STREET FIGHTER 6
MAX DATABASE
ラシード
71 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK
Standing Medium Punch
5MP5M
Cancel TC Sp SA
Notes Useful for starting combos and block pressure; has a Target Combo follow-up that can be canceled into 236LP for safety on block or into higher damage routes on hit
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes Decent mid-range button with a strong hitbox for counterpoking; can combo to 214HK after Drive Rush or Punish Counter; special/DR cancel is delayed until after 2nd active frame
Standing Light Kick
5LK5L
Notes Highest hitstun light normal makes it useful for special cancels (the only light normal that can combo into 214LK naturally); DR cancel is delayed until after active frames
Standing Medium Kick
5MK5M
Cancel -
Notes Combo starter that links into 5MP or into itself on counter-hit; 2 extra recovery frames on whiff
Standing Heavy Kick
5HK5H
Notes Puts airborne opponents into limited juggle state; Punish Counter launches grounded opponents into limited juggle state and causes airborne opponents to fall closer to Rashid; decent anti-air hitbox, but very slow and cannot hit cross-up; high pushback on hit and block; forces stand on hit; final 2 active frames whiff on crouching opponents unless they extend a vertical hurtbox; has an extended hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame; topmost hurtbox on frames 1-7 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes Combo and pressure tool with many active frames for easy oki; can anti-air on frames 7-9 but cannot hit opponents behind Rashid; whiffs on crouching opponents at longer ranges unless they extend a vertical hurtbox
Crouching Heavy Punch
2HP2H
Cancel SA
Notes Decent poke that can be buffered into supers; good close range Punish Counter starter (combos into 5HP), but high pushback makes it less reliable at longer ranges; 2 extra recovery frames on whiff; topmost hurtboxes on frames 8-14 are projectile invincible (avoids Sagat's MP/HP Tiger Shot)
Crouching Light Kick
2LK2L
Cancel Chn
Crouching Medium Kick
2MK2M
Notes Standard cancelable low poke; Range: 1.405; DR cancel is delayed until after active frames
Cyclone Slicer
2HK2H
Notes Can be juggled into even without Drive Rush; 4f extra recovery on block; disadvantage on block is fixed regardless of which active frame connects (cannot make it safer when meaty)
Rising Kick
5MP~HK5MP~H
Notes Puts opponent into limited juggle state; both hits form a true blockstring and can cancel to 236LP for safety; special/DR cancel is delayed until after 4th recovery frame
Flapping Spin
6MP6M
Cancel Sp SA (1st)
Notes () refers to startup of 2nd hit; 1st hit puts airborne opponents into limited juggle state (or maintains juggle state when used mid-combo); 2nd hit causes air reset; counter-hit/Punish Counter bonus advantage applies to both hits; decent range for whiff punishing; can be affected by Air Current on frames 3-10 (travels fullscreen)
Beak Assault
6HP6H
Notes Long-ranged overhead that can lead to combos if well-spaced; not actually airborne despite the animation; can be affected by Air Current on frames 4-25 (travels nearly fullscreen)
Crescent Kick
6HK6H
Notes 3f extra recovery on whiff; useful for hopping over low pokes and comboing into MP normals on Punish Counter, but not actually airborne; good option out of Drive Rush; can be spaced to hit on later active frames for better advantage; can be affected by Air Current on frames 6-19 (travels fullscreen)
Side Flip
6KK
Notes Can input 4KK/5KK/6KK follow-up on frames 19-25; collision box disappears frames 8-23, allowing Rashid to pass through opponents; can be affected by Air Current on frames 2-20, traveling nearly fullscreen; travel distance: 1.7 (3.62 enhanced)
Front Flip
6KK~KK
Notes Input during 6KK; holding forward/back/neutral direction affects flip distance; can use any air attack frames 22-40; can be affected by Air Current on frames 1-36, traveling forward fullscreen
Jumping Light Punch
j.LPj.L
Notes Quick air-to-air
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Puts airborne opponents into limited juggle state; cancels into j.214K from forward jumps; lower body projectile invuln 9-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes 1st hit puts airborne opponents into limited juggle state, 2nd hit causes spike knockdown; if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block; lower body projectile invuln 8-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Longest horizontal range of Rashid's jump normals
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes When used after j.214K or 214P~4K, causes a spike knockdown vs. airborne opponents; lower body projectile invuln 10-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Arabian Skyhigh
j.214LKj.214L
Notes From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (shortest trajectory); can be affected by Air Current on frames 1-13
Whirlwind Shot
236K
Cancel SA3
Notes 1-hit projectile that travels forward before arcing upward; can hold button to charge for a powered-up version; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); projectile comes out in 6f if button is released from frames 11-27 (total startup 17-33f); cannot use if SA2 is active
Spinning Mixer
236HP236H
Notes Good anti-air that can hit cross-ups; can be affected by Air Current on frames 2-5; if the final hit whiffs as an anti-air, Rashid can get a follow-up juggle
236HP (Air Current)
Notes Good anti-air that can hit cross-ups
236KK
Cancel SA2 SA3
Notes 2-hit OD projectile; 2nd hit puts opponent into limited juggle state on hit; travels fullscreen; hitbox is low to the ground, making many low-profile anti-projectile moves ineffective; projectile comes out in 6f if button is released from frames 11-34 (total startup 17-40f); cannot use if SA2 is active
Whirlwind Shot (Hold)
236[K]
Notes 3-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 48f for fully charged version; counter-hit/Punish Counter bonus advantage applies to all hits; creates Air Current effect on frame 51 next to Rashid that lasts 60f and enhances many of his moves; cannot use if SA2 is active
236LP236L
Cancel SA3 (1st)
Notes Great pressure tool that is safe on block and can blow throw armor; 5f extra recovery on whiff; Counter-hit/Punish Counter bonus advantage applies through all hits (allows for follow-up combo); can be affected by Air Current on frames 2-16; if the 3rd hit whiffs in a Burnout pressure sequence, Rashid is safe at -3 oB
236LP (Air Current)
Notes Fullscreen advancing move that gives a combo on hit and frame advantage on block; counter-hit/Punish Counter bonus advantage applies through all hits (allows for a stronger follow-up combo)
236MP236M
Cancel SA3, (Sp/SA land)
Notes The last 11f of landing recovery is cancelable into special moves or supers on hit only; 4f worse advantage and 1 less hit when crouch blocked; cannot anti-air cross-ups; can be affected by Air Current on frames 2-8
236MP (Air Current)
Notes On block, gets +1 hit vs. tall standing characters, and -1 hit vs. crouching characters (affects block data, chip, meter gain, etc.); cannot anti-air cross-ups; travels fullscreen
Super Rashid Kick
236236K
Notes Useful anti-air and combo/juggle tool; deals 300 less damage vs. airborne opponents with variable KD Advantage based on juggle height; grounded hit gives a cinematic that switches sides; bounces far away on block, but easily punished with dash or Drive Rush starter; listed recovery is on whiff/(block); only 500 damage on first hit if it trades
Altair
236236P
Notes Reaches about half screen; cinematic time regenerates ~1.8 Drive bars for Rashid; only deals 10 damage when trading with opponent's attack
236PP
Notes Shorter animation with less landing recovery on block only; cannot anti-air cross-ups; can only hit twice vs. grounded opponents (will not break DI armor); 5f extra knockdown advantage if the final hit whiffs (keeps Rashid safe); can be affected by Air Current on frames 2-8
Eagle Spike
214HK214H
Notes Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-30
Arabian Cyclone
214HP214H
Notes Strike hitbox; spawns a tornado with 2 hits of projectile durability; first hit puts opponent into limited juggle state; the 2-hit tornado does not cause a knockdown on its own, and carries Counter-hit/Punish Counter advantage through both hits if it connects; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 33-34; high active frame count makes it great for oki; 29f recovery is total time after the tornado's 2nd hit occurs; 24f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: KD+43/ +1
214KK
Notes Puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 6-29
214LK214L
Cancel SA3 (hit)
Notes Puts opponent into limited juggle state on hit (can lead to follow-up juggles if well spaced); on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 4-14; SA3 cancel occurs on hit only, allowing it to be freely buffered for extra damage
214LP214L
Notes Strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 21-22; Counter-hit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; 28f recovery is total time after the tornado spawns; 14f recovery is total time after tornado disappears; advantage when canceled into 6K Roll: -5 / -13
214MK214M
Notes Puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-27
214MP214M
Notes Strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; Counter-hit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; in the corner, Rashid can consistently link 5LK on hit; 26f recovery is total time after the tornado spawns; 12f recovery is total time after tornado disappears; safe against Drive Reversal if the opponent blocks the 2nd hit; advantage when canceled into 6K Roll: -5 / -13
Wing Stroke
214P~4K
Notes Cancelable into air normals/specials on frames 32-51; can be affected by Air Current on frames 23-47; 6f landing recovery occurs if no air move is used
Rolling Assault
214P~6K
Notes Crouching state 6-33f; cancelable into Nail Assault follow-up on frames 17-20; can be affected by Air Current on frames 8-25; can roll under most projectiles (loses to low ones like Juri 236LK or Rashid 236KK); Hit/Block Advantage after 214P connects: 214LP/214MP -5/-13; 214HP KD+43/ +1; 214PP KD+39/ -16
Nail Assault
214P~6K~K
Notes Puts opponent into limited juggle state; crouching state for entire move duration; cannot hit cross-ups behind Rashid; outside of juggles, only combos naturally from 214HP/214PP versions
214PP
Notes Strike hitbox (making it vulnerable to opponent's wakeup SA1); spawns a tornado with 1 hit of OD projectile durability; first hit puts opponent into limited juggle state; the tornado does not cause a knockdown on its own; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; creates an Air Current on frame 53 (after the first tornado dissipates) that lasts 60f and enhances many of Rashid's moves; 4f extra recovery on block; the listed recovery time begins after the tornado's first active frame (Rashid recovers before the tornado disappears); advantage when canceled into 6K Roll: KD+39/ -16
j.214KK
Notes From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; puts opponent into limited juggle OTG state on hit; has minimum height restriction (will not activate after low-height j.2HP); performs a double-jump after the initial flip kick; on hit, transitions into a follow-up divekick that is projectile invincible; can be affected by Air Current on frames 1-13
Aerial Shot
j.8HKj.8H
Notes During neutral jump only; puts airborne opponents into limited juggle state, making it a useful air-to-air; lower body projectile invuln 8-19f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Run
6[6]
Notes Input by holding forward after a forward dash; cancelable into 6P or 6K follow-ups on frames 18-72; after 72f, Rashid has 18f stopping recovery if no follow-up is input (90f total); stopping the run early has 5f recovery; no stopping recovery if jumping forward out of the run animation (neutral/back jump still plays out the 5f recovery); counter-hit state during entire run animation; affected by Air Current for entire duration except for 18f recovery, causing Rashid to run faster
Wall Jump
9 (against wall)
Notes Counter-hit state during entire duration; can be done from Back or Neutral jump if fully against the wall, or after Forward Jump against a cornered opponent; cannot be performed after j.2HP or j.214K
Tempest Moon
6[6]~6K
Cancel SA (2nd)
Notes Counter-hit/Punish Counter bonus advantage applies to both hits; frames 1-3 can be affected by Air Current, becoming the Enhanced version
Tempest Moon (Air Current)
6[6]~6K (Air Current)
Notes Puts opponent into limited juggle OTG state if first hit connects (regular knockdown if first hit doesn't connect)
Backup
6[6]~6P
Cancel SA (2nd, hit only)
Notes Crouching state for entire move duration; on hit, connects twice and switches sides, remaining projectile invincible throughout the entire animation; on block, connects once and stays on the same side; if opponent is cornered, Rashid is close enough for a follow-up combo; counter-hit/Punish Counter bonus advantage applies to both hits; frames 1-17 can be affected by Air Current
Ysaar
214214K
Notes No invincibility; puts opponent into limited juggle state; spawns a 5-hit Super projectile tornado; travels fullscreen on its own, and Rashid can kick it with 214P to make it travel faster (can also kick tornado in the opposite direction after a side switch); tornado remains active even if it disappears off-screen; creates Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves); listed KD Advantage is from point blank connect; cannot use 236K Whirlwind Shot while Super is active; cannot gain Super Art gauge while the projectile hitbox is active