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- Specials/Supers:
- (X - EX version is possible)
- - (followup from above move)
- 236P X / A*
- 214K X / A*
- 236K X (hold OK)
- 214P X
- - 4K
- - 6K
- - K
- air 214K X (forward jump only)
- - on EX version, can hold 4 to adjust distance
- AIR THROW (jump LP+LK)
- 1 - 236236K
- 2 - 214214K
- 3 - 236236P
- A* - These moves are powered up when they touch an Air Current.
- -----
- Command Normals:
- 66
- - hold 2nd forward to run
- - 6P
- - 6K
- 6MP
- 6HP
- 6HK
- 6KK
- - KK (can hold 4 or 6 to adjust distance)
- j2HP (forward jump only)
- nj8HK (neutral jump only)
- -----
- Target Combos:
- MP>HK
- -----
- Juggle State Normals:
- HK
- jMP
- 6MP(1)
- nj8HK
- - these cause a juggle state when used on an airborne opponent
- unless otherwise noted, these do not require counter hit or punish counter
- --------------------------------
- Special move notes
- 236P
- - multi hit attack
- - LP is safe on block, can give a combo on CH/PCH
- - MP/HP/EX are good antiair, HP can work behind him
- - EX is his main reversal, has same angle as MP
- - When powered up with Air Current:
- - all versions start faster, do more damage, and travel farther
- - LP is +2 on block, and can give a combo on normal hit now
- - MP/HP are more effective in corner combos
- - EX can lead to a juggle combo, and can also be followed up by air 214K
- 214K
- - long range strike, but very unsafe
- - EX starts a combo
- - LK allows a combo only at the tip, corner is needed
- - MK/HK cause sliding knockdown for huge advantage
- - When powered up with Air Current:
- - overall less unsafe, but needs matchup testing
- - similar to unpowered, you need a tip LK or any EX for a combo
- - the MK/HK version causes Tumble Roll on PCH
- 236K
- - Rashid's fireball, can be held
- - LK covers horizontal space best
- - MK and HK cover air angles
- - EX travels along the ground, safe on block up close, combo on hit
- - meterless ones are -9 up close, need distance to cancel to them safely
- - when held long enough, LK/MK/HK have 2 more versions
- - level 2 fireball is safer, and grants a combo on hit
- - level 3 fireball is massive block advantage and a huge combo starter, and creates an [Air Current]
- - EX version has only one additional level
- - massive block advantage, combo on hit
- - creates an [Air Current]
- 214P
- - 'Arabian Cyclone'
- - a unique move with varied applications
- - on block, in general the move is poor. LP and MP are punishable up close, and HP is -2. However it has many active frames so setups for massive advantage are possible. EX version on block is terrible and should be avoided.
- - in addition, 214HP into 6K is +1 (do not do the followup kick). Rashid does NOT have a way to guarantee 214HP on block, even in burnout (thus far).
- - on hit, HP and EX start combos. 214MP can link to LP in the corner. 214LP can only give a combo on CH in the corner, otherwise is merely +2.
- - All versions have two possible followups:
- - 4K
- - Rashid flies horizontally
- - while flying you can do normal mid-jump actions
- - this includes air 214K
- - from this movement, jLP misses (throw mix options!)
- - jLK is his fastest action from this
- - turn stealer/knowledge check, he cannot enforce the jLK from any version of 214P on block (minimum gap of 5f)
- - 6K
- - Rashid rolls forward
- - can get under fireballs (not fireball invul, small hurtbox)
- - can press K for a followup attack, unsafe on block, launch on hit, can cancel to super 3
- air 214K
- - forward jump only
- - does a jumping kick, followed immediately by a mid-air jump
- - the angle of the 2nd jump is determined by the button strength
- - on EX version, you can hold back to fly less far (holding forward or inputting nothing flies the same distance)
- 236236K
- - 1 frame full invul at beginning, then strike/throw invul
- - standard level 1 reversal
- - combo ender
- - cancel into from normals
- - does additional damage + animation if it hits a grounded opponent
- 214214K
- - 'powerup super', in a way
- - as with others, no invul whatsoever
- - throws a massive Air Current which lasts approximately 6 seconds
- - when it hits, is blocked, or ends naturally, it leaves behind a standard Air Current
- - while active, you can use 214P to push it towards the opponent
- - does only 1000 damage (but likely enables good combos on hit)
- 236236P
- - fully invul
- - standard level 3 reversal
- - combo ender
- - cancel into from normals, 236LP/MP, any 214P, 214P>6K>K, or any 236K up close
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