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Rashid

ラシード

Rashid — 对策

Key Info

  • Sustained overhead — with combo on hit
  • Defence
    • OD Spinning Mixer (236PP): 6F startup, fully invincible
      • If you play Luke or Kimberly, avoid Drive Rush after throws
    • Spinning Mixer HP (236HP): 6F startup, anti-air invincible
    • SA1 Super Rashid Kick (236236K): 9F startup, no projectile invincibility
    • SA2 Ysaar (214214K): 12F startup, no invincibility
    • SA3 Altair (236236P): 7F startup, fully invincible
  • Advantage on block
    • MP: +1F
    • 2MP: +1F
    • (気流接触中に)236LP: +2F

Neutral Game (Focus Points)

  • Use raw Drive Rush frequently
    • Rashid lacks fast, strong light normals, making stopping his Drive Rush on reaction difficult for him to deal with
    • He may counter with OD reversal, but it grants no okizeme and the damage is minimal — it barely hurts
  • Jump forward often
    • All of his anti-air tools have weak hitboxes; even his most reliable Spinning Mixer HP (236HP) only covers upward direction and loses to empty jump-ins
    • Also remember that throwing out a jump attack early with downward priority can stuff 236HP before it even activates
  • Respond to Whirlwind Shot (236K)
    • Blocking a fully charged Whirlwind Shot (236LK max charge) lets him follow with Airflow Spinning Mixer LP or a jump, building close-range advantage
    • If you cannot punish the charge from your spacing, retreat to the corner to whiff the projectile
    • When you read a charge, respond with Drive Impact or a jump-in
    • Never passively accept it without any action
  • Understand the fuzzy window against Ysaar (SA2)
    • He sometimes launches Ysaar by kicking it out with Arabian Cyclone (214P)
    • It may appear to be an overhead/low mix-up, but both options are actually fuzzy-guardable — do not be lazy, apply it every time
  • Arabian Cyclone (214P) counter-strategy
    • Arabian Cyclone HP (214HP) leaves Rashid at +1F on block
      • Jump to evade it and aim for return damage during pressure gaps
    • When he tries to counter your reversal attempt, he uses 214LP or 214MP
      • Both 214LP and 214MP are punishable with Drive Impact
  • Understanding his footsie tools
    • Rashid's main ways to get return in the center are 2MK Cancel Drive Rush and MK counter-hit
    • MK requires a counter-hit to combo — it does not convert on normal hit into advancing normals
    • 2MK gives return on normal hit but has short range
    • Placing a non-advancing normal at the range where 2MK barely misses wins the risk-return battle — research your character's hurtbox and find the right button

(214P-6K中に)K

Counter-strategy for Nail Assault — punish frames, blocking direction, yomi paths — to be added.

(214P中に)4K

Counter-strategy for Wing Stroke — punish frames, blocking direction, yomi paths — to be added.

(214P中に)6K

Counter-strategy for Rolling Assault — punish frames, blocking direction, yomi paths — to be added.

(前ジャンプ中に)214K(前跳中)↓↙←K

Counter-strategy for Arabian Skyhigh — punish frames, blocking direction, yomi paths — to be added.

You may face this after blocking 236LK (held). Blocking it creates a tight +2 situation at close range. Options after blocking:

  • Block → Drive Reversal: Was considered the go-to early on, but spending 2 Drive bars on D-Reversal is risky and can lead to being cornered by Ysaar afterward.
  • Block → play the close +2 guessing game: Skip D-Reversal and deal with the strike/throw choice.
    • Rashid's mid-screen throw oki is not great, and a back tech removes his okizeme entirely.
    • When Drive Gauge is low, accepting the throw is a valid choice.

Recommended counter — walk back:

After blocking, walking back is highly effective. Mid-screen, walking back makes Rashid's LP in 2LK → LP whiff, so no combo lands. Continued backwalking also stuffs his tick throw.

2MK → rush does threaten damage, but it costs Rashid heavy Drive Gauge — recognize it as a choice he rarely wants to make.

Advanced: backwalk + fuzzy crouch-block

From close +2 you can walk back for 5F before his 7F 2MK can connect. Walking back and then crouch-blocking at the 2MK timing simultaneously whiffs the throw and guards the 2MK.

Additionally, walking back even slightly means 2LK → 2LP no longer combos.

The video below records these three options after a blocked [Air Current Boosted] L Spinning Mixer — throw, 2MK → 236LP, and 2LK → 2LP → 236LP — all handled cleanly by backwalk fuzzy crouch-block:

  • Throw: 2F of backwalk makes the throw whiff. Since confirming the throw whiff is tricky, fuzzy into a crouching attack.
  • 2MK → 236LP: You have 5F of backwalk room — take your time and crouch-block. Getting hit leads to high cancel-rush damage.
  • 2LK → 2LP → 236LP: Even if your crouch-block input is late and you take a 2LK hit, if you walked back correctly there is no combo.

Depending on your own and the opponent's gauge situation, the recommended option is to jump forward and intentionally take the Ysaar hit in the air. You may take 2000–4000 damage, but this trades better than being cornered while Ysaar is used as a shield to chip 2–4 bars of Drive Gauge, or taking two throw sequences for 1200 damage each.

There is also a chance the opponent drops the Ysaar pickup.

If you don't have a solid defensive understanding of Ysaar, try walking into it proactively.

When Ysaar feels imminent, it is also very important to use an in-place tech and then walk-parry forward to absorb it.

Normal version

  • 214HK
    • Rashid is -36 on block

Counter Tips

-36 on block guarantees a Super Art punish. Always land the SA follow-up when you block this.

  • All Eagle Spike strengths share -36 on block — consistent punish rule regardless of version
  • Read the rushing motion, block, and have your SA punish ready
  • When Rashid has a whirlwind active, Eagle Spike can pick up extra properties — be extra cautious

Rashid's combo ender and advancing special.
When empowered by the wind current, it loses its guaranteed punish. Damage and carry change with the L/M/H strength.

  • 214LK
  • 214MK
  • 214HK
  • 214KK
    • side switch

--- Properties change with the wind current

  • (気流接触中に)214LK
  • (気流接触中に)214MK
  • (気流接触中に)214HK
  • (気流接触中に)214KK
    • side switch

Recommended counters

  • Punish on block: Drive Rush attacks or step→heavy attack will connect, so never skip it
    • The optimal punish differs by character, so look yours up

  • (気流接触中に)214K has no guaranteed punish. Take care not to confuse it with the normal version.

Startup and recovery vary by strength (LP / MP / HP).

  • 214LP
    • When canceled from a light attack, it beats a 6F reversal attempt. When canceled from a medium, it is a true blockstring.
      • If your character has a 5F move with good reach, you can beat the startup when it is canceled from a light
      • If you use a 4F move, you will get stuffed cleanly by 214HP, so using your best 5F move is highly effective
      • Check whether your character's 5F option beats both LP and HP versions
      • On block it is -6F — always take your punish
    • Drive Impact is guaranteed, but Rashid can cancel into SA3, so confirm he has no SA3 before committing to DI
  • 214MP
    • Beats a reversal attempt when canceled from a medium attack
    • High corner damage on counter makes it popular near the wall; mid-screen the reward is lower, so it is less threatening there
    • On block it is -4F — always take your punish
  • 214HP
    • When used as a cancel from a normal, Rashid is +1 on block
    • Has Drive Impact armor-crush properties
    • Jumping to manage risk/reward is an option, but the LP/MP anti-mash variants mean it is not a clean answer
    • Neutral jumping mid-screen risks being picked up by a normal into Whirlwind Shot — be careful

Recommended counters

  • Back-jump mixed with Drive Impact is the practical and easy answer
    • Back-jump can be caught by 214LP, but mid-screen there is no combo follow-up
      • Mid-screen: keeping back-jump loaded during Rashid's strings has excellent risk/reward
      • Corner: if 214P catches your back-jump there IS a combo, so you must read correctly there
  • When you read that Rashid will cancel a light into 214P, a fast 5F move with good range beats the startup of both 214LP and 214HP
  • Fuzzy parry (aiming for Just Parry) at the 214LP guard timing is also effective
    • Showing this option makes Rashid aim for charged Whirlwind Shot instead, which you can then punish with Drive Impact — creating a cycling read game

Hitting parry at the moment you block 214P is highly effective but difficult, and the direct reward is small.

Mid-screen, back-jump the moment you smell Arabian Cyclone coming — it is the ultra-safe answer. The clip below shows no combo follow-up is possible.

In the corner, 214LP does combo, so you must read correctly. Drive Impact is the recommended option — if it crushes 214HP the resulting damage is low, so the risk/reward math favors you.

Counter-strategy for Whirlwind Shot — punish frames, blocking direction, yomi paths — to be added. The base version leaves Rashid at -9 on block, allowing punishes in some ranges. However, charged versions flip into plus frames, so when you spot the charge motion consider creating distance or interrupting with Drive Impact.

If you do let him reach max charge, place a back-jump at the timing the (Air-Current) 236LP would arrive:

Normal version

  • 236LP
    • Rashid is -3 on block

Counter Tips

No punish at -3. Use parry to contest or play the throw/mash mixup game after blocking.

  • Light is the safest version — Rashid mixes this with Medium and Heavy to keep opponents guessing
  • After blocking, watch Rashid's next action — the throw/mash call becomes the key decision

Normal version

  • 236MP
    • Rashid is -45 on block

Counter Tips

-45 on block means guaranteed Super Art punish. It's mostly used in confirmed combos, but always take the maximum punish if you block it.

  • Second-worst of all Mixer versions (-55 for Heavy, -45 for Medium). Same punish rule applies
  • Rashid rarely throws this raw outside of combo situations

236P is Rashid's main reversal / anti-air / pressure tool. The key situations are the strength-by-strength punishes and the +2 close-range yomi after a blocked Air-Current 236LP.

Recommended counters

Strength-by-strength

  • 236LP: -3 on block, ends in throw range — your 3F situation. Counter with a 7F+ medium and tick throw (don't reach for a 4F mash, the reward is too low)
  • 236MP: Tries to catch neutral jumps but the hitbox is weak — air-attacks often land a Punish Counter
  • 236HP: Rashid's main anti-air. Beat it pre-emptively with a deep, downward-active jump attack — empty-jump baits are also very effective (see the clip below)

  • 236PP (OD): His OD invincible reversal. No vertical hitbox — meaty stuffs it on wakeup
    • After it hits you, you're at +9 — confirm his drive rush and answer with an OD invincible (it still hits on back-rise, covering both options)

Even if he goes rush → LP there's a 6F gap — confirm the rush and press your fastest 6F button to solve it:

After blocking Air-Current 236LP (close +2F)

You're forced into a close +2 strike/throw mix. Walking back is the safe answer:

  • Mid-screen, walking back makes the LP in 2LK → LP whiff — no combo
  • Continued backwalking also stuffs his throw-tech (grab punish)
  • 2MK → cancel rush still hits, but Rashid burns a lot of drive gauge for it — usually not his preferred option

Backwalk + fuzzy crouch-block (advanced)

From close +2, you can walk back 5F before his 7F 2MK can connect. Walking back into a crouch-block at the 2MK timing whiffs the throw and blocks the 2MK on the same input.

The clip below records a 3-way mixup (throw / 2MK → 236LP / 2LK → 2LP → 236LP) after a blocked Air-Current 236LP, all defended cleanly by backwalk-fuzzy crouch-block:

+1F on block. With the active frames overlapping, the situation becomes up to +4F.

After blocking, the distance opens up — this is a good spot to attempt a Just Parry. Rashid rarely throws 2LK here, so stand-guard parry is the right choice.

On hit, Rashid has a 24-frame advantage. OD invincible reversal is not guaranteed. After Sunset Drop the situation is better for Rashid than after forward throw — regardless of tech, rush → 6HK overlaps and leaves Rashid at close +1 on block.

  • In-place tech: throw and strike overlap simultaneously — not recommended
  • Back tech: Rashid's throw does not meaty; only 6HK overlaps as a strike — aim for a Just Parry on 6HK

Rashid's overhead. A combo is possible on a late active frame hit. The late-active-frame overlap after 214MK hit → MK frame burn is especially common — learn to recognize it.

Even with a second late-active overlap stacked on top, Rashid is -1F and in throw range.

  • Watch for the frame-burn setup and aim for a Just Parry against the overhead
  • If you block the late-active overhead, always mash immediately afterward

Pressing Parry at the moment 214P is blocked is a highly effective but low-risk, low-reward option.

When HP is visible, jumping immediately at maximum speed has low risk and high reward — it is easy to get a return against the follow-up 214HP.

Mid-screen, back tech avoids okizeme. On an in-place tech, rush → 6HK overlaps and leaves +1 on block.

What Rashid can do against a back tech is limited to charging a Whirlwind Shot, but the distance is too far — simply walk back to make it whiff.

  • To fully reject okizeme: back tech
  • To hold your position: in-place tech and play the rush 6HK / throw guessing game

If you block 6HK it is +1, so a 4F mash or a delayed tech has the best risk/reward. Reversal options like 2MK lose to the low-profile of 6HK, so avoid them.

Back tech: nothing meaty lands. Some Rashid players throw 6HK without confirming the tech direction — punish the whiff.

In-place tech: Rashid's throw does not meaty even with rush. Only 6HK overlaps as a strike — aim for a Just Parry on 6HK.

Some players will autopilot MP → HK without hit-confirming. The follow-up guessing game after it lands or is blocked:

  • 214LP: beats mashing
  • 214HP: a "steal" option banking on the opponent respecting 214LP — if 214HP is blocked, Rashid is close +1

Recommended counter: fuzzy-press a 4F move at the timing you would block 214LP. The window is 7F, so it is achievable with practice.

Warning: Rashid has a fuzzy-read option of 214MP. Waiting 3F then pressing a 4F move beats everything, but the 1F window is not realistic. Since 214MP loses to the fastest mash and is punishable on block, Rashid generally prefers not to use it either.