Rashid General Thread: Desert Storm - second new character

I play a very aggressive rush down Rashid and spend nearly all of my meter on Ex WWS. I find it to be super useful in many situations and helpful for landing crush counters. We all know the neutral jump crossup at this point but here is something I like to use. You will see i can only hit 1 st MP from point blank in the corner at the beginning of the clip. Using ex WWS to keep me pressed against the opponent lets me hit 3 stMP in a row. Obviously I’m just showing you guys the basic concept here, but this can lead to to great strings/mixups/frame traps. Don’t sleep on Rashid’s white chip damage!

-Lord Wilbur

I don’t know if Rashid looks like a good player for everyone else, but just look how much space he covers with qcb hk. can pretty much do the same move sprinting and high kick. also after an opponent is knocked down from the qcb hk can sprint and any punch makes the other player have to time perfectly their block or attack or it’s another huge hit. I think he is great for people who want to keep their distance. And I like the surfer in sandals vibe with a good attitude.

@MurkDiggler - Raw qcb-HK and the sprint-kick are super good if there’s lag online, much like any fast-moving special. But it’s unsafe as hell. Against people who know what they’re doing, with a decent connection or offline, you WILL get punished on block. So don’t start throwing it out willy-nilly.

Does anybody have a good idea of how to space dash kick or eagle kick to make them safe, or at least too far away for a punish? I have done it a couple times but would liek to know exactly how it works to come up with some setups for it.

I’m 99% sure you can’t space or do anything to make grounded kicks (running or qcb alike) safe, he bounces back the same amount each time. If your opponent didn’t punish it was because they didn’t know. Airborne eagle spikes are the ones you can make safe, and to my knowledge the only guaranteed set-up I’ve seen posted for a safe AES is the one I made a vid of and posted in some other thread (I think the Combo/Tech thread). Until more people post/discover more, the only other way is "try to guess if it’ll hit their feet or not."
Edit: Technically I guess it’s worth pointing out that doing one with V-trigger out makes it mostly safe because he bounces so far away, but I figure that’s pretty obvious. Just including this in case someone says “Hey you forgot–”

Hey you forgot that he can get wind enhanced eagle spikes by using his ex fireballs and HK fireballs, and that running + kick is actually spaceable as that eagle spike gets pushed out different range depending on where you do it:P

cr.Mp is such garbage, I really don’t even want to call it an anti air. It’s an attack that can possibly hit your opponent out of the air.

Sorry for the dumb question, but which tornado move are you talking about to follow up a cr.MP?

He probably means cancelling cr.MP into qcf+K (I often do as well).

Yup. Just gotta be mindful of the opponent’s meter. I’ve had some people catch on and do a critical art upon landing to catch me.

Sometimes instead of throwing whirlwind shot after 2+mp, I would go straight into 6+hp for overhead once they land. Catches people off guard often if they’re expecting whirlwind shot.

cr. mp antiair xx hk whirlwind shot xx roll is pretty decent pressure. It is prone to reversals, but reversals are scary to do in this game, so its still good.

Yea, so the eagle spike off dash is tangibly different than the other ones. It has better juggle properties in that it can hit after v trigger, and it can be spaced safely. This is an absolutely key tool to playing rashid from fullscreenish distance which you definitely want to do in certain matchups (gief, birdie, etc.)

I tend to use MK whirlwind as it hits when the opponent lands (LK version can miss and HK version comes too late). Another possible follow up after cr.MP is cr.V-Skill, it makes you roll under your opponent who doesn’t see that cross down coming, you can land cr.LK, cr.LP, LP mixer right away for another mix up sequence.

It is not safe even when spaced:

-Birdie can always mp/ex bull head after every run spike. (I meant bull head instead of bull horn, but ex bull horn still works)
-It is riskier, but Zangief can use st.fp and delay releasing it until you bounce off him.
-Mika can dash forward into st.lp xx ex butt slam off a spaced one.
-Bison can slide or knee press
-Fang can do that poison lunge move
-Dhalsim can st.rh

These are options for characters with slow dashes. Everyone else can dash into combo. It is also really difficult to get a perfectly spaced spike on a moving target.

And what about Rashid himself ? In a mirror match, s. HK can punish qcb+K (even f+MP can whiff at max range) but what about Eagle Spike from run+K ?

Rashid’s QCB+LK punishes every single Eagle Spike, even from run.

Rashid can dash into cr.mk xx spike or st.mp xx spike/ex spike+follow-up. He can also just eagle spike.

If I did not list it there then he is part of the dash punish cast.

You can make some dash punishes whiff with a perfectly spaced spike, but people are not going to continue walking backwards as you run at them for the space needed. You will never manage a perfect running spike in a match setting.

As far as I can tell, raw grounded spike is only good for either fullscreen whiff punishes on incredibly slow things like Birdie’s food and chain, or for neutral jump anti airs from half to full screen. IMO raw air spike has no utility aside from an anti-anti air, and that’s perfectly fine. As was mentioned earlier in this thread, in matchups where the opponent doesn’t have a dp, a couple anti-anti air spikes will scare them out of attempting to hit your jump ins. With this in mind, air eagle spike being minus a billion fucking frames on block makes perfect sense. Much like shoto dp is there to make opponents second guess jumping fireballs, Rashid’s air spike is there to make opponents second guess their anti air. It adds a layer of mindgames to a lot of matchups.

Ok, thanks for the clarification. I have never been punished off a spaced dash spike so I thought it was safe. And yea, I agree with roblox’s analysis of both air and ground spike.

https://youtu.be/4KyH2L9tRuc

Some silly stuff I found. Now I bet most people figured out about the juggle off f.MP only landing two hits and leaving the tornado out, but not sure if anyone figured out that you can jump into the opponent as they are falling and put them into this strange situation where the tornado is coming from behind and it changes the direction of their back tech.