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JuiceboxAbel

SF6 Character Notes - Rashid

Jul 25th, 2023 (edited)
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  1. Specials/Supers:
  2. (X - EX version is possible)
  3. - (followup from above move)
  4.  
  5. 236P X / A*
  6. 214K X / A*
  7. 236K X (hold OK)
  8. 214P X
  9. - 4K
  10. - 6K
  11. - K
  12. air 214K X (forward jump only)
  13. - on EX version, can hold 4 to adjust distance
  14.  
  15. AIR THROW (jump LP+LK)
  16.  
  17. 1 - 236236K
  18. 2 - 214214K
  19. 3 - 236236P
  20.  
  21. A* - These moves are powered up when they touch an Air Current.
  22. -----
  23. Command Normals:
  24.  
  25. 66
  26. - hold 2nd forward to run
  27. - 6P
  28. - 6K
  29. 6MP
  30. 6HP
  31. 6HK
  32.  
  33. 6KK
  34. - KK (can hold 4 or 6 to adjust distance)
  35.  
  36. j2HP (forward jump only)
  37. nj8HK (neutral jump only)
  38. -----
  39. Target Combos:
  40.  
  41. MP>HK
  42. -----
  43. Juggle State Normals:
  44.  
  45. HK
  46. jMP
  47. 6MP(1)
  48. nj8HK
  49.  
  50. - these cause a juggle state when used on an airborne opponent
  51. unless otherwise noted, these do not require counter hit or punish counter
  52. --------------------------------
  53. Special move notes
  54.  
  55. 236P
  56. - multi hit attack
  57. - LP is safe on block, can give a combo on CH/PCH
  58. - MP/HP/EX are good antiair, HP can work behind him
  59. - EX is his main reversal, has same angle as MP
  60. - When powered up with Air Current:
  61. - all versions start faster, do more damage, and travel farther
  62. - LP is +2 on block, and can give a combo on normal hit now
  63. - MP/HP are more effective in corner combos
  64. - EX can lead to a juggle combo, and can also be followed up by air 214K
  65.  
  66. 214K
  67. - long range strike, but very unsafe
  68. - EX starts a combo
  69. - LK allows a combo only at the tip, corner is needed
  70. - MK/HK cause sliding knockdown for huge advantage
  71. - When powered up with Air Current:
  72. - overall less unsafe, but needs matchup testing
  73. - similar to unpowered, you need a tip LK or any EX for a combo
  74. - the MK/HK version causes Tumble Roll on PCH
  75.  
  76. 236K
  77. - Rashid's fireball, can be held
  78. - LK covers horizontal space best
  79. - MK and HK cover air angles
  80. - EX travels along the ground, safe on block up close, combo on hit
  81. - meterless ones are -9 up close, need distance to cancel to them safely
  82. - when held long enough, LK/MK/HK have 2 more versions
  83. - level 2 fireball is safer, and grants a combo on hit
  84. - level 3 fireball is massive block advantage and a huge combo starter, and creates an [Air Current]
  85. - EX version has only one additional level
  86. - massive block advantage, combo on hit
  87. - creates an [Air Current]
  88.  
  89. 214P
  90. - 'Arabian Cyclone'
  91. - a unique move with varied applications
  92. - 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.
  93. - 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).
  94. - 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.
  95. - All versions have two possible followups:
  96. - 4K
  97. - Rashid flies horizontally
  98. - while flying you can do normal mid-jump actions
  99. - this includes air 214K
  100. - from this movement, jLP misses (throw mix options!)
  101. - jLK is his fastest action from this
  102. - turn stealer/knowledge check, he cannot enforce the jLK from any version of 214P on block (minimum gap of 5f)
  103. - 6K
  104. - Rashid rolls forward
  105. - can get under fireballs (not fireball invul, small hurtbox)
  106. - can press K for a followup attack, unsafe on block, launch on hit, can cancel to super 3
  107.  
  108. air 214K
  109. - forward jump only
  110. - does a jumping kick, followed immediately by a mid-air jump
  111. - the angle of the 2nd jump is determined by the button strength
  112. - on EX version, you can hold back to fly less far (holding forward or inputting nothing flies the same distance)
  113.  
  114. 236236K
  115. - 1 frame full invul at beginning, then strike/throw invul
  116. - standard level 1 reversal
  117. - combo ender
  118. - cancel into from normals
  119. - does additional damage + animation if it hits a grounded opponent
  120.  
  121. 214214K
  122. - 'powerup super', in a way
  123. - as with others, no invul whatsoever
  124. - throws a massive Air Current which lasts approximately 6 seconds
  125. - when it hits, is blocked, or ends naturally, it leaves behind a standard Air Current
  126. - while active, you can use 214P to push it towards the opponent
  127. - does only 1000 damage (but likely enables good combos on hit)
  128.  
  129. 236236P
  130. - fully invul
  131. - standard level 3 reversal
  132. - combo ender
  133. - cancel into from normals, 236LP/MP, any 214P, 214P>6K>K, or any 236K up close
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