Footsies, whiff punishing and spacing guide:
Generally speaking it is difficult to maintain “proper” spacing with rashid because his back walk speed is quite slow and he has no retreating attack moves whatsoever. Similarly, as Rashid lacks any meaningful damage, particularly in the AAs department it is difficult to keep your opponent grounded long enough to establish a solid sweet spot - in most cases you are looking to gain momentum so you can get in and stay in with Rashid as opposed to playing a more methodical game.
Whilst he doesn’t excel in footsies, he can play footsies and has a respectably solid whiff punishing game.
St.mk and cr mk set up your footsie portfolio, with the latter hit confirmable into eagle spike or mixer and the former into V trigger.
Overheard (Break assault or towards and heavy punch) has deceptively long range (his second furthest reaching normal next to standing heavy kick) so on wake up, you want to be around one backdash away from opponent to set up overhead low mix ups. As it happens, cr mk > eagle spike puts you in the exact space for overhead - move forwards a little from this spot and you can now threaten with Cr mk to reset the low/overhead game. It’s not great but better than something at least.
St Heavy kick has a wonderful ability to hop over certain low attacks as well as KD’d opponents, and grants you a CC on top of that. It is also his furthest reaching normal.
St Heavy punch has a nice visual aid, and hit confirms into all his specials for solid whiff punishing. Technically speaking it has less actual range than cr mk, but it has a really fantastically sized phantom hit box letting it tag whiffed moves in their recovery frames where cr.mk would often miss.
Raw Eagle spikes, particularly lk version, let you fly over a lot of crouching normals, and on hit space you correctly for an overhead on wake up.
Sweet spot: ??? (varies) it’s difficult to play footsies and a legit spacing game with birdie as he has a significant portfolio of attack ranges - from up right up close to damn near full screen. Anyways here’s what we’ve got.
Hanging Chain (chain whip throw) - on whiff, eagle spike works wonders. It is possible to v skill roll under the chain as it comes out, but it is risky.
Bull Horn - mash crouching lk or st lp will stop even ex strength level provided you hit him before his head comes down. Because of this you can afford to get in a little close (around 2 character spaces apart) He is completely vulnerable throughout the entire animation, so if you time it right you can tag him with anything and everything.
Bull Revenger - HK version practically goes full screen. Fortunately he is completely vulnerable throughout, so m/h spinning mixer or cr mp stops this quite well.
Ex Bull revenger (dolphin dive) - same as above, however the jump arc is a lot lower, space travelled is a lot less and it activates earlier - just make sure to tag him early as he can very well grab you in your start up animation.
V trigger variations:
Ex Bull horn now gains multi-hit armour, meaning you’ll have to block punish this one.
Once you are ‘in’, Birdie’s normals come into play and they are quite troublesome.
St Hp - eagle spike, cr hp, st HP - it is difficult to tag him with the latter two
F st HP - maintaining position is difficult here since Birdie moves forwards. He also has a lot of frames of armour and he gets CC on hit. You’re just gonna have to respect the spacing on this one and either back dash or block punish.
Df St Hp - Bull slider. You can tag him with st mk and punish poorly spaced ones with cr HK. Everything else is too risky.
St Mk - st HP, st mk are your best bets here.
Cr Mk and Cr Hk - these two are lumped together because Birdie can set up a very nasty footsie trap that will snag attempts to whiff punish cr mk. Fortunately, you can tag his cr Hk with your own. Your St mk gets low profiled here a lot (possible to tag him with it but you have to be very quick otherwise you eat the sweep) but raw eagle spikes don’t and neither do wws’s. Lp.mixer works great as always as does st HK.
St.mp or st. hp -> lp mixer, st mk, st HP (CC), cr. Mk, lk, cr mp, st Hp
Cr mp -> St. Hk, st. Mk, flap spin (towards and medium, hit confirmable), mixer,
Cr lk or cr mk - overhead punch, Eagle spike, lp mixer, st. HK, st mk, cr mk, cr heavy kick, cr lk
Sweet spot - 1.5 character spaces apart (using training room boxes as a guide with 1 box representing 1 character space).
Sweet spot - 3 character spaces away due to his longest reaching special (sotoja)
Satoja - Heavy punch into eagle spike is your best bet (although cr mp does also work, visually it is easier to tag him with st HP) as everything else gets tagged on start up and/or recovery or whiffs completely - you can pressure him with whirlwind shots from this distance too.
If he does mp or hp nishikyu (projectiles) rolling v skill into nail assault on reaction (you will avoid the poison all together)
If he does lp version, there’s no way of tagging him without getting hit at that distance, but if you want to you can use nail assault to mitigate the damage by taking only one hit. Alternatively, you can dash in/empty v skill roll and throw him - you are completely invulnerable to his projectiles throughout the throw animation.
V skill poison projectile - all levels of eagle spike will actually go over the projectile, however because Rashid rebounds on hit he can end up backing into the projectile before it leaves the screen. V skill nail assault can be done on reaction and will as a bonus nullify the projectile at the same time. Normal v skill into dive kick also works well.
Sweet spot: 2-3 character spaces away (to accommodate reaction time to her specials)
Cr mk - lp mixer on reaction works wonders. Her recovery is too quick to tag her with anything else reliably. Eagle spike also works.
St mk - cr HP, st HP are your most reliable ones.
Cr HK - eagle spike flies over, cr HP works wonders as does overhead.
VS Chun Li
Sweet spot: ???
Rashid generally loses the footsie war with Chun as her normals are just too good to contend with and he doesn’t really have anything to threaten her with . Spacing her out is also difficult, especially as she has an advancing crouch attack and you can’t retreat quickly enough.
St HK - cr mk is your best bet, because Chun has godlike normals
St Hp - same as above
St Mk - same as above
Cr mp - same as above. You could also use overhead, but Chun can mash jab and body you. Your cr mk tags both her cr mk and cr lp - problem solved.
St HP - cr HK (from full screen), press it just as soon as you see his limbs, and it will tag him perfectly. HK eagle spike also works really well as does cr mk.
St mp - st HP (from mid screen), excellent whiff punisher. On CC, hit confirm into eagle spike for serious damage. Congrats you are in, pressure him on wake up. Raw HK eagle spike on whiff also works well.
St mk - st HP, st mk, st HK all work really well. You can press st HP relatively early on reaction and you’ll tag him good and proper
St HK - cr HP hit confirm into eagle spike works wonders. Whiff punishing this one is quite tricky though and if you miss time it, you’re eating a CC.
Cr HK (slide) - the slide is deceptively quick, but it is possible to cr rhk on whiff. He gets a CC if you miss time it though. Best to block punish this one.
Cr mk (slide) - as above. Although he doesn’t travel as far so it is a little easier to tag him with cr HK.
Cr lk (butt shuffle) - travels even less further so slightly more easier to tag with cr HK. Can also tag him with cr mk.
Typically you’re going to be fighting her at mid screen as her footsies aren’t that good - she has much better specials which is ehat you’ll be dealing with most of the time (fortunately, they are all block punishable) Still, better to be prepared for those times you do get in and/or face turtle power Karin.
Cr mk - cr.mk, cr. HK, usual.
Cr hk - cr.mk, cr.HK. st HP is also possible but timing it is weird
St mk - st mk, st HP, cr mk
St HK - cr HP. Miss time it and you eat a CC…
That’s all for tonight I am getting tired and bored. I will sort this out into alphabetical order.