I got a copy and main rashid. F+mp, cr HP and mixer all have CH properties. I am still learning his neutral and his buttons, 7 years of playing SF4 Guile is still stuck in my muscle memory…
As for thread name, surely it has to be “what does the scouter say about his power level?” Or some other related 9000 pun.
Edit;
OK been messing around with him for the past few days. I can find uses for all of his moves but there’s one that is perplexing me.
Standing Lk - knee:
It has very good start up, angle and hit box to be used as an anti air. But since he has HP/MP spinning mixer (which hit for more damage and have more uses overall) and cr mp (roughly the same angle and longer reach) there’s not very much reason to use this for AAing.
It has some uses when walking forwards or backwards in anticipation to late anti air a jump in or Nash’s moonsaults, but in all those cases spinning mixer works better, can be done earlier (and works well even if done late), and hits for more damage.
Even as a standing normal, st lk is not that good due to its limited range. You can’t cancel into any special after it hits either so you’re better off using st lp which can.
His s. lk comes out in 3f, it’s +2 on block, and it’s +4 on hit. Its use lies in either setting up a tic throw/frame trap to s. mp, or as a tool to punish loose blockstrings to get a counter hit. If you get the counter hit, then you’ll combo directly into s. mp xx stuff.
It’s also not a bad button to press after f. mp. If they block its a 5 frame gap, so you can stuff a lot of moves into that same counter hit combo, or if it hits its +2, so you have all day to confirm that hit into a beefier frame trap.
Mp, crmk, lpmixer. (Not sure of the frame advantage after this combo but…) after the combo ch stlk, crmk, lpmixer into the same stuff again. I think this works but I’m average at this game so someone else can let me know for sure (also if it has already been posted, sorry! )
The first hit of f+MP and cr.HP also both do the same amount of damage and stun. The cr.HP has more range so if you hit the CC st.HP from further away it would be better than f+MP.
Does it have more range. Good to know,I figured it’d be too far. I’ll probably just USE OS Roll cause you get massive corner carry off cr.l int MP Spin Mixer.
Medium spinning mixer works great as an AA. Just keep in mind due go the angle, Rashid’s head is sometimes exposed and can occasionally get hit by opponents hitbox (I was testing this against zangief’s jump in medium kick which would occasionally clip rashid’s head every now and then) - to avoid that, either perform it later (his head gets exposed several frames after the move is active) or use cr medium punch or heavy spinning mixer.
Generally speaking, as long as you angle it correctly, you can blow up every jump in - including cammy dive kicks - with medium spinning mixer.
I find that cr.MP AA works great. What I do depending on the character is cr.mpxxmk.fireball. the AA makes them flip out and as soon as they land they have to either block the two hits from the fireball or use an invincible move to get out of it, but it’s risky. Against Laura’s armor, the two hits from the fireball will break it.
I haven’t had too much time to test it out. I had to work early this morning. Can you cancel hk.fireball with roll? That sounds like it’d be nice and tricky if so.