Rashid General Thread: Desert Storm - second new character

St. HK change sucks but happy for the other changes

Here are some additional changes I found:

  • All Mixers, except ex, buffed by 10 dmg
  • Light and medium Eagle Spike buffed by 10 dmg
  • Forward throw nerfed by 10 dmg
  • All air eagle spikes(including ex) nerfed by 20 dmg
  • Sweep nerfed by 10 dmg
  • Critical Art buffed by 10 dmg
  • You can now combo st.mp after st.hp Crush Counter xx v-skill roll
  • j.mp now leaves opponent in a juggle state when hit air-to-air
  • f.MP damage split now 50/20 (was 40/30)
  • All whirlwind shots(not sure about ex) comes out faster (not sure if it recovers faster though)
  • Both medium and heavy whirlwind shot nerfed by 10 dmg (Was 35x2, now 30x2)
  • Game feels slower

The two in bold are the most interesting ones so far.

  1. How’s his oki after throw? Can i meaty with dash forward st. Lk? Can Rashid still do meaty cr. Fierce after L mixer fully mashed?

And 2. By L mixer being 0 on hit, do you mean the non mashed mixer or the lvl 1 mashed mixer?

If you can CC HPxroll>MP they either reduced roll recovery or increased CC hitstun. Does CCxxHK WWS combo like it did back in beta? Do any non-CH moves combo into MK WWS? Those nerfs are annoying, but I’m very interested in any buffs to WWS as a pressure and combo option. I wonder what fun can be had with the j.mp with boosted EX Eagle Spike corner combos.

Well…the forum is alive again lol. Anyway, great finds man. So far I’m some reasonable nerfs and solid buffs. I don’t think air eagle strikes needed to lose damage :confused:

I’m interested about his meaty pressure as well…like after mashed mixer, throw loops in corner etc

very salty about air eagle spikes being made so weak. He already has the least safe divekick in the game.

The air spike damage nerf is because you can combo into boosted EX Mixer off VT confirms now and followup with air spike (ex air spike also gets both hits now after boosted ex mixer).

RASHID
Hurtbox on wakeup:
 Adjusted hurtbox when changing direction
Riding Glider (forward throw):
 Reduced damage 130 to 120
 Reduced stun 170 to 120
 Reduced CA meter gain
 Now second hit only will trigger KO
Standing MK:
 Increased size of hitbox forward
 Increased size of hurtbox surrounding hitbox
 Increased size of hurtbox after active frames
 Increased time hurtboxes remain after active frames
Standing HP:
 Increased size of hurtbox after active frames
 Increased reel time 1F for opponent on crush counter
 Increased size of hitbox to around his torso
 Increased time hurtboxes remain after active frames
Standing HK:
 Changed advantage on-block-2F to -4F
 Increased block pushback
Crouching LP:
 Increased active frames 2F to 3F
Crouching LK:
 Moved character’s center point forward during this move
 Adjusted the position of hit/hurt and collision box to match
Crouching MK:
 Changed advantage on-hit ±0F to +1F
Crouching HP:
 Changed recovery 18F to 22F
 No change to block advantage on second hit
 Reduced hit and block pushback distance
 Increased recovery on-block of first hit by 2F
 Changed advantage on-hit +6F to +7F
 Increased hurtbox size during attack and recovery
 Increased advantage on Crush Counter by 2F
Crouching HK: Reduced damage 100 to 90
Jump LP:
 No longer special move cancellable
Jump MP:
 Changed startup 5F to 7F
 Reduced damage 70 to 50
 Changed hit effect from air recoverable damage to knockdown damage
 Increased special cancel window on-hit
Jump MK:
 Reduced size of hitbox in downwards direction
Flap Spin:
 Changed damage 40+30 to 50+20
 Changed stun 50+50 to 70+30
Beak Assault:
 Changed advantage on-block -4F to -6F
V-Skill (Rolling Assault):
 Increased projectile invincibility during movement 3F
V-Skill (Nail Assault):
 Increased block pushback
 Now CA cancellable
 Changed advantage on-block -5F to -6F
V-Trigger (Ysaar):
 Increased inertia forward
 Now you can’t avoid hits with projectile invincibility
 No change to number of hits
V-Reversal (Sliding Roll):
 Increased recovery 3F
 Reduced movement range forward
LP Spinning Mixer:
 Increased damage 80 to 90
 Increased stun 128 to 150
MP Spinning Mixer:
 Increased damage 100 to 110
 Increased stun 168 to 175
 You can no longer get additional hits when mashing after hits 1 to 5 on-block and whiff
HP Spinning Mixer:
 Increased damage 130 to 140
 Increased stun 148 to 200
 Added hitbox in backward direction
 Made it easier to get all hits against airborne opponent
 Increased juggle potential when used in-air combos
Dash Spinning Mixer:
 Increased stun 204 to 225
EX Spinning Mixer:
 Adjusted hurtbox when landing to be same as standing hurtbox
 Increased invincibility 1F~8F to 1F~12F
 Reduced movement range forward
Dash EX Spinning Mixer:
 Reduced damage 200 to 170
 Increased invincibility 1F~9F to 1F~12F
 Increased hitbox size up and down
 Reduced time opponent is in-air after hit
LK Whirlwind Shot:
 Changed duration of move 55F to 52F
 Reduced CA meter gain on whiff
 Increased CA meter gain on-hit and block
 Changed advantage on-hit -4F to -2F
 Changed advantage on-block -7F to -5F
 Reduced projectile movement forward slightly
 Reduced hit pushback
 Changed foot during projectile to have projectile invincible properties
MK Whirlwind Shot:
 Changed duration of move 65F to 60F
 Reduced damage 70 to 60
 Reduced CA meter gain on whiff
 Increased CA meter gain on-hit and block
 Changed advantage on-hit ±0F to +1F
 Changed advantage on-block -4F to -2F
 Reduced projectile movement forward slightly
 Increased juggle potential when used in-air combos
 Changed foot during projectile to have projectile invincible properties
 Delayed timing of CA cancel to make it easier for opponent to use V-Reversal
HK Whirlwind Shot:
 Reduced damage 70 to 60
 Reduced CA meter gain on whiff
 Increased CA meter gain on-hit and block
 Changed foot during projectile to have projectile invincible properties
 Delayed timing of CA cancel to make it easier for opponent to use V-Reversal
EX Whirlwind Shot:
 Changed foot during projectile to have projectile invincible properties
LK Eagle Spike:
 Increased damage 100 to 110
MK Eagle Spike:
 Increased damage 120 to 130
EX Eagle Spike:
 Increased juggle potential when used in-air combos
Airborne Eagle Spike:
 Reduced damage 130 to 120
 Changed so he doesn’t rebound if hit or blocked during certain frames of the move before he
touches the ground
EX Airborne Eagle Spike:
 Reduced damage 160 to 140
 Increased size of hitbox
 Increased distance of rebound on-block
EX Airborne Eagle Spike (After Dash EX Spinning Mixer):
 Increased damage 140 to 170
 Changed hitbox and timing when used after Dash EX Spinning Mixer so it’s easier to get all hits
 Increased juggle potential when used in-air combos
Altair:
 Increased hitbox size in upwards direction
 Increased speed of forward movement when pressing forward
 Hitbox now remains during projectile durability

Damn this dude got changes.

He has a few interesting buffs at least.

-V-Trigger (Ysaar):
Now you can’t avoid hits with projectile invincibility

So…let’s say I activate VT and Ryu decides to throw out ex.fireball, the fireball would just go through VT now?

[

It should. With Alex I’d use his ex stomp to move through Rashids vtrigger. Rip to that tactic.

New thing:
https://youtu.be/YWRi8ywIBso

So what’s everyone think about Rashid so far??

Stronger meterless crush counter combos anywhere on the screen. Better H mixer. Cr. Fierce into sweep. Couldn’t be happier. My favorite button got nerfed (st. Hk) but I’ve been learning how to stop using it anyway lol.

Very excited for next year. Really wanna get out and show people the power of the Turbulent Wind.

I’ve actually like him like this. No complaints cause for ever nerf he got a buff. But we’ll see how he pans out since everybody changed.

Happy with the changes, especially the heavy mixer hit box - it was already pretty good, it just felt inconsistent as sometimes it’d trade. Now it feels great - I’ve stopped x-ups with it, even knocking them back to the original side they jumped from!
Ex airborne eagle spike hitbox buff has also been a boon - pre patch, it would trade every now and again. Not any more! Guile, Nash and Urien can all eat my flip flops. All day. Every day!

I was a little miffed about the damage nerfs initially, but having played for 2.5 hours I’ve learnt to live with it - I’ve noticed it for sure, but it’s not that big of a deal. The damage buffs on the more commonly used moves (mixers, eagle spikes) alone even things out, and then he gets other minor buffs? Sold!

I was also concerned they might nerf him too harshly, push towards the wrong direction, and /or not give him compensatory buffs, but in all honesty the changes were quite reasonable and he did receive a fair number of useful buffs.

Rashid didn’t really need much to begin with (it was more a case of other characters needed changes…which they got) and I feel overall the changes made to him were in line with Capcom’s honesty approach.

Its really quiet in here rashidbros, you can almost here the wind blowing. …

Anyways, anyone having issues with people falling out of EX mixer now?

I keep getting situations where i catch a limb and get two or three hits and they fall out because of the decreased forward movement in S2. Cost me a few rounds/games. Dont remember having this issue so much before.

If they’re falling out of ex mixers, you’re using the wrong tool for the job - I know because I’ve had similar issues…

In s1, there was a fair bit of overlap in his AA’s. What they’ve tried to push for in s2 is that all his AA’s have their own individual use, so less overlap.

So now a lot of the time and angles that you used to use ex mixer, you instead have to use heavy or medium mixer (or cr. Mp). In my experience, it has been heavy mixer about 90% of those times.

P.s: It’s always quiet in this sub section!

Can someone tell me what the frame data is if your opponent blocks ex whirlwind shot and then you roll but the roll makes one of the whirlwind shots miss?