Yeah, noticed that too. It’s pretty easy to set-up from full-screen though, so it could be a viable option against traditional zoners (Read: Against Ryu).
Also, manually executed dives from V-Skill DOES work, just not the single button one. And those still generate V-Gauge.
Maybe a combination of normals can space you at the right distance to get back in? Worth messing around with. As for on hit you can do super and maybe EX Mixer, I havent tested the mixer though.
You can do HK/EX Twister xx VT, HK Dive, HP Spin in the corner. The Twister lets you hit with the dive kick closer and still get the cancel, allowing HP Spin to reach.
I use vtrig against fang to get in from full screen. Pop vtrig, forward jump into the tornado and you suddenly are crossing your opponent up from full screen. Or do his f.HP (overhead) into the tornado and that’s a full screen overhead.
I’ve been messing around with this aswell. Pretty cool, shame you have to spend meter to do it though.
Edit: just been playing with this and if you delay your neutral jump by a few frames, you can intentionally miss the tornado and land on the same side. Great for if your opponent knows what you’re trying to do.
That’s awesome, I thought that mixup didn’t survive in the final version. Also nice that the delay to miss the whirlwind is barely noticeable. I’ll have to practice this.
My problem with Rashid is most of his mixup feels really gimmicky. Even that ex tornado crossup above looks like the opponent has all the time in the world to react to it or just jump out if they saw it coming. What are the opponents options to punish it and what could we do to stop that?
I’d love to see some more guaranteed 50/50s or solid pressure games he could do (lp spin isnt going to cut it at high level play since it was nerfed)
People I’m playing with are already reacting to that ambiguous neutral jump mixup well enough to either hit me out of my jump, or just dash out/anti air. As far as I can tell, you still have the option of rolling in and using st lk to set up a frame trap, mp to go for a combo, or a throw. Doing that once or twice will scare them into letting you neutral jump again. I’ll hit the lab when I’m home to test out options as all of this is based on match play, and people might have just not been punishing the setup properly.
You can condition your opponent to think you’re gonna throw on frame trap, then jump. Keep them guessing.
To change the subject, I was testing j.mp last night. Seems if you jump at a range j.mk will cross up, j.mp will hit in front. It’s not as ambiguous as I’d like it to be, but it’s something.
If I were a serious player, I’d drop this character. He just feels like someone Capcom held back and didn’t want anything amazing come out of him. Heavy Tornado projectile should hit 3 times. V-skill kicks should be safe just like the regular one when spaced right. Super doesn’t multi hit chip like Chun-Li’s? It’s like they were really scared of him out the gate.
Thankfully, I’m not, and his style is really fun to watch and play.
I feel like rashid is more footsies based as i don’t really get the mix up thing with him. He has good normals and i believe most of them are safe on block.
His normals are “good” but pretty stubby. Also most dont leave you at advantage. He is not really a footsie character as his mid range game is fairly bad. He is a frame trap and pressure character with a decent sweep and a fake fireball.
Its hard for him to win off footsies without having a lot of range outside of cr.HP and a very lackluster projectile. It also doesnt help that if you do actually whiff punish with cr.HP cancels you only get 40 damage which is what he lacks the most. If I had to compare him to any character it would be SF4 Guy. Good mobility and decent footsies but excels up close with his frame traps.
I’m just going to cherish these brief moments while people are still falling for my bull shit. I’m really curious to see how he will be played a year from now.