Rashid Combo/Tech Thread

FengShuiEnergyFengShuiEnergy ARIA is the only answerJoined: Posts: 11,320
edited March 2016 in Rashid
ES: Eagle Spike
WWS: Whirlwind Shot
vs: V-Skill
vt: V-Trigger
CA: Critical Art

Confirm Combos
st.lk, st.lp xx M Mixer...123
cr.lk, cr.lp xx L Mixer...95
st.mp, cr.mk xx L ES...185
st.mp, cr.mk xx L Mixer...153

Non-Counter
cr.HP, st.mp xx M Mixer...200
cr.HP, st.mp xx M ES...230
cr.HP, st.mp xx EX ES, M Mixer...260 (1 Bar)
cr.HP, st.mp xx EX ES, EX Mixer...316 (2 Bars)
cr.hp, st.mp xx L Mixer xx CA...382/398 (Damage depends on whether you cancel 1st or 2nd hit of Mixer into CA)
st.hp xx L WWS xx CA...412

Counter
st.mp, st.hp xx L Mixer...192
st.mp, st.hp xx H ES...256
st.mp, st.hp xx EX ES, M Mixer...270 (1 Bar)
st.mp, st.hp xx EX ES, EX Mixer...326 (2 Bars)
st.mp, st.hp xx L Mixer xx CA...392

st.hk, f.mp xx H ES...256
st.hk, f.mp xx M Mixer...210
st.hk, f.mp xx EX WWS xx u.vs xx AES...283 (1 Bar)
st.hk, f.mp xx EX ES, EX Mixer...326 (2 Bars)
st.hk, f.mp xx L WWS xx CA...424

st.hp, cr.hp xx M Mixer...186
st.hp, cr.hp xx H ES...244
st.hp, cr.hp xx EX ES, M Mixer...258(1 Bar)
st.hp, cr.hp xx EX ES, ES Mixer...314 (2 Bars)

cr.hp, dash, st.mp, cr.mk xx M Mixer...188
cr.hp, dash, st.mp, cr.mk xx L ES...212
cr.hp, dash, st.mp, cr.mk xx EX Mixer...212 (1 Bar)

Corner Counter:
st.hp xx EX WWS xx d.vs.k, H Mixer...316 (1 Bar)
st.hp xx EX WWS xx d.vs, cr.hp, st.mp xx EX ES, H Mixer...385 (2 Bars)
st.hp xx EX WWS xx d.vs, cr.hp, st.mp xx vt, EX ES, H Mixer...400 (2 Bars) (Trigger)

CA Combos
cr.lk, cr.lp xx L Mixer xx CA...295
st.lk, st.lp xx L Mixer xx CA...305
cr.hp, st.mp xx L mixer xx CA...382
st.hp xx L WWS xx CA...412

Counter:
st.mp, st.hp xx L Mixer xx CA...392
st.mp, st.hp xx L WWS xx CA...424 (Corner)
st.hk, f.mp xx L WWS xx CA...424

Corner
st.hp xx d.vs.k xx CA...430

Counter Corner
st.mp, st.hp xx d.vs.k, CA...440

Trigger:
cr.hp, st.mp xx vt, CA...419
st.mp, cr.mk xx vt, CA...390

Trigger Combos:
Didn't bother because too many, but keep in mind:
1. Most, if not all, normals cancel into VT
2. After VT hits, you can juggle EX ES and juggle some more after that with EX ES and mixers

Courtesy of @Jnana for the combos
Post edited by FengShuiEnergy on
«134567

Comments

  • QuixoticNeutralQuixoticNeutral Joined: Posts: 1,190
    Has anyone found a good way to setup his V-trigger?

    Here's my contribution: a crush counter into a cross-under mixup:

    s.HK (CC) > c.MP > c. V-Skill (cross under)

    From there you can go for c.LK > s.LP > Spinning Mixer, throw, f.HP (overhead) or block.
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    You can use his V-skill to cross under for frame advantage with his cr.mp xx vskill roll.
  • DrSlouchDrSlouch Gyah gyah gyah gyah! Joined: Posts: 148
    You can do s.HK(CC), f+MP (1 hit) xx qcf+KK (second hit should come delayed), and V-skill into divekick. Depending on the timing or height of the juggle, you can even switch sides. It does 2 less damage than s.HK(CC), f+MP (1 hit) xx qcb+HK, qcf+MP (mash), but it does like 60 more stun, and again, it comes with the potential to side-switch if you want to (but it's easy to not if you don't, you just do the divekick out of V-skill ASAP). To get the delayed second hit on qcf+KK you generally want to connect the first hit of f+MP when they're still high up.
    My PSN ID is DrSlouch and my XBL is Doctor Slouch. My main UMvC3 team is Ryu/Firebrand/Sentinel, my back-up team is Thor/Dormammu/Dr. Strange, and my Skullgirls team is Filia/Peacock.
  • QuixoticNeutralQuixoticNeutral Joined: Posts: 1,190
    So something I found out by accident, is that his mk and hk whirlwind shot is actually a decent check against Charlie's sonic booms. I was in a match where the Charlie player would do sonic boom followed by moonsault slash, and when I countered his sonic boom with the mk/hk whirlwind shot, the sonic boom would eat one hit of my fireball and then carry on and hit Charlie out of his moonsault. It happened enough times that the person rage quitted in the end. =)
  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,860 ✭✭✭✭✭ OG
    You can use his V-skill to cross under for frame advantage with his cr.mp xx vskill roll.

    I highly doubt you get frame advantage. Roll is 32 frames long. Cr.mp is only 15 frames recovery. Doubling your recovery doesn't usually give you frame advantage.
    <<>>
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    edited February 2016
    I forget to add in that it depends on the height you AA with cr.mp doing it low won't net you that advantage. You can followup with any :lp: or :lk: or st:mp: Sicne characters (save two) have 3 pre jump frames you can easily land any of these normals without fear of getting CH. And thanks to the priority system any :l: that connects with that st:mp: is a free CH for you.
  • JnanaJnana Beatboy Joined: Posts: 556
    edited February 2016
    You can always cr.mp (AA) xx H shot xx v-skill (roll)...actually im not sure if this is safe

    On a side note, 2nd hit of cr.hp is CCs. Only thing I can get off of it though is st.hk
    Post edited by Jnana on
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  • ZachZach Joined: Posts: 273
    Jnana wrote: »
    2nd hit of cr.hp is CCs. Only thing I can get off of it though is st.hk

    You can dash/run forward and link into s.Strong. From there you could either cancel into spinning mixer, or strong/ex.Divekick, or you could link c.Forward into spinning mixer or short.Divekick
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  • Ink-Ink- Rapper James Joined: Posts: 156
    Its not big but I dont know if any of you saw Honzo's video on the front page. It says Rashid cant punish Birdie's EX Bullhead on block, but Rashid can just sweep it.
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    Ink- wrote: »
    Its not big but I dont know if any of you saw Honzo's video on the front page. It says Rashid cant punish Birdie's EX Bullhead on block, but Rashid can just sweep it.

    I originally thought that too. But you can. You can sweep it...and...I know there is something else you can punish it with it but I forget.
  • ragvalodoreragvalodore so crispy Joined: Posts: 234
    Good stuff everyone. I have a dirty set up I have been using to get free wins online. If you get your opponent in the corner with any version of mixer then you can do 2 back dashes and you will be at perfect spacing to set up a nasty v trigger mixup.

    If you hold up forward after ysaar you will cross up. If you delay even a little bit the tornado will hit from the front. If you hold up forward and empty jump or press any button other than mk you can land on the other side of the opponent and go low.

    If the mixup hits you can HP mixer or super. You can also do vskill dive kick while keeping them in the corner for more damage than mixer but the timing is tricky for me right now
  • MaktruckMaktruck Joined: Posts: 10
    yeah as far as what i have been seeing his strongest and most varied setups is while the opponent is in the corner after a combo into eagle spike or spinning mixer after back dashes like ragvaldore mentioned though the spinning mixer setup is WAY better. On top of the options you mentioned ragvalodore you can also Vskill jump right before the tornado touches and wall cling and it will hit cross up or you can simply wall cling and dash off the wall down back infront to hit front. and you can combo with mixer, ex eagle spike to mixer, super; you can do the same thing with standard jump of course aswell. Main difference between jumping and Vskilling i feel is after a tornado setup in the corner is his Vskill travels faster and starts up quicker making it easier to vary timing for front or cross up hit of the tornado while the stardard jump gives u the cross up high option and empty low option i maybe wrong though on the jump comparison. you can also simply over head and the torando will throw you forward then it will combo after your overhead hits, you can dash low before tornado hits, dash throw before tornado hits will cause it to hit meaty if they quick rise. And of course you can combo off all these but throw.

    There is also a ysaar setup in the guide for midscreen off of ex eagle spike where you sacrifice follow up damage and do a meaty ysaar instead than jump right away (you can also Vskill jump) and if they quick rise it will cross up if they do not recover you can simply wall cling and go back for a empty jump low or high; The wall cling for this setup however feels inconsistent and i don't know what portion of it is the causes it but the good thing is it works more so than it doesn't lol; it probably just has to do with doing his Vtrigger as soon as possible after landing ex eagle spike. The more i mess with his Vtrigger i feel its better to use it more often in the corner because if you drop it on them with worse setups where they can recover quicker you don't have much time to do a mix up and ur also limited to what you can mix up with unless people find more setups like off that ex eagle spike; and a side note, most of you probably know but you can be hit out of the start up of his Vtrigger.

    Another random thing that i've been messing with is his Vskill jump its cancel able off strings and there's a lot of little things you can do to just mess with your opponent to cause them to make a mistake trying to punish you for doing it than you can punish them with ex eagle spyke,etc. The heavy version of dive out of Vskill is safe on block at the lowest height, but you forced to almost always cross up because it has to do be done on the decent of his Vskill jump, but u automatically become grounded if you do it right and you do not bounce off on block and you can actually frame trap off it on block to cr.mk its + on block. If you do it to late he will whiff and just land next to the person which as u can imagine can be a mixup in itself for just a throw but there is a bit of recovery when you whiff it so its stoppable on whiff if there ready for it but if they press buttons to early they will get hit by eagle spyke if you timed it right. You can also simply Vskill jump than just land and block and punish a commitment they make if you can and you can also Vskill and heavy dive back to your own side you started on, but you have to input the dive the split second you cross over them to come back if you do it to early you hit them in front you do it to late you hit behind them. And if you know the frames of that move your getting punished for that mistake lol.

    The reason i started messing with his vskill jump is i was trying to find away to hit confirm not cancel into a follow up after a far frame trap into st.hp CC and you can cancel to vskill jump on block or hit than confirm to lk/mk/ex dive for a little damage or do one of the shenanigans i mentioned in the paragraph above, or of course simply do nothing and dash in cause your at advantage. If anyone knows any other follows let me know from the range i have been messing with st.hk is to short and so is forward mp and start up on ground eagle spykes are to slow, super is to far, Vtrigger is to far aswell at max range to combo.

    Im sure most of you are aware of the guide info but for those of you who are not after landing light mixer you can dash meaty cr.hp hit confirm to st.mp or cr.mk or just block after they block cr.hp cause your -2, this will beat all opponent options on wake besides a reversal, as long as you dash as soon as possible after light mixer knockdown.

    Thank you all for the additional tech you have been contributing.

  • AzularAzular Joined: Posts: 1
    You can do meaty S.HP > EX Tornado and cancel to Vskill roll and jump. That'll give you crossup and if you delay it, you'll land in front of them.
  • itsOneOitsOneO Joined: Posts: 427
    Not sure if anybody else found this yet.


    ^^^ Rashid can cancel off the first hit of his -> + Strong move into his roll kick. He can also cancel off the first hit of his ducking Fierce into roll kick. Doing this in the corner can lead into acouple things like his CA.



    ^^^ In this vid, i counter crushed with roundhouse, then juggled with --> Strong (Cancel into) Roll Kick , then CA in the corner. The whole thing carries to the corner fairly well so don't worry about being deep in the corner at the start of it. You can also get the counter crush, do the Strong to Roll Kick juggle, into Eagle Kick and does nice damage. Or do an EX Eagle kick instead that leads to more juggle potential.



    ^^^^
    And in this vid, im Counter Crushing with Roundhouse, then --> Strong (Cancel) V-Trigger, into various juggle options.
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  • MaktruckMaktruck Joined: Posts: 10
    edited February 2016
    That setup u mentioned Azular is that in the corner? are you flush(close as possible) with the opponent? I am not quite sure how you set it up for a mixup. But when i try it they are stuck in block stun with ex tornado before i can cross over so they don't need to change sides blocking. For those who don't know his Vtrigger is treated the same way the second the opponent starts blocking the tornado even if you pass over they do not need to block the other direction unless u are hitting them with a jumping high or empty low.

    Another thing is in the corner off of single button mp mixer (no mashing) you can follow it up with and ex mixer or super. Btw ragvalodore if your able to end your corner strings into mp mixer u have more time to perform two back dashes to setup his Vtrigger than with light mixer also i was mistaken about ending corner strings with eagle spyke (non ex) its still good because u only need one back dash and ur in range to setup Vtrigger corner mixups.

    Another thing to add, hp mixer is a good anti air for jumps right above rashid but still infront where cr.mp won't reach but u need to read the jump the start up isn't invincible.

    Another midscreen setup we can use for Ysaar is off of the combo Dr.slouch mentioned s.HK(CC), f+MP (1 hit) xx qcf+KK but instead of canceling into Vskill u go into Vtrigger during the opponents fall but it needs to be done fast as possible and u have to make sure u catch them at the max height with f+MP before canceling into qcf+KK. After dropping vtrigger u jump immediately and it will cross up or jump and dive kick to hit front. If they block you have time to for one more mixup.
    Post edited by Maktruck on
  • Richboi90Richboi90 Joined: Posts: 13
    Excuse my typing this was all done from my messed up phone, apologies. Feel free to hmu for any ?s about the setups. I have more I will post later.
  • MaktruckMaktruck Joined: Posts: 10
    edited February 2016
    those are some nice mid screen setups for ysaar richboi90 nice! On the topic of the safety of aerial eagle spike u mentioned in your video description i think its just determined by the height u do it not tornado though. read your reply rich i got ya

    Post edited by Maktruck on
  • Richboi90Richboi90 Joined: Posts: 13
    Only the Hk aerial version of eagle spike lands in front of the opponent when blocked. All the others bounce off, but the move turns into its "V" version when ysaar is active. At least thats what the guide says. Reminds me of Thawks condor spike in sf4 had setups where it would land in front of the opponent.
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    edited February 2016
    You have to hit the feet and floor at nearly the same time with the HK aerial ES to not "jump off" the opponent. If you jump off, it's basically an auto punish for the enemy. Actually you can do it with all versions of AES but the timing is VERY strict and requires the opponent to basically stand still.....which doesn't happen often.
  • Richboi90Richboi90 Joined: Posts: 13
    All eagle spikes can be realtively safe when ysaar is active due to the fact retaliation may cause your opponent to get hit by the ysaar when trying to counter attack. All the setups have been test in online and offline setting and I have yet to be punished but im sure there are some options each character can do to escape.
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    True. Ysaar is effective. I was more referring to ES on it's own.
  • Richboi90Richboi90 Joined: Posts: 13
    Oh yea as a move alone they are all -20 and areial versions are -35, excluding the ex being -9 and passing through but that as well can be punished as well.
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    Richboi90 wrote: »
    Oh yea as a move alone they are all -20 and areial versions are -35, excluding the ex being -9 and passing through but that as well can be punished as well.

    Ex ES ( no aerial) can be made as safe as -4 from max distance (still not very safe but safer). Can you punish a point blank ex ES? It travels through the opponent and goes fairly far away. And it's only -9 from that distance.
  • Richboi90Richboi90 Joined: Posts: 13
    Yea forgot about ex aerial eagle on block he bounces off as well and can still be punished, but ex on es is safe point blank but from further distances heands directly behind the opponent leaving you open for punishment
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    Richboi90 wrote: »
    Yea forgot about ex aerial eagle on block he bounces off as well and can still be punished, but ex on es is safe point blank but from further distances heands directly behind the opponent leaving you open for punishment

    Ex ES can be made safer.....but thanks to the buffer system you will most likely get punished by lights.
  • Richboi90Richboi90 Joined: Posts: 13
    Got another silly mixup enjoy
  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    Richboi90 wrote: »
    Got another silly mixup enjoy

    I'd be careful about that one. You could end up getting jabbed out of that.
  • Richboi90Richboi90 Joined: Posts: 13
    True it's a lil unsafe, and honestly I dont use it much simply because the power of the corner is much more effecient. It's just another trick to mixup people with.
  • PakmanPakman Rashidooo Joined: Posts: 474
    Rashid Meter gain

    On whiff, all strength levels of his specials build 1/30 bar. Mashing mixer will not generate additional meter unfortunately.

    On block/hit obviously the more hits the more meter built, but since his "safest" special that hits the most is lp mixer (at -2) you're limited to 4 hits, which equates to about 5/30 or 1/6 bar on block.


    Cr.lk builds 1/30 bar on block, 1/15 on hit
    Cr mk builds 1/20 bar on block, 1/10 on hit
    Cr HK builds 1/12 bar on block, 1/6 on hit.


    V skill builds no meter whatsoever on activation, block, or hit. It generates V guage on hit and I believe block also (not 100% sure).

    *Will update this with the rest of his normals and meter gain*
  • DrSlouchDrSlouch Gyah gyah gyah gyah! Joined: Posts: 148
    It definitely generates V-gauge on block, as a gimmick I did a spaced-out Nail Assault (roll follow-up) to make it hard to punish (I believe it's only -5 or -6 so if you're further away it's not... HORRIBLE...) just to get the last bit for V-trigger and my opponent blocked but I still got it.
    My PSN ID is DrSlouch and my XBL is Doctor Slouch. My main UMvC3 team is Ryu/Firebrand/Sentinel, my back-up team is Thor/Dormammu/Dr. Strange, and my Skullgirls team is Filia/Peacock.
  • QuixoticNeutralQuixoticNeutral Joined: Posts: 1,190
    Not sure if someone has already made this, but I was messing around with shadowplayer and decided to show how to make Rashid's divekicks safe as a test. It's better than just safe though it seems, as you can frametrap a jab if you follow it with c.mk.

  • FengShuiEnergyFengShuiEnergy ARIA is the only answer Joined: Posts: 11,320
    yeah, that's really the only way to make AES safe. Of course it also requires your opponent to stay in that same spot.
  • ANUB1SANUB1S Joined: Posts: 24
    edited February 2016
    So I was trying to find some sort of wall mixup with this character and this was the only semblance of one I could find so far.

    So after a combo into mp.spinning mixer in the corner if the opponent doesn't tech you can corpse hop with st.HK over there body, take the smallest of nudges forward , then jump backwards and do the descending wall dive for a crossup j.mk. It's not much but it's something.

    If someone already figured this out just disregard.
  • Smexy MillzSmexy Millz //_- Joined: Posts: 931
    Anyone know the timing to set up meaties or safe jumps yet? I don't have access to frame data at the moment
  • QuixoticNeutralQuixoticNeutral Joined: Posts: 1,190
    I just "play by ear" to find that stuff out. I think safe/empty jump set ups are pretty standardised in SFV since you can only score a hard knockdown in limited situations (cc sweep or CA). If I have time I might post a vid. :)
  • Smexy MillzSmexy Millz //_- Joined: Posts: 931
    I saw this for cammy and just thought if us Rashid players can get a timing like this down it would be very practical for people who don't fast get up and spinning mixer set ups
  • hhhnghhhng Joined: Posts: 80
    edited February 2016
    LP mixer hit immediately dash forward 2HP counter hits 3frame normals on either normal rise or back rise I guess the 2 hits are spaced out perfectly
    Back rise gets tagged by the second hit so crush counter
    Timing is strict
  • PakmanPakman Rashidooo Joined: Posts: 474
    edited February 2016
    So as I am sure you all know, cr. mk into lk wws is not a true block string, as the opponent can jump in between. Sounds bad right? Wrong. What you want to do is condition them into jumping the lk wws, and next time use mp/hp mixer instead to clip them in the air and retain your positioning (use hp mixer if you're in the corner). Then once they've respected (and are expecting) AA mixer, you switch back to cr.mk into lk wws or lp mixer or raw overhead etc etc -> (conditional) pressure + corner lock down = win. The only way for your opponent to get out is by burning meter or tagging you after each string, so just wait a little at the end of the string before you resume the pressure mix up.

    I believe this is exactly why he is -2 on a lot of things that seemingly shouldn't be - his corner lock down game is bananas and having those tools be + or even 0 would make his pressure brain less, something Capcom is actively trying to avoid in SF5. Keep in mind he already has good wall carry game and what with his v skill and wall jump allowing him to reset the spacing game by jumping over his opponents in addition to his cr.mk post offense corner game, it begins to make a lot more sense why his damage is low and why a lot of things are negative.

    Ladies...Gentlemen... I think I have cracked Rashid.



    Post edited by Pakman on
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