input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 2 | 9 | 14 | +4 | -1 | LH | Chn Sp SA | 12 |
5MP | 600 | 6 | 3 | 14 | 22 | +5 | +1 | LH | TC Sp SA | 15 |
5HP | 800 | 9 | 3 | 21 | 32 | +1 | -4 | LH | Sp SA | 17 |
5LK | 300 | 4 | 3 | 10 | 16 | +3 | -1 | LH | Sp SA | 13 |
5MK | 600 | 8 | 3 | 17(19) | 27(29) | +6 | -3 | LH | - | |
5HK | 800 | 13 | 8 | 18 | 38 | -1 | -5 | LH | - | |
2LP | 300 | 5 | 3 | 7 | 14 | +5 | -1 | LH | Chn Sp SA | 13 |
2MP | 600 | 6 | 4 | 13 | 22 | +4 | +1 | LH | Sp SA | 16 |
2HP | 900 | 12 | 3 | 21(23) | 35(37) | +5 | -6 | LH | SA | 17 (SA) |
2LK | 200 | 5 | 3 | 8 | 15 | +3 | -1 | L | Chn | |
2MK | 500 | 7 | 3 | 18 | 27 | -1 | -5 | L | Sp SA | 13 |
2HK | 900 | 9 | 3 | 24(28) | 35(39) | HKD +31 | -11 | L | - | |
j.LP | 300 | 4 | 5 | 3 land | - | - | - | H | - | |
j.MP | 600 | 9 | 5 | 3 land | - | - | - | H | Sp | |
j.HP | 400x2 | 8 | 4(2)3 | 3 land | - | - | - | H,H | - | |
j.LK | 300 | 5 | 5 | 3 land | - | - | - | H | - | |
j.MK | 500 | 7 | 6 | 3 land | - | - | - | H | - | |
j.HK | 800 | 10 | 5 | 3 land | - | - | - | H | - | |
6MP | 300x2 | 8(24) | 2(14)2 | 18 | 43 | +1 | -3 | LH | Sp SA (1st) | 11 |
6HP | 800 | 22 | 3 | 21 | 45 | +3 | -3 | H | - | |
6HK | 900 | 16 | 4 | 20(23) | 39(42) | +2(+5) | -3(0) | LH | - | |
j.2HP | 850 | 10 | 5 | 3 land | - | -9(-1) | -29(-21) | H | Sp | 14 |
j.8HK | 800 | 8 | 5 | 3 land | - | - | - | H | - | |
6[6]~6P | 400x2 | 20+8 | 10 | 17 | 34 | +7 | -10(-1) | L,LH | - | |
6[6]~6K | 600x2 | 20+16 | 2(4)3 | 21 | 45 | +3 | -4 | LH,LH | - | |
6[6]~6K (Air Current) | 400x2,600 | 20+9 | 3(21)2(3)3 | 22 | 62 | KD +56 OTG / KD +22 | -5 | LH,LH | - | |
5MP~HK | 400 | 13 | 4 | 36 | 52 | KD +42 | -20 | LH | Sp SA | 49 |
< Street Fighter 6 | Rashid
Frame Data Tables
Character Data
Rashid | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
10000 | 0.8 | 0.045 | 0.032 | 18 | 25 | 1.20 (1.86) | 1.10 (1.91) | 4+38+3 | 1.90 (5.07) | 1.52 (3.63) | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | Hitstun | Blockstun | Hitstop |
5LP | 10% Starter | +8 | -9 | +5 | 0 | 15 | 10 | 9 |
5MP | +9 | -15 | +12 | +8 | 22 | 18 | 11 | |
5HP | +5 | -22 | +14 | +9 | 25 | 20 | 13 | |
5LK | 10% Starter | +7 | -11 | +4 | 0 | 16 | 12 | 9 |
5MK | +10 | -18 | 26 | 17 | 11 | |||
5HK | KD +49 Launch | -24 | 25 | 21 | 13 | |||
2LP | 10% Starter | +9 | -8 | +4 | -2 | 15 | 9 | 9 |
2MP | +8 | -15 | +11 | +8 | 21 | 18 | 11 | |
2HP | 20% Starter | +9 | -22 | 29 | 18 | 13 | ||
2LK | 10% Starter | +7 | -9 | 14 | 10 | 9 | ||
2MK | 20% Starter | +3 | -19 | +8 | +4 | 20 | 16 | 9 |
2HK | HKD +47 | -27 | 18 | 13 | ||||
j.LP | ≤ -2 | 13 | 9 | 9 | ||||
j.MP | ≤ -2 | 15 | 11 | 11 | ||||
j.HP | ≤ -2 | 19(25) | 15(21) | 10,10 | ||||
j.LK | ≤ -2 | 13 | 9 | 9 | ||||
j.MK | ≤ -2 | 17 | 13 | 11 | ||||
j.HK | ≤ -2 | 19 | 15 | 13 | ||||
6MP | +5 | -18 | +13 | +7 | 23,21 (37) | 17,17 (33) | 8,8 | |
6HP | +7 | -22 | 27 | 21 | 13 | |||
6HK | 20% Starter | +6(+9) | -22(-19) | 26 | 21 | 13 | ||
j.2HP | 15% Starter | -5(+3) | -44(-36) | 37 | 17 | 12 | ||
j.8HK | ≤ -2 | 19 | 15 | 13 | ||||
6[6]~6P | +11 | -25(-16) | 48 total | 17 | 9,8 | |||
6[6]~6K | 15% Starter | +7 | -22(-21) | 33 total | 26 total | 10,10 | ||
6[6]~6K (Air Current) | 20% Starter; Combo (2 hits) | KD +56 OTG / KD +22 | -21 | 49 total | 10,10,11 | |||
5MP~HK | Combo (2 hits) | KD +42 | KD +65 | +3 | 20 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 5000 | [8000] | 2500 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 2000x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 500x2 (250x2) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6MP | 1500x2 | [2500x2] | 750x2 | 250x2 (175x2) | 125x2 (62x2) |
6HP | 5000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.2HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.8HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6[6]~6P | 3000 | [2500,5000] | 1000x2 (1000) | 500x2 (350x2) | 250 (125) |
6[6]~6K | 2500x2 | [5000x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
6[6]~6K (Air Current) | 2000,2500x2 | [5000,2500x2] | 500,1000x2 | 200x3 (140x3) | 100x3 (50x3) |
5MP~HK | 1000 | [10000] | 2000 | 600 (420) | 500 (250) |
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
5LP | ||||||
5MP | ||||||
5HP | ||||||
5LK | ||||||
5MK | ||||||
5HK | 5 PC ground / 2 air | 2 | ||||
2LP | ||||||
2MP | ||||||
2HP | ||||||
2LK | ||||||
2MK | ||||||
2HK | ||||||
j.LP | ||||||
j.MP | 1 air | 10 | ||||
j.HP | 1 air | 0 | 0,1 | |||
j.LK | ||||||
j.MK | ||||||
j.HK | ||||||
6MP | 1 air (1st) | 1,1 | ||||
6HP | ||||||
6HK | 7-19 Lower Body | |||||
j.2HP | Until Land (FKD after bounce) | 1 air | 1 | |||
j.8HK | 1 air | 0 | 0 | |||
6[6]~6P | 1-19 Upper Body Projectile | |||||
6[6]~6K | 6-21 Throw | 6-21 (FKD) | ||||
6[6]~6K (Air Current) | 21-36 (FKD) | 1 | 1,1 | |||
5MP~HK | 1 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK |
5MP | Useful for starting combos and block pressure; has a Target Combo follow-up that can be canceled into 236LP for safety on block or into higher damage routes on hit |
5HP | Decent mid-range button with a strong hitbox for counterpoking; can combo to 214HK after Drive Rush or Punish Counter; special/DR cancel is delayed until after 2nd active frame |
5LK | Highest hitstun light normal makes it useful for special cancels (the only light normal that can combo into 214LK naturally); DR cancel is delayed until after active frames |
5MK | Combo starter that links into 5MP or into itself on counter-hit; 2 extra recovery frames on whiff |
5HK | Puts airborne opponents into limited juggle state; Punish Counter launches grounded opponents into limited juggle state; decent anti-air hitbox, but very slow and cannot hit cross-up; high pushback on hit and block; forces stand on hit; final 2 active frames whiff on crouching opponents; has an extended hurtbox 1f before active that is vulnerable to projectiles |
2LP | Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame |
2MP | Combo and pressure tool with many active frames for easy oki; can anti-air on frames 7-9 but cannot hit opponents behind Rashid; whiffs on crouching opponents at longer ranges |
2HP | Decent poke that can be buffered into supers; good close range Punish Counter starter (combos into 5HP), but high pushback makes it less reliable at longer ranges; 2 extra recovery frames on whiff |
2LK | Chains into 5LP/2LP/2LK |
2MK | Standard cancelable low poke; Range: 1.405; DR cancel is delayed until after active frames |
2HK | Can be juggled into even without Drive Rush (no longer a Hard Knockdown when juggled into); 4f extra recovery on block; disadvantage on block is fixed regardless of which active frame connects (cannot make it safer when meaty) |
j.LP | |
j.MP | Puts airborne opponents into limited juggle state; cancels into j.214K from forward jumps; shifts Rashid's hurtbox upward during startup |
j.HP | 1st hit puts airborne opponents into limited juggle state, 2nd hit causes spike knockdown; if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block |
j.LK | Longest horizontal range of Rashid's jump normals |
j.MK | Cross-up; shifts Rashid's hurtbox upward during startup |
j.HK | When used after j.214K or 214P~4K, causes a spike knockdown vs. airborne opponents |
6MP | () refers to startup of 2nd hit; 1st hit puts airborne opponents into limited juggle state (or maintains juggle state when used mid-combo); 2nd hit causes air reset; counter-hit/Punish Counter bonus advantage applies to both hits; decent range for whiff punishing; can be affected by Air Current on frames 3-10 (travels fullscreen) |
6HP | Long-ranged overhead that can lead to combos if well-spaced; not actually airborne despite the animation; can be affected by Air Current on frames 4-25 (travels nearly fullscreen) |
6HK | 3f extra recovery on whiff; useful for hopping over low pokes and comboing into MP normals on Punish Counter, but not actually airborne; good option out of Drive Rush; can be spaced to hit on later active frames for better advantage; can be affected by Air Current on frames 6-19 (travels fullscreen) |
j.2HP | Can be performed during forward jump or after j.214K; causes spike knockdown and OTG juggle state vs. airborne opponents; cancelable into j.214K; bounces off opponent on hit/block/parry, allowing Rashid to follow up with another airborne move (except another j.2HP) on frames 12-23; if Rashid hits airborne opponent 1f before landing, he lands immediately rather than bouncing; listed frame advantage assumes a grounded opponent and no follow-up air attack |
j.8HK | During neutral jump only; puts airborne opponents into limited juggle state, making it a useful air-to-air; shifts Rashid's hurtbox upward during startup |
6[6]~6P | Crouching state for entire move duration; cannot hit airborne opponents; on hit, connects twice and switches sides, remaining projectile invincible throughout the entire animation; on block, connects once and stays on the same side; if opponent is cornered, Rashid is close enough for a follow-up combo; counter-hit/Punish Counter bonus advantage applies to both hits; frames 1-17 can be affected by Air Current |
6[6]~6K | Counter-hit/Punish Counter bonus advantage applies to both hits; frames 1-3 can be affected by Air Current, becoming the Enhanced version |
6[6]~6K (Air Current) | Puts opponent into limited juggle OTG state if first hit connects (regular knockdown if first hit doesn't connect) |
5MP~HK | Puts opponent into limited juggle state; both hits form a true blockstring and can cancel to 236LP for safety; special/DR cancel is delayed until after 4th recovery frame |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +27 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +27 | - | T |
j.LPLK | 1200 (2040) | 5 | 3 | 3 land | - | KD +27 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -8 | LH |
MPMK | - | 1 | 8 or until released | 29(1)(11) | 37(3) | - | - | - |
66 | - | 9(11) | 45(46) | 24(23) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +27 | ||||
4LPLK | 20% Immediate | HKD +27 | ||||
j.LPLK | HKD +27 | |||||
HPHK | 200 | 20% Starter | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 21 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
j.LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
66 | -10000(-30000) |
input | Invuln | Armor | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|
input | Invuln | Armor | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | |||||
4LPLK | |||||
j.LPLK | |||||
HPHK | 1-27 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | ||||
66 |
input | Notes |
---|---|
input | Notes |
LPLK | Allows for a corner throw loop; must be manually timed after a forward dash |
4LPLK | Side switches; after back throwing opponent into the corner, Rashid can threaten with Drive Rush pressure but does not get true throw oki |
j.LPLK | Useful air-to-air against close range jumps; in the corner, can get oki with Drive Rush |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | 5f extra recovery on hit; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66 | See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.796 (min/throw), 2.253 (min/block), 2.998 (max/final DR frame) |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
9 (against wall) | - | - | - | - | - | - | - | - | - | |
6[6] | - | 20 | - | 5(18) | 90 | - | - | - | - | |
6KK | - | 32 total | - | - | 32 | - | - | - | - | |
6KK~KK | - | 18+51 total | - | 8 land | 51 | - | - | - | - | |
236LP | 300,200x2 (700) | 8 | 3(5)2(4)2 | 19(24) | 42(47) | +2 | -3 | LH | SA3 (1st) | 10 |
236LP (Air Current) | 200,100x8 (1000) | 6 | 2(4)3(3)3(4)3(3) 3(4)3(3)3(4)3(3)3 | 15 | 74 | +4 | +2 | LH | SA3 (1st) | 9 |
236MP | 300,100x3,200 (800) | 8 | 1,2(2)2(5)2(3)2 | 34+14 land | 74 | KD +31 | -45(-49) | LH | SA3, (Sp/SA land) | 11 |
236MP (Air Current) | 200x2,100x8,200 (1400) | 5 | 1,2(2)2(4)2(3)2(6) 2(3)2(5)2(3)2(5)2(3)2 | 37+19 land | 115 | KD +42 | -78(-83) | LH | SA3 | 8 |
236HP | 100x5,700 (1200) | 6 | 2(2)3(3)3(4) 3(4)3(4)3 | 24+14 land | 77 | KD +33 | -55 | LH | - | |
236HP (Air Current) | 125x8,800 (1800) | 5 | 2(2)3(3)3(4)3(3) 3(2)3(2)3(2)3(3)3 | 39+14 land | 104 | KD +27 | -83 | LH | - | |
236PP | 300x2,100x6,200 (1400) | 6 | 1,2(2)3(2)4(2) 4(2)4(2)4(2)4(2)3 | 38+19(15) land | 105 | KD +25 | -42(-48) | LH | - | |
236PP (Air Current) | 200x2,100x8,200 (1400) | 4 | 1,2(2)3(2)4(2)4(2) 4(2)4(2)4(2)4(2)4 | 36+19 land | 115 | KD +47 | -72(-84) | LH | Sp* (air) | 99 oH / 83 oB |
214LK | 1100 | 15 | 13 | 11+20 land (19+32 land oB) | 58 | KD +30(+42) | -36 | LH | - | |
214LK (Air Current) | 1300 | 14 | 13 | 11+22 land (19+20 land oB) | 59 | KD +35(+47) | -24 | LH | - | |
214MK | 1300 | 21 | 13 | 5+21 land (22+33 land oB) | 59 | KD +52(+64) | -36 | LH | - | |
214MK (Air Current) | 1500 | 17 | 15 | 5+45 land (22+12 land oH/oB) | 81 | KD +59 | -15 | LH | - | |
214HK | 1500 | 26 | 13 | 6+21 land (22+33 land oB) | 65 | KD +56(+68) | -36 | LH | - | |
214HK (Air Current) | 1500 | 17 | 15 | 5+45 land (22+12 land oH/oB) | 81 | KD +59 | -15 | LH | - | |
214KK | 1000 | 21 | 13 | 7+19 land (22+33 land oB) | 59 | KD +53(+65) | -36 | LH | - | |
214KK (Air Current) | 1300 | 18 | 14 | 7+15 land (22+21 land oB) | 53 | KD +53(+65) | -24 | LH | - | |
236K | 600 | 11+6 | - | 35 | 52 | -1 | -9 | LH | SA3 | 4 |
236{K} | 600,300 | 28+6 | - | 35 | 69(88) | +5 | 0 | LH | SA3 | 4 |
236[K] | 400x2,200 | 53 | - | 35 | 88 | +16 | +8 | LH | SA3 | 9 |
236KK | 300,400 | 17 | - | 35 | 52 | KD +49 | -2 | LH | SA2 SA3 | 12 |
236[KK] | 400x3 | 44 | - | 35 | 79 | KD +65 | +10 | LH | SA2 SA3 | 12 |
214LP | 400x2 | 15 | 3(1)15 | 28(14) | 47 | +2 | -6 | LH | SA3 | 20 |
214MP | 400,500 | 20 | 3(1)15 | 26(12) | 50 | +4 | -4 | LH | SA3 | 19 |
214HP | 400,300x2 | 27 | 3(1)15 | 29(24) | 69 | KD +40 | -2 | LH | SA3 | 19 |
214PP | 400x2 | 20 | 3(1)29 | 25(29) | 49(53) | KD +49 | -10 | LH | SA2 SA3 | 21 |
214P~4K | - | 32 | - | 6 land | 67 | - | - | - | - | |
214P~6K | - | - | - | 33 | 33 | - | - | - | - | |
214P~6K~K | 600 | 17 | 3 | 26 | 45 | KD +44 | -9 | LH | SA3 | 16 |
j.214LK | 600 | 13(14) | 9 | 3 land | - | KD +16(+18)~ | -32(-35) | LH | - | |
j.214MK | 700 | 18(19) | 9 | 3 land | - | KD +18(+20)~ | -35(-38) | LH | - | |
j.214HK | 800 | 21(22) | 9 | 3 land | - | KD +20(+22)~ | -43(-46) | LH | - | |
j.214KK | 1000,500 | 13(14) | 9 | 3 land | - | KD +34(+35)~ | -25(-29) | LH | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
9 (against wall) | ||||||
6[6] | ||||||
6KK | ||||||
6KK~KK | ||||||
236LP | 75,50x2 (175) | 30% Starter | +6 | -19 | 32 total | 6,5,5 |
236LP (Air Current) | 50,25x8 (250) | 20% Starter; Combo (2 hits) | +8 | -15 | 71 total | 6,2x7,9 |
236MP | 75,25x2 (100~125) | 10% Starter | KD +31 | -65 | 22(18) | 4,3x3,9 |
236MP (Air Current) | 75x2,100x3 (350~450) | KD +42 | -98 | 33(28) | 2x10,8 | |
236HP | 25 | KD +33 | -70 | 17 | 3x5,10 | |
236HP (Air Current) | 31 | KD +27 | -98 | 17 | 2x8,10 | |
236PP | 75x2,25 (150~175) | 20% Starter | KD +25 | -65 | 25(19) | 4,4,2x6,4 |
236PP (Air Current) | 50x2,25x4 (200) | 20% Starter | KD +47 | -93 | 39(27) | 4,4,2x8,8 |
214LK | 275 | KD +30(+42) | -50 | 16 | 11 | |
214LK (Air Current) | 325 | KD +35(+47) | -38 | 16 | 12 | |
214MK | 325 | KD +52(+64) | -54 | 20 | 13 | |
214MK (Air Current) | 375 | KD +113 Tumble | -33 | 20 | 15(19) | |
214HK | 375 | KD +56(+68) | -54 | 20 | 15(19) | |
214HK (Air Current) | 375 | KD +113 Tumble | -33 | 20 | 15(19) | |
214KK | 250 | Combo (2 hits) | KD +53(+65) | -54 | 20 | 15(18) |
214KK (Air Current) | 325 | KD +53(+65) | -42 | 20 | 15(18) | |
236K | 150 | +3 | -25 | 27 | (9) | |
236{K} | 150,75 | +9 | -14 | 36 total | (9,9) | |
236[K] | 100x2,50 | +20 | -3 | 44 total | (9,9,8) | |
236KK | 75,100 | 25% Starter; Combo (extra 15%) | KD +49 | -14 | 34 total | (7,7) |
236[KK] | 100x3 | 20% Starter; Combo (2 hits) | KD +65 | -3 | 46 total | (7,7,8) |
214LP | 150,50 | +6 | -18(-4) | 27 total / 23 tornado | 8 / 9(7) tornado | |
214MP | 175,50 | +8 | -16(-2) | 27 total / 23 tornado | 8 / 9(7) tornado | |
214HP | 200,25x2 | KD +40 | -12(-1) | 41 total / 8,29 tornado | 8 / 6,8(9,9) tornado | |
214PP | 100x2 | 20% Starter; Combo (2 hits) | KD +49 | -19(+12) | 24 total / 20 tornado | 8,(4) |
214P~4K | ||||||
214P~6K | ||||||
214P~6K~K | 150 | 20% Starter | KD +44 | -27 | 20 | 12 |
j.214LK | 150 | KD +16(+18)~ | -53(-51) | 20 | 8 | |
j.214MK | 175 | KD +18(+20)~ | -56(-53) | 20 | 8 | |
j.214HK | 200 | KD +20(+22)~ | -63(-61) | 20 | 8 | |
j.214KK | 250 | KD +34(+35)~ | -47(-43) | 20 | 8 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
9 (against wall) | |||||
6[6] | |||||
6KK | |||||
6KK~KK | |||||
236LP | 2000,500x2 | [1500x2,2000] | 500x2,1000 | 400,200x2 (280,140x2) | 200,100x2 (100,50x2) |
236LP (Air Current) | 500x8,1000 | [500x8,1000] | 100x9 | 100,50x8 (70,35x8) | 50,25x8 (25,12x8) |
236MP | 2500x3 | [5000] | 400x5 (400x3) | 300,100x3,200 (210,70x3,140) | 100x3 (50x3) |
236MP (Air Current) | 1250x5 | [5000] | 150x10,500 (150x5) | 150x2,50x8,100 (105x2,35x8,70) | 75x2,25x3 (37x2,12x3) |
236HP | 5000 | [5000] | 200x5,1000 (200) | 100x5,500 (70x5,350) | 50 (25) |
236HP (Air Current) | 5000 | [5000] | 200x8,1000 (200) | 110x8,120 (77x8,84) | 55 (27) |
236PP | 2500x3 | -20000 | 100x8,200 (70x8,140) | 50x3 (25x3) | |
236PP (Air Current) | 1250x6 | -20000 | 100x2,50x9 (70x2,35x9) | 100x2,50x4 (50x2,25x4) | |
214LK | 4000 | [6000] | 2000 | 1000 (700) | 500 (250) |
214LK (Air Current) | 5000 | [6000] | 2000 | 1000 (700) | 500 (250) |
214MK | 6000 | [8000] | 2000 | 1100 (770) | 550 (275) |
214MK (Air Current) | 8000 | [8000] | 2000 | 1200 (840) | 600 (300) |
214HK | 8000 | [10000] | 2000 | 1200 (840) | 600 (300) |
214HK (Air Current) | 8000 | [8000] | 2000 | 1200 (840) | 600 (300) |
214KK | 8000 | [8000] | -20000 | 1000 (700) | 500 (250) |
214KK (Air Current) | 8000 | [8000] | -20000 | 500 (350) | 250 (125) |
236K | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236{K} | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
236[K] | 800x2,900 | [1000x3] | 300x2,400 | 200x3 (140x3) | 100x3 (50x3) |
236KK | 1250x2 | [1500x2] | -20000 | 400,200 (280,140) | 200,100 (100,50) |
236[KK] | 800x2,900 | [1000x3] | -20000 | 200x3 (140x3) | 100,200,100 (50,100,50) |
214LP | 3000,1000 | [5000,3000] | 1000x2 | 400,200 (280,140) | 200,100 (100,50) |
214MP | 4000,1000 | [5000,3000] | 1000x2 | 400,200 (280,140) | 200,100 (100,50) |
214HP | 5000,500x2 | [5000,1500x2] | 1000,500x2 | 400,100x2 (280,70x2) | 200,50x2 (100,25x2) |
214PP | 5000,1000 | [5000,1500] | -20000 | 400,200 (280,140) | 200,100 (100,50) |
214P~4K | |||||
214P~6K | |||||
214P~6K~K | 5000 | [5000] | 2000 | 300 (210) | 150 (75) |
j.214LK | 4000 | [9000] | 2000 | 500 (350) | 250 (125) |
j.214MK | 5000 | [9000] | 2000 | 500 (350) | 250 (125) |
j.214HK | 6000 | [9000] | 2000 | 500 (350) | 250 (125) |
j.214KK | 7000 | [4500x2] | -20000 | 800,200 (560,140) | 400 (200) |
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
9 (against wall) | Until Land (FKD) | |||||
6[6] | ||||||
6KK | ||||||
6KK~KK | 11-43 (FKD) | |||||
236LP | 1,1,1 | |||||
236LP (Air Current) | ||||||
236MP | 6-10 Air | 13-60 (FKD) | ||||
236MP (Air Current) | 5-8 Air | 9-96 (FKD) | ||||
236HP | 6-12 Air | 8-63 (FKD) | ||||
236HP (Air Current) | 5-11 Air | 7-90 (FKD) | ||||
236PP | 1-8 Full, 9-13 Air | 10-86 (FKD) | ||||
236PP (Air Current) | 1-6 Full | 8-95 (FKD) | ||||
214LK | 9-38 (FKD) | 1 | 0 | |||
214LK (Air Current) | 8-37 (FKD) | 1 | 0 | |||
214MK | 12-38 (FKD) | 1 | 0 | |||
214MK (Air Current) | 8-36 (FKD) | 1 | 0 | |||
214HK | 15-44 (FKD) | 1 | 0 | |||
214HK (Air Current) | 8-36 (FKD) | 1 | 0 | |||
214KK | 12-40 (FKD) | 4 | 4 | |||
214KK (Air Current) | 7-37 Projectile | 9-37 (FKD) | 1 | 1 | ||
236K | 1 air | 1 | ||||
236{K} | 1 air | 2,0 | ||||
236[K] | 1 air | |||||
236KK | 2 | 0,1 | ||||
236[KK] | 1 | 1,0,1 | ||||
214LP | 15-17 Projectile (Leg) | 3,1 | ||||
214MP | 20-22 Projectile (Leg) | 3,1 | ||||
214HP | 27-29 Projectile (Leg) | 1 | 1,1,3 | |||
214PP | 20-22 Projectile (Leg) | 1 | 1,1 | |||
214P~4K | 22-61 (FKD) | |||||
214P~6K | 5-30 Upper Body Projectile | |||||
214P~6K~K | 1-19 Upper Body Projectile | 1 | 1 | |||
j.214LK | 1-21 Projectile (Leg) | Until Land (FKD) | 1 | 1 | ||
j.214MK | 1-26 Projectile (Leg) | Until Land (FKD) | 1 | 1 | ||
j.214HK | 1-29 Projectile (Leg) | Until Land (FKD) | 1 | 1 | ||
j.214KK | 1-21 Projectile (Leg) | Until Land (FKD) | 1 | 1,1 |
input | Notes |
---|---|
input | Notes |
9 (against wall) | Counter-hit state during entire duration; can be done from Back or Neutral jump if fully against the wall, or after Forward Jump against a cornered opponent; cannot be performed after j.2HP or j.214K |
6[6] | Input by holding forward after a forward dash; cancelable into 6P or 6K follow-ups on frames 20-72; after 72f, Rashid has 18f stopping recovery if no follow-up is input (90f total); stopping the run early has 5f recovery; no stopping recovery if jumping forward out of the run animation (neutral/back jump still plays out the 5f recovery); counter-hit state during entire run animation; affected by Air Current for entire duration except for 18f recovery, causing Rashid to run faster |
6KK | Can input 4KK/5KK/6KK follow-up on frames 19-25; collision box disappears frames 6-23, allowing Rashid to pass through opponents; can be affected by Air Current on frames 2-20, traveling nearly fullscreen; travel distance: 1.7 (3.62 enhanced) |
6KK~KK | Input during 6KK; holding forward/back/neutral direction affects flip distance; can use any air attack frames 22-40; can be affected by Air Current on frames 1-36, traveling forward fullscreen |
236LP | Great pressure tool that is safe on block and can blow throw armor; 5f extra recovery on whiff; Counter-hit/Punish Counter bonus advantage applies through all hits (allows for follow-up combo); can be affected by Air Current on frames 2-16 |
236LP (Air Current) | Fullscreen advancing move that gives a combo on hit and frame advantage on block; counter-hit/Punish Counter bonus advantage applies through all hits (allows for a stronger follow-up combo) |
236MP | The last 11f of landing recovery is cancelable into special moves or supers on hit only; 4f worse advantage and 1 less hit when crouch blocked; cannot anti-air cross-ups; can be affected by Air Current on frames 2-8 |
236MP (Air Current) | 5f worse advantage and 1 less hit when crouch blocked; cannot anti-air cross-ups; travels fullscreen |
236HP | Good anti-air that can hit cross-ups; can be affected by Air Current on frames 2-5 |
236HP (Air Current) | Good anti-air that can hit cross-ups |
236PP | 4f less landing recovery on block only; cannot anti-air cross-ups; 6f worse advantage and 1 less hit when crouch blocked; can be affected by Air Current on frames 2-8 |
236PP (Air Current) | Cannot anti-air cross-ups; 12f worse advantage and 2 fewer hits when crouch blocked; on hit or block, Rashid can cancel into j.214K on frames 67-71 after the active period |
214LK | Puts opponent into limited juggle state on hit (can lead to follow-up juggles if well spaced); on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 4-14 |
214LK (Air Current) | Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames |
214MK | Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-27 |
214MK (Air Current) | Functions identically to enhanced 214HK; puts opponent into limited juggle state on hit; on hit/block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); opponent slides on the ground for great corner carry; Punish Counter tumble allows for a follow-up 214K for even more damage and corner carry |
214HK | Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-30 |
214HK (Air Current) | Functions identically to enhanced 214MK; puts opponent into limited juggle state on hit; on hit/block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); opponent slides on the ground for great corner carry; Punish Counter tumble allows for a follow-up 214K for even more damage and corner carry |
214KK | Puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 6-29 |
214KK (Air Current) | Puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames |
236K | 1-hit projectile that travels forward before arcing upward; can hold button to charge for a powered-up version; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); projectile comes out in 6f if button is released from frames 11-27 (total startup 17-33f); cannot use if SA2 is active |
236{K} | 2-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 28f; counter-hit/Punish Counter bonus advantage applies to both hits; projectile comes out in 6f if button is released from frames 28-47 (total startup 34-53f); cannot use if SA2 is active |
236[K] | 3-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 48f for fully charged version; counter-hit/Punish Counter bonus advantage applies to all hits; creates Air Current effect on frame 51 next to Rashid that lasts 60f and enhances many of his moves; cannot use if SA2 is active |
236KK | 2-hit OD projectile; 2nd hit puts opponent into limited juggle state on hit; travels fullscreen; hitbox is low to the ground, making many low-profile anti-projectile moves ineffective; projectile comes out in 6f if button is released from frames 11-34 (total startup 17-40f); cannot use if SA2 is active |
236[KK] | 3-hit OD projectile; 3rd hit puts opponent into limited juggle state on hit; must hold button 35f for fully charged version; travels fullscreen; hitbox is low to the ground, making many low-profile anti-projectile moves ineffective; creates Air Current effect on frame 41 next to Rashid that lasts 60f and enhances many of his moves; cannot use if SA2 is active |
214LP | Strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 21-22; Counter-hit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; 28f recovery is total time after the tornado spawns; 14f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: -5/-13 |
214MP | Strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; Counter-hit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; in the corner, Rashid can consistently link 5LK on hit; 26f recovery is total time after the tornado spawns; 12f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: -5/-13 |
214HP | Strike hitbox; spawns a tornado with 2 hits of projectile durability; first hit puts opponent into limited juggle state; the 2-hit tornado does not cause a knockdown on its own, and carries Counter-hit/Punish Counter advantage through both hits if it connects; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 33-34; high active frame count makes it great for oki; 29f recovery is total time after the tornado's 2nd hit occurs; 24f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: KD+43/+1 |
214PP | Strike hitbox (making it vulnerable to opponent's wakeup SA1); spawns a tornado with 1 hit of OD projectile durability; first hit puts opponent into limited juggle state; the tornado does not cause a knockdown on its own; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; creates an Air Current on frame 53 (after the first tornado dissipates) that lasts 60f and enhances many of Rashid's moves; 4f extra recovery on block; the listed recovery time begins after the tornado's first active frame (Rashid recovers before the tornado disappears); advantage when canceled into 6K Roll: KD+39/-16 |
214P~4K | Cancelable into air normals/specials on frames 32-51; can be affected by Air Current on frames 23-47; 6f landing recovery occurs if no air move is used |
214P~6K | Crouching state 6-33f; cancelable into Nail Assault follow-up on frames 17-20; can be affected by Air Current on frames 8-25; can roll under most projectiles (loses to low ones like Juri 236LK or Rashid 236KK); Hit/Block Advantage after 214P connects: 214LP/214MP -5/-13; 214HP KD+43/+1; 214PP KD+39/-16 |
214P~6K~K | Puts opponent into limited juggle state; crouching state for entire move duration; cannot hit cross-ups behind Rashid; outside of juggles, only combos naturally from 214HP/214PP versions |
j.214LK | From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (shortest trajectory); can be affected by Air Current on frames 1-13 |
j.214MK | From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (medium trajectory, similar to normal jump); can be affected by Air Current on frames 1-18 |
j.214HK | From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (longest trajectory); can be affected by Air Current on frames 1-21 |
j.214KK | From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle OTG state on hit; has minimum height restriction (will not activate after low-height j.2HP); performs a double-jump after the initial flip kick; on hit, transitions into a follow-up divekick that is projectile invincible; can be affected by Air Current on frames 1-13 |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 2100(1800) | 9 | 7 | 20+56 land (33+42 land oB) | 91 | KD +11(+7~14) | -53 | LH |
214214K | 200x5 | 11 | [349] | 22 | 33 | KD +104 | +33 | LH |
236236P | 4000 | 11 | 18 | 82 | 110 | HKD +17 | -75 | LH |
236236P | 4500 | 11 | 18 | 82 | 110 | HKD +18 | -75 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 500 | 30% Minimum | KD +11(+7~14) | -76 | 25 | 10 |
214214K | 80x5 | 40% Minimum; Combo (2 hits) | KD +104 | +32 | 56 total | (7,7,7,7,8) |
236236P | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +17 | -98 | 25 | 6 |
236236P | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +18 | -98 | 25 | 6 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 2500 | 5000 | -10000 | -10000 |
214214K | 1000x5 | 2000x5 | -20000 | -20000 |
236236P | 7500 | 15000 | -30000 | -30000 |
236236P | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1 Full, 2-15 Strike/Throw | Break | 9-35 (FKD) | |||
214214K | Break | 1 | 0 | |||
236236P | 1-15 Full | Break | ||||
236236P | 1-15 Full | Break |
input | Notes |
---|---|
input | Notes |
236236K | Useful anti-air and combo/juggle tool; deals 300 less damage vs. airborne opponents with variable KD Advantage based on juggle height; grounded hit gives a cinematic that switches sides; bounces far away on block, but easily punished with dash or Drive Rush starter; listed recovery is on whiff/(block); only 500 damage on first hit if it trades |
214214K | No invincibility; puts opponent into limited juggle state; spawns a 5-hit Super projectile tornado; travels fullscreen on its own, and Rashid can kick it with 214P to make it travel faster (can also kick tornado in the opposite direction after a side switch); tornado remains active even if it disappears off-screen; creates Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves); listed KD Advantage is from point blank connect; cannot use 236K Whirlwind Shot while Super is active |
236236P | Reaches about half screen; cinematic time regenerates ~1.8 Drive bars for Rashid; only deals 10 damage when trading with opponent's attack |
236236P | Reaches about half screen; 1f better KD Advantage over non-CA version; available at 25% HP or below; cinematic time regenerates ~1.9 Drive bars for Rashid; only deals 10 damage when trading with opponent's attack |