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Rashid

Street Fighter 6 Rashid guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Rashid Frame Data with Video

Rashid

2 - [SF6] Rashid Countermeasures Guide [Win Just by Reading]

A comprehensive Rashid countermeasure guide for SF6 (Street Fighter 6), taught by MR1800+. Includes Fuzzy timing breakdowns.

214P

Startup and recovery change with LP/MP/HP strength.

  • 214LP
    • When cancelled from lights, it’s a 6F mash punish. From mediums, it’s a true blockstring.
      • When cancelled from lights, characters with long-range 5F moves can stuff the Startup
      • If you press a 4F move, it whiffs against 214HP, so pressing a 5F move fastest is very effective
      • Check if your character has a 5F move that beats both
      • On Block it’s minus 6F, so apply your Punish
    • Impact is guaranteed, but Rashid can cancel into SA3, so confirm SA3 is not available before using Drive Impact
  • 214MP
    • When cancelled from mediums, it serves as a mash punish
    • The reward for landing a mash punish in the corner is high, so many Rashid players will go for it. Conversely, in midscreen the reward is low, so you don’t need to worry about it as much
    • On Block it’s minus 4F, so apply your Punish
  • 214HP
    • Used from normal cancel, and Blocking it leaves Rashid at +1 Advantage.
    • Has Impact-crushing properties
    • You can jump to match the risk-reward, but the LP/MP mash punish option means it’s not a guaranteed safe option.
    • Be careful that neutral jumping in midscreen can get picked up by normal→Whirlwind Shot.

236K

Rashid’s projectile that travels in an arc. Even if you try to jump over it, depending on the timing you can ride the projectile and take big damage.

  • 236LK
    • Allowing max charge puts Rashid in airflow-enhanced state, and the situation unfolds in Rashid’s favor.
  • 236MK
    • Travel distance changes with LP/MP/HP. In practice, LP and HP are used most, so you don’t need to think about this much
    • Used to catch back jumps in strings, but the risk is higher so it’s rarely used
  • 236HK
    • Total recovery is longer than other projectiles. Shoto characters can win fireball wars.

214K

Rashid’s combo ender & rush-down move. In airflow-enhanced state, there’s no Punish. Damage and corner carry change with LP/MP/HP strength.

  • 214LK
  • 214MK
  • 214HK
  • 214KK
    • Side switch

— Airflow enhancement changes properties

  • (During airflow contact) 214LK
  • (During airflow contact) 214MK
  • (During airflow contact) 214HK
  • (During airflow contact) 214KK
    • Side switch

236P

Angle changes with LP/MP/HP strength.

  • 236LP
    • Often thrown out casually. On Block, it’s point blank throw range at your 3F Advantage
    • Counter with a 7F medium or better and throw mixup
    • Pressing a 4F move here is hard to get good return from
  • 236MP
    • Aimed at catching neutral jumps, but the hitbox is weak. Jump attacks will easily get Punish Counter, making neutral jumps very effective.
  • 236HP
    • Main anti-air that also catches cross-ups. However, the hurtbox extends upward before the hitbox, so early jump attacks with strong downward hitboxes can stuff it.
    • If you’re afraid of HP Spinning Mixer anti-air, use early jump attacks.
  • 236PP
    • Rashid’s OD invincible
    • Used as a reversal

— Airflow enhancement changes properties Airflow-enhanced version gains combo followup on Hit

  • (During airflow contact) 236LP
    • +2F on Block
  • (During airflow contact) 236MP
  • (During airflow contact) 236HP
  • (During airflow contact) 236PP

(During airflow contact) 236LP

After Blocking 236LK (hold): You may have (During airflow contact) 236LP used against you. Blocking it creates a point-blank +2F situation. Responses after Blocking:

  • Block → Drive Reversal
    • Was initially considered effective, but spending 2 gauge on D-Reversal is high risk. Getting stuck in Ysaar afterwards happens often.
  • Block → point-blank +2F mixup
    • Accept the strike/throw mixup without using D-Reversal.
    • Rashid’s midscreen throw situation is not great, and Back Rise gives no Oki.
      • When Drive Gauge is low, accepting the throw is also a valid option.
    • Serious counter
      • After Blocking → walk back to get outside throw range, so walking way back is also a very effective counter
      • Also, by continuously walking back, the 2LK→2LP basic combo won’t connect

Rising Kick

Some players skip Hit confirm and commit to MP without confirming. The followup mixup works as follows:

  • 214LP
    • Mash punish
  • 214HP
    • A gimmick that works as the counterpart to the 214LP mash punish Blocking 214HP leaves Rashid at point-blank +1 frame.

2MP

+1 on Block. Mainly used in Oki after set plays, so assume it’s +2F or more on Block with active frames.

The main Rashid strings after 2MP on Block are:

  • 2MP→MP→2MK→Arabian Cyclone
    • Up to MP is a mash punish
      • Counter Hit leads to combo
    • 2MK is a gimmick with a 6F gap
  • 2MP→MP→6MP→Arabian Cyclone
    • Jumping after MP Block will get hit
  • 2MP→throw

6HP

Rashid’s Overhead. Active-frame Hit leads to combo. Especially remember the common setup of 214MK Hit → MK frame kill into active-frame Overhead.

214214K

One of the top-performing SA2s in SF6. When activated midscreen, getting pushed to the corner is guaranteed. Choosing effective counters is difficult, and depending on Rashid’s skill level, you’ll get opened up almost every time.

LPLK

In midscreen, Back Rise avoids Oki. Quick Rise allows Rush→6HK to be meaty, leaving +1 on Block at point blank.

What Rashid can do against Back Rise is charge Whirlwind Shot, but the distance is too far and you can make it whiff by retreating.

If you want to completely deny Oki, take Back Rise. If you don’t want to give up screen position, take Quick Rise and play the Rush 6HK / throw mixup.

If you Block it, it’s +1, so 4F mash or delayed tech is good in terms of risk-reward. Reversal options like 2MK lose to 6HK’s Low-dodge property, so avoid them.

4LPLK

4LPLK gives a better situation than forward throw. Regardless of Back Rise, Rush→6HK connects as meaty at +1 point blank on Block.