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.
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.
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.
True. Ysaar is effective. I was more referring to ES on it’s own.
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.
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.
I’d be careful about that one. You could end up getting jabbed out of that.
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.
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
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.
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.
yeah, that’s really the only way to make AES safe. Of course it also requires your opponent to stay in that same spot.
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.
Anyone know the timing to set up meaties or safe jumps yet? I don’t have access to frame data at the moment
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.
https://youtu.be/xuwJ0zlIHfM?t=26s 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
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