What is his best normal move to meet someone air-to-air? Like you know how Chun Li and Laura love to jump in, but you read that and shut them out before they have a chance to do a combo string or crazy mix-up on the ground.
Does either j.mp, j.hp, j.hk (or something else) have better priority?
How are his anti-airs bad? C.mp outside of super deep or cross up jump-ins wins clean.
You also have HP and MP mixer, air to air MP or HK, roll to avoid the jump completely, early v-trigger, super, and I’ve had some scenarios where even s.lk worked.
Characters like Vega, Karin and Laura (sort of) wish they had this many options.
Everyone else has one or two good options and some have bullshit ones like Birdie’s c.MP, doesn’t mean Rashid’s are bad.
Thanks, it does seem more reliable. One thing I like is the j.hk animation and hitbox confuses some people. Hard to read for them, but great for us.
That’s amazing how you were able to bring him up so high. I looked at the Leaderboards and to my surprise there’s a #2 Rashid now, right underneath FChamp’s Dhalsim.
I agree with those who say Rashid feels like a lot of work just to get the same results as the other characters (which is why I got so frustrated losing to 1000LP Ryus/Kens sometimes who mash the same buttons and beat me). I get tempted to drop Rashid and just use someone easier like Nash or Ryu. But seeing you guys climb the ranks with this character actually makes me stick around longer.
I heard that guy wasn’t legit. But with so many ragequitters now there are witchhunts so I don’t believe it till I see it. That Mika in the top 10 is totally a fraud tho, I know that.
6MP is his longest ranged cancelable normal. Also, moves that carry you forward and put you neutral or plus on block are crazy good, especially if you have a 3 frame normal. I think Bison’s df.hp is the only one, and his whole character design is “crippled walkspeed and defense, but gets broken moves”.
Does Clevie Soul come to SRK at all? Good stuff to him, he was putting in work at Winterbrawl.
Was rooting for you man, Ken is a tough matchup for Rashid imo. Lost to a good Ken in my last tourney as well…
I am gold ranked now as well, but it sure took a lot of matches due to quitters or poor connection matches. It made me go against a guy in Japan three times in a row today. The amount of teleportation was amazing lol.
I have to get the optimal punishes into muscle memory as I forget to do them at times.
Idk if I’m thinking of the same guy, but last I checked there were two Rashids in top 20. If it’s either of them, they’re both legit. I’ve watched quite a few of their replays to study how they dealt with matchups I had issues with.
So there actually are people thinking Rashid has poor anti air when he’s blessed with one of the best normal anti air in the game? I mainly use 2MP as anti air and people quickly learn they’re not allowed to jump at me cause most of the time the only thing they land on is the tornado coming right after 2MP, the exact situation Rashid wants his opponent in.
And if they try to cross up you simply forward dash and throw 5MK or 5HK at them, most of the time you get a cuonter hit since they’re autopiloting their jumpin sequences.
Rly guys, unless he’s knocked down, nobody should be able to jump on Rashid.
Has anybody actually found a good meterless crush counter combo off st. hp? It’s kind of sad, but the most damage I can get is just doing st. mp, st. hp xx eagle kick. Theres something wrong when you can get more damage off a counter hit mp than a crush counter.
Well I think I may have found something. The most damage I can get off any kind of crush counter for one meter is 290. This is 5 damage more than any other variation i have tried:
st. hk (cc), f+mp xx qcf+KK, dash xx k
EDIT:
Ok guys, it turns out this combo might be worth more than just 5 extra damage. You get so much time after the ex fireball hits, you can do a lot of things. You can body hop and still be very positive or stay on the same side and go for a meaty. You can preemptively sideswitch as well by ending the combo with roll into mp tornado for good backward corner carry as well.
The really sick thing about this setup though is that if you V trigger right after the fireball dissipates, the opponent will wakeup with the tornado behind them, not meaty. This makes for really clean pressure.
If they back tech, there is a whole other suite of dirty mixups. If you do an overhead as fast as possible, you will go over them and the tornado will cross up. If you delay the overhead just a bit, it will whiff and you can go low. If you delay it even more, the overhead will hit. If you do st. hk, you will body hop them and you can go low from the other side.