On Hit On Block
18(19) 9 3 land - 700 LH KD +18(+20)~ -35(-38)
j.214HK
Arabian Skyhigh
Startup Active Recovery Cancel Damage Guard On Hit On Block
21(22) 9 3 land - 800 LH KD +20(+22)~ -43(-46)
j.214KK
Arabian Skyhigh
Startup Active Recovery Cancel Damage Guard On Hit On Block
13(14) 9 3 land - 1000,500 LH KD +34(+35)~ -25(-29)


Super Arts

Level 1 Super (236236K)
Super Rashid Kick
Level 1 Super Art
236236K
SF6 Rashid 236236k.png
SF6 Rashid 236236k hitbox.png
Hitboxes Off
Hitboxes On

236236K
Super Rashid Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 7 20+56 land
(33+42 land oB)
- 2100(1800) LH KD +11(+7~14) -53


Level 2 Super (214214K)
Ysaar
Level 2 Super Art
214214K
SF6 Rashid 214214k.png
SF6 Rashid 214214k hitbox.png
Hitboxes Off
Hitboxes On

214214K
Ysaar
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [349] 22 - 200x5 LH KD +104 +33
  • Leaves a Tornado on screen after the projectile dissapates forΒ ? frames.


Level 3 Super (236236P)
Altair
Level 3 Super Art
236236P
SF6 Rashid 236236p.png

SF6 Rashid 236236p(ca).png
Critical Art adds 500 more damage
SF6 Rashid 236236p hitbox.png

SF6 Rashid 236236p hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

236236P
Altair
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 18 82 - 4000 LH HKD +17 -75
236236P
Altair (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 18 82 - 4500 LH HKD +18 -75


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Rashid 5pppkkk.png
"Do this... this.. and this! It's easy as pie."

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
534 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Rashid 6pppkkk.png
"Hey look, just relax and have fun, alright?"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
545 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Rashid 4pppkkk.png
"Check this out! *does a flip* Now you try."

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
220 (total) - - - - - - -



SF6 Navigation

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