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Rashid

ラシード

Rashid — Counter-Guide

Key Info

  • Has sustained overhead with combo follow-up
  • Defense
    • OD reversal with 6F startup: 236PP
      • If you play Luke or Kimberly, avoid rush after throws etc.
    • Anti-air invincible 236HP with 6F startup
    • 236236K — 9F startup, no projectile invincibility
    • 214214K — 12F startup, no invincibility
    • 236236P — 7F startup, full invincibility
  • Moves plus on block
    • MP — +1F
    • 2MP — +1F
    • (air current active) 236LP — +2F

Neutral Play (Mindset)

  • Use raw rush more often
    • Rashid lacks fast, high-priority light attacks, so stopping a rush on reaction is difficult for him
    • He may answer with OD reversal, but oki doesn't connect afterward and the damage is low, so it's not a big deal
  • Jump forward frequently
    • All of his anti-air moves have weak judgment; even his most reliable 236HP only has upward priority and is weak to whiff-under jumps
    • Also know that early-jump attacks with downward priority can stuff 236HP before it even starts up
  • Respond to 236K
    • Getting hit by maximum-charge Whirlwind Shot (236LK hold) lets Rashid set up (air current active) 236LP from the gas cloud and create an advantageous situation
    • If you can't punish the charge at that range, retreat to the corner and whiff the 236K
    • If you see him start to charge Whirlwind Shot, use Drive Impact or jump
    • Never accept it passively
  • Understand the fuzzy spot on Ysaar (214214K)
    • You may get kicked into Ysaar via Arabian Cyclone
    • It may look like high/low mix-up, but you can actually fuzzy-guard both options — don't skip this
  • Arabian Cyclone (214P) counter
    • 214HP on block leaves Rashid +1F
      • You can escape it by jumping, so mix in back jumps during pressure sequences to earn reward
    • When Rashid tries to punish mashing, he uses 214LP or 214MP
      • Drive Impact (DI) confirms against 214LP and 214MP
  • Understanding poke moves
    • In midscreen, Rashid's primary reward-seeking tools are 2MK cancel rush and MK counter hit
    • MK is a forward-moving move; without a counter hit, combos are hard
    • Even 2MK which gives reward on normal hit has limited range despite fast startup
    • Placing a normal that avoids the 2MK range — where it hits/misses — wins the risk-reward equation. Research your character's normals and use the right buttons

Arabian Cyclone

Startup and recovery change by strength.

  • 214LP
    • When cancelled from a light attack, it becomes a 6F mash punish. Cancelled from a medium, it's a block string.
      • Cancelled from a light, a 5F move with good reach can punish it for some characters
      • With a 4F move, 214HP version whiffs so pressing a 5F move at fastest timing is very effective
      • Research whether your character's 5F move beats both versions
      • On block it's -6F — land a punish combo
    • Drive Impact confirms, but can be cancelled by SA3 — confirm SA3 is gone before using Drive Impact
  • 214MP
    • Becomes a mash punish when cancelled from a medium
    • Corner punish has high reward so many Rashid players will use it; midscreen the reward is low so less emphasis there
    • On block it's -4F — land a punish combo
  • 214HP
    • Used by cancelling from normals. Rashid is +1F on block.
    • Has Drive Impact crush property
    • Jumping to equalize risk-reward is an option, but light/medium mash-punish versions exist so it's not a stable choice
    • In midscreen, neutral jump risks being picked up by normal → Whirlwind Shot — keep this in mind

Recommended Counter

  • Back jump and Drive Impact as a mix-up is practical and easy
    • With back jump, 214LP may clip you, but midscreen there's no combo follow-up
      • In midscreen, holding back jump during Rashid's pressure sequences gives excellent risk-reward
      • In the corner, 214P clipping does lead to combo, so you need to actually mix-up there
  • If you read a 214P cancel from a light, pressing a 5F long-range move at fastest timing can stuff both 214LP and 214HP
  • When guarding at 214LP timing, fuzzy parry (aiming for perfect parry) is also an effective option
    • Showing this makes Rashid target charged Whirlwind Shot instead, and you can pass Drive Impact through that... cycling through reads like this

Pressing parry at the timing you'd guard 214P is highly effective but difficult and low reward.

Midscreen: if you smell Arabian Cyclone coming, back jump is rock-solid stable. As shown below, no combo follow-up midscreen.

Corner: 214LP becomes a combo, so you need to mix-up, but Drive Impact is the recommended counter. The combo damage after 214HP getting stuffed is low, so the risk-reward ratio is good.

Whirlwind Shot

A projectile Rashid throws in a parabolic arc. Even if you try to jump over it, depending on timing you may land on it and take big damage.

  • 236LK
    • Allowing maximum charge creates air-current-boosted state for Rashid with frame advantage.
  • 236MK
    • Range changes by strength. Light and heavy are most common in practice — medium doesn't need much focus.
    • Used to hit back jumps during pressure, but the risk is higher, so it's rarely used
  • 236HK
    • Total recovery is longer than other versions. Characters with fireballs win the fireball exchange more easily.

Recommended Counter

  • Drive Impact and jump forward are clearly effective.
  • Characters with projectile invincibility can hit it reliably.
  • On seeing the charge, retreat to the corner to whiff the fireball.

Eagle Spike

Rashid's combo ender and rush attack. In air-current-boosted state, punish combos disappear. Damage and carry distance change by strength.

  • 214LK
  • 214MK
  • 214HK
  • 214KK
    • Switches screen side

--- Air-current-boosted versions change properties

  • (air current active) 214LK
  • (air current active) 214MK
  • (air current active) 214HK
  • (air current active) 214KK
    • Switches screen side

Recommended Counter

  • On block, land a punish combo: rush attack or step → heavy attack confirms — don't miss it.
  • (air current active) 214K versions have no punish combo. Don't confuse them with the normal version.

Spinning Mixer

Angle changes by strength.

  • 236LP
    • Often thrown out carelessly. On block it's close range with you at -3F
    • Punish with the choice of 7F medium or heavier strike or normal throw
    • Using a 4F move off instinct here makes getting reward hard
  • 236MP
    • Intended to catch neutral jumps, but the hitbox is weak. An early jump attack gives easy punish counter, making neutral jump very effective.
  • 236HP
    • Main anti-air that even catches cross-ups. However, the hurtbox extends upward before the hitbox does, so an early-jump attack aimed downward can trade or beat it.
    • If you fear H Spinning Mixer, prioritize early-jump attacks.
  • 236PP
    • Rashid's OD reversal
    • Used as a reversal

--- Air-current-boosted versions change properties Hitting in air-current-boosted state gives combo follow-up.

  • (air current active) 236LP
    • +2F on block
  • (air current active) 236MP
  • (air current active) 236HP
  • (air current active) 236PP

Recommended Counter

  • 236LP
    • -3F on block in throw range
  • 236MP
    • Pressing early can stuff it
  • 236HP
    • Whiff-under jump
    • Early-jump attack
  • 236PP
    • No hitbox directly above, so cross-up oki is effective on wakeup

[Air Current Boosted] L Spinning Mixer

After guarding 236LK at maximum charge, (air current active) 236LP may follow. On block it creates a close-range +2F situation. Options after blocking:

  • Guard → Drive Reversal
    • Early on it was considered effective, but spending 2 Drive bars with Drive Reversal is a big risk. Sometimes leads to being trapped by Ysaar afterward.
  • Guard → mix-up at close-range +2F
    • Don't use Drive Reversal; accept the strike/throw mix-up.
    • Rashid's midscreen throw situation is not great, and back-roll recovery removes oki from him.
      • When Drive Gauge is low, accepting the throw is also a valid option.
    • True counter
      • After blocking, walk backward to get out of throw range — continuous backward walking is a highly effective strategy
      • Constant back walking also prevents his 2LK → 2LP basic combo from connecting

Recommended Counter

Counter after guarding (air current active) 236LP:

  • Walk backward after blocking
    • Midscreen, walking backward makes Rashid's 2LK → LP LP whiff and prevents combo
    • Further, walking backward lets you punish a whiffed throw-tech attempt
    • Walking all the way into 2MK → rush does damage, but it costs heavy Drive Gauge and Rashid doesn't want to do it either — recognize this
  • Difficult advanced counter
    • Back-walk fuzzy crouching guard beats all possible options
    • Assuming he swings the 7F 2MK from close +2F, you can walk for 5 frames before that
    • So: walk backward → crouch-guard at the 2MK timing → Rashid's throw whiffs and you block the 2MK
    • Plus, since you walked backward slightly, 2LK → 2LP won't combo

The video below has each of the following recorded after (air current active) 236LP on block:

  • Throw
    • Walk back 2F and the throw whiffs
    • Confirming the whiff is a bit hard, so fuzzy crouching attack is fine
  • 2MK → 236LP
    • Can walk 5F but leave buffer room and crouch-guard
    • Getting hit leads to high reward after cancel rush
  • 2LK → 2LP → 236LP
    • Even if the crouching guard input is late and you get hit by 2LK, the combo won't connect if you walked properly

Rising Kick

Some players skip the hit-confirm on MP and raw-input it — let's cover that. The mix-up after that sequence is as follows:

  • 214LP
    • Mash punish
  • 214HP
    • Mix-up pressure taking 214LP mash-punish as part of the 50/50 On block, Rashid is at close range +1F

Recommended Counter

  • Fuzzy-pressing a 4F move at the timing you'd guard 214LP is good counter strategy. The window is 7F, so with practice anyone can do it.

Warning

  • Know that Rashid has 214MP as a counter to your fuzzy attempts. Pressing a 4F move 3F late covers everything, but the window is 1F — not realistic.
  • 214MP loses to fastest mash and has a punish combo on block, so Rashid doesn't really want to use it either.

Crouching Medium Punch

+1F on block. Mainly used in oki after setplay — treat it as having +2F or more after active frames.

Rashid's main follow-up sequences after 2MP on block:

  • 2MP → MP → 2MK → Arabian Cyclone (214P)
    • Mash punish up through MP
      • Counter hit launches a combo
    • 2MK is mix-up pressure with a 6F gap
  • 2MP → MP → 6MP → Arabian Cyclone (214P)
    • Jumping after MP on block gets hit
  • 2MP → throw

Recommended Counter

  • Midscreen: input backward walk and crouch-guard at the 2MK timing
    • Can whiff 214HP
  • Corner: after blocking the second hit MP, forward jump
    • The most common 2MP follow-up — 2MK that always reaches — can be jumped over
    • When forward jumping, early-jump attack with downward priority can stuff 236HP

Beak Assault

Rashid's overhead. Can combo on sustained hit. Notably, sustained hits from the frame spent on MK hit are common — know this.

Recommended Counter

Even re-meating with the sustained overhead leaves Rashid at -1F in throw range.

  • Confirm the frame spend and prepare for overhead with perfect parry
  • Always mash after blocking a sustained overhead

SA2 Ysaar

Top-tier SA2 in SF6. In midscreen, when activated it is practically guaranteed to push you to the corner. Hard to find an effective counter; depending on Rashid's execution you'll nearly always get mixed up.

Recommended Counter

Depends on your and the opponent's meter, but the recommended option is: Voluntarily jumping into Ysaar is a very effective counter. Depending on how much meter Rashid spends it may deal 2000–4000 damage, but trading that for being cornered with Drive Gauge drained 2–4 bars by Ysaar threat, or two throws at 1200 damage each, is better than voluntarily jumping into Ysaar for an aerial hit.

There's also the chance the opponent drops the Ysaar pickup.

If your Ysaar defense understanding is shallow, just jump in and take the aerial hit.

For reference, Rashid's meter and Ysaar damage: Roughly +1000 damage per 2 gauges. Example:

  • No meter: 2000 damage
  • 2 bars: 3000 damage
  • 4 bars: 4000 damage

Riding Glider

In midscreen, back-roll recovery avoids oki. In-place recovery leads to rush → 6HK connecting, leaving Rashid at close range +1F on block.

After back-roll recovery, the best Rashid can do is charge Whirlwind Shot, but the distance is too far — retreating makes it whiff.

If you want to fully deny oki, take back-roll recovery. If you don't want to lose corner position, take in-place recovery and play the rush 6HK vs. throw mix-up.

After blocking, he's +1F — 4F mash or delayed throw-tech gives good risk-reward. Using low kicks and similar reversal options loses to 6HK low-profile, so avoid those.

Recommended Counter

  • Back-roll recovery
    • Nothing connects
    • Surprisingly many Rashid players won't confirm the roll and still throw 6HK — punish the 6HK whiff with a poke
  • In-place recovery
    • Even with rush, Rashid's throw doesn't connect
    • Even with rush, only 6HK connects — aiming for perfect parry on 6HK gives high expected value

Sunset Drop

4LPLK is better for Rashid than forward throw. Regardless of recovery type, rush → 6HK connects and leaves Rashid at close range +1F on block.

Recommended Counter

  • On in-place recovery
    • Both throw and strike connect — not recommended
  • On back-roll recovery
    • Rashid's throw doesn't connect
    • Only 6HK connects — perfect parry it