All versions have a minimum height restriction; as an example, they will not activate after a low-connect j.2HP in juggles. When affected by an Air Current, Rashid shifts forward farther before performing the double jump. 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.
Rashid’s Corner Escape Options
As one can see, Rashid places a lot of emphasis on controlling the space directly in front of him and above him. But perhaps most disgusting is Rashid’s level 2 glitch, which frankly seems unintended and broken as of writing. With some simple setup, Rashid can safely walk his opponent to the corner thanks with his tornado super, breaking their entire drive gauge in the process. It appears safe to do, meaning your options to counter it is to… Rashid was already a pretty strong character with those foundational moves, but with a few new specials, he’s bordering on the insane. Arabian Cyclone is the first of his new moves which functions both as a combo extender and guessing game in one.
How To Play Rashid in Street Fighter 6
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. First up, Rashid is able to delay his overhead strike after his Wing Stroke special move. This allows players to either hit you with a crouching low attack that must be blocked while crouching, or an aerial heavy attack that must be crouched standing. This comes out absurdly fast, so your best bet as of right now is to hit him out of the aerial start up, otherwise you’ll have to guess high or low. Rashid doesn’t have a catch-all option, but by using the Arabian Cyclone and Whirlwind Shot alongside his mobility options you can absolutely fight back against long-range zoners.
- Li-Fen points out the direction and Rashid leaves, promising that he will escape with her after he retrieves his friend.
- Can also work in the corner after a Punish Counter Drive Impact, as 5HP will connect grounded.
- Rashid’s V-Trigger 1, Ysaar, returns from SFV and is significantly improved.
- Ending a juggle with j.HP is generally a weak option, as only one hit will connect.
- Chun-Li’s Drive Reversal will only hit once, leaving Rashid at point blank for an even easier juggle.
Punish Counter/Drive Rush
Can also work in the corner after a Punish Counter Drive Impact, as 5HP will connect grounded. Rashid can get a safe jump anytime he can set up a ground connect 5MP in the corner. Being in the corner gives him the option of going for this or for an Eagle Spike knockdown, depending on which is more favorable to him. Perhaps the most flashy of Rashid’s already eye-watering moveset is the Arabian Skyhigh.
Standing Normals
This unique projectile floats upwards at an angle and stuffs jump in attempts. Its atypical trajectory can take some getting used to for new players in the early levels your adversaries won’t be used to it either. Now it’s also chargeable which gives the Shot more hits and leaves an air current which can also hit opponents. After the cinematic, Rashid can apply pressure with a Drive Rush starter anywhere on the screen, although he cannot throw against a reversal 4f light normal.
Links and Starters
Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with LK going the farthest while HK immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. The OD version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button.
It has the same trajectory as 236MP, making it easy to bait with a neutral jump. OD Mixer has better juggle potential than the other versions, notably connecting after a corner 236MP even from a grounded starter. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early. 236HP travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups.
But if he’s even moderate in either, Rashid is looking like a very, very strong character coming out of the gate. Each level of attack changes the speed of the double jump, so you can mix up your approach to keep people off balance. This move present value of 1 table alone makes Rashid the best fighter in the air in the game, but coupled with strikes like the Spinning Mixer and the Super Rashid Kick. The first move explored is the foundation for all of Rashid’s combos, which is the Spinning Mixer.
Eagle Spike becomes a lot safer on block, and Spinning Mixer gains much more utility on both block and hit. Rashid can get a similar setup from a blocked Drive Impact in the corner. Unfortunately, this is too plus for him to safe jump from without a manual 2 frame delay, but he can easily setup 214MP or 214PP to continue pressure.