Rashid Match-Ups Thread

Any thoughts on the Nash matchup? I for one am struggling with it. It may just be that there are a lot of Nash players and hence there’s a bigger probability that it’s a good player that’s beating me.

His fireball game messes me up. They are so slow that I can’t roll under them. Then there’s his jump ins. For me it seems like c.MP gets stuffed or whiffs against Nash’s options most of the time.

How do you deal with vega wall dives?

Jump back mp.

RE: Your options after blocking Bison L Scissors in the corner

L Scissors is -4 on block, but his most common strings (i.e. s.HK > c.MP xx L Scissors) push him too far back for you to punish with your lights or mediums.

But he doesn’t have any buttons faster than 4f, so if he wants to immediately jab after the Scissors to keep pressure going, you have two stronger buttons with enough speed range to stop him: f+MP and s.HP

My favorite option is s.HP xx s.V-Skill.
[list]
[] If Bison pushed a button after L Scissors, you get a CC and can confirm this into an M Air Spike out of the V-Skill for 213dmg. (and builds almost an entire chunk of V-Gauge!) As an added bonus, with the s.HK > c.MP xx L Scissors string I mentioned earlier, if you land the CC, the distance is perfect for M Air Spike to hit Bison’s toes to cancel the Spike’s recovery, so you get to stay on top of him.
[
] If Bison tries to jump or dash forward after L Scissors, the s.HP will still hit, just no CC. But hey, you still get to flip out of the corner.
[*] Same if he decides to just block. You still escape the corner.
[/list]

But… he can whiff punish your s.HP by walking backwards then doing his own s.HP xx H Scissors, which can lead to 50% life lost if he has V-Trigger on deck. So consider risk vs. reward if the Bison is catching on to the fact that you’re pushing s.HP every time you block L Scissors.

f+MP is the safer, lower-commitment option. Slightly more range than s.HP, and all but impossible to whiff-punish.

Safe options out of f+MP include:
[list]
[] f+MP xx L WWS
[
] f+MP xx L Mixer
[*] f+MP xx EX Spike (Spend 1 bar for a guaranteed safe corner escape)
[/list]

Any video links or tips for BISON? he’s my nightmare right now.

You Sir, have just made my life a lot better vs my biggest opponent. Noting all this shit down!

Any tips on dealing with Nash at neutral? His fireballs seem tough to try and punish with roll kick. I usually end up on the defensive pretty quickly.

Yeah still having issues with the Nash matchup also. I try to really get in his face and that seems to work to a degree but I find it really hard to keep the pressure going. As soon as he gets a c.MP on me then he can reset back to the fireball game.

Pro tip: if nash uses cr.mp you can beat any followup except his light attacks and B+MK with your 3 frame lk.

Most nash players tend to use medium attacks after cr.mp so you can check their offense with it.

Two questions:

  1. When Bison does his slide, and you block it, sometimes I can throw him as a punish, but sometimes the good Bisons tech me every single time. Shouldn’t I be able to punish it every time? (maybe there was lag or I was too slow?). Also, is there time for a better punish other than a throw?

  2. Vega/Nash have really good air throws (Chun as well). Is there any air move that Rashid has that can beat those air throws?
    When they are on point with the air throws, it makes it really hard for Rashid to do much of anything (at least for me).

  1. Bison is -12 on slide, punish it hard!

  2. Air throws are risks you have to take sometimes. It is possible to CH their air throw with an air attack, but that requires timings and reads - nothing sure fire. Your best bet is to stay as grounded as possible vs these guys - heck vs everyone really.

He is not always in a state to be punished. The move is -12 with 10 active frames so he can make it relatively safe if spaced properly or has V-trigger.

Any tips vs zangief? I lose 99% vs him online

I’m not an expert but I saw some top level Japanese player (forgot his name, started with an “S”) use a lot of cr.HP, st.MK, cr.LK to keep Zangief at bay. There were some occasional trades on the damage, so he had to use it wisely, but it seemed to frustrate the Zangief a lot.

Also Rashid’s fireballs aren’t great but help a bit here too. I think the key is mixing in all of these to slowly chip away at the mountain of muscle, poke a couple times here and there, and quickly move out with a backdash (before he tries to SPD you).

Unfortunately you can’t really jump in and do longer combos on Zangief, unless the other player is really bad.

Quick matchup tip against necalli: I dont think he has a way to punish a spaced dash eagle spike if he has no V-trigger and no charge. This may seem like a lot of restrictions, but it’s actually really good since necalli really wants to V-skill in this match when he realizes he can’t get in safely against u by jumping and dashing if you’re awake. If you don’t have this in your pocket, he can bait eagle spike and punish it and get in. This way, the minute you see him walking forward, you can just do it. Of course he can neutral jump and stuff, but you can delay your eagle spike to beat that, and you’re playing a whole other game.

This tip is really useful to get the lifelead early in the match. It is important to note that it won’t work when he has v-trigger because his dashing claw doesn’t require charge

The zangief matchup is actually super easy in my opinion. If you ever feel you are too close to the corner, you have a million ways to reset space (v skill, wall jump hk dive, spaced ex eagle spike, v-reversal, hk or ex fireball xx v-skill). f+mp is crucial in this matchup. It’s a really good whiff punish to st. hp or st. hk, and if he starts v-skilling ur fireballs to much, you can do f+mp xx lp mixer to stop that shit.

Ok, Nash has been pushing my shit in lately, any general tips against him?

Him, Chun and Karin are all my losses so far lol.

Nash used to give me a lot of problems too. One thing that really helped me was realizing the value of tk ex divekick against fireballs, especially slow moving ones like Nash’s and Laura’s that you can’t roll under or regular divekick over.

Since Nash fireball comes out so slow and ex divekick is completely fireball invincible, you can punish him pretty easily from mid to full screen. Once he stops throwing fireballs so much, it is pretty easy to stop his approaches since he can’t safely follow them to get pressure. Cr.HP xx eagle spike has great range to stop him from walking up to you. If he comes at you from the air with jumps and moonsault, you can cr.mp xx HK was xx roll for free chip and frame advantage every time since he doesn’t have an invincible reversal. This is also why you should go nuts on him when you knock him down

Quick question:

  • what do you guys usually do against Dhalsim’s teleports?
    I just jab, but is there something better to use for more damage? And sometimes I trade for some reason even when I jab.
    Maybe blocking the whole teleport combo and then punishing? But I feel like Dhalsim is safe on block and just continues his assault on my other side.

Jab is your best and safest bet. You can try to mix him up off of the air reset situation if you want. Throw, then later mix-up with frametraps or shimmies. You can’t punish the typical Dhalsim post-teleport combo of j.HP, b+MK/cr.HP xx MP Flame because MP Flame is -2 on block.

On reaction: lk. Faster than lp, hits fairly high up, air resets into pressure.

On a good read: hk. Crush counters into big damage.