Yea same here and when it’s miss timed i get blown up, I wish it had faster start up or something

Don’t forget airborne Eagle Spikes (QCB+K during forward jump). Simply being able to change your jump arc is valuable for avoiding projectile traps.

Nothing wrong with a nice simple neutral jump as well. Jumping forward/using v-skill really commits you to the situation. You can then try to get a read on the likely ensuing FB.

It’s strange to read everones lack of success with roll kick. It’s my main way to punish fireballs (excluding Nash) and if you’re midscreen you get instant corner.

Roll vskill works fine for me as well, you can instant vskill in to ex ES for a more potent punish. Tiger knee ex ES works as well but its kind of weird to execute and you also have to be spaced correctly for it to hit. Vskill roll or jump to es both work just use what your most comfortable with honestly.

You might be doing it too early from a far range? To pull it off you need to be at least mid range and do it so you start it up with the fireball already close to you. If you’re early-mid roll when you touch the fireball it will just hit you. I’ve used it a lot of times to punish Ryu’s fireball and it works 90% of the time.

Another nice use of it is cancelling your own HK fireball into the roll and then if they hit a button you can kick, if not just land and throw. It’s fast enough to catch some people off guard.

What are Rashid’s best buttons for the meaties previously mentioned in this topic (for after mixer knockdown)?

New to Rashid… This might be a silly question but what is his standing overhead? Thanks.

6hp. -4 on block (so jab punishable). 0 on hit.

Bonus, you can use it through vtrigger for a half screen overhead.

How are you guys dealing with cammy’s hooligan and divekick? I feel really powerless against her.

You can hit hooligan with a number of normals on reaction. While you have to respect divekick on block, it can be anti-aired with hp mixer pretty consistently.

I love his cr. short, great for a meaty attack and with quick recovery safe on many reversals. Problem is i cant seem to find anything to do once it hits, since its non cancelable. Any ideas?

cr.short combos into cr.jab xx lp mixer

For dealing with crossups does rashid have an autocorrect move to deal with them?

From knock down, just block. If it from a block string/close jump just vskill roll under it.

having a hard time maintaining pressure as up close my normals are getting stuffed and beat out cleanly for cc and ch’s, lpxx lp mixer also is getting me punished quite a bit. Also are the whirlwinds useful for anything beyond keeping opponents from jumpijng?

I notice Rashid can cancel his j.LP and j.MP into airborne eagle spike, but this doesn’t actually cause a combo, and it actually allows your opponent to recover faster on the ground. As such, I was wondering if anyone knew if there was any special purpose for cancelling those jump normals, or if it’s just some useless/vestigial thing that made it into the game.

It’s useless as far as I know. It’s funny, if those normals were both a little faster and pointed at a more downwards angle he could’ve used them for fuzzy guard combos… which I imagine Capcom was very aware of when they made sure that his air light normals don’t angle downwards at all.

There must be a height restriction on air Eagle Spike as well, so it wouldn’t even matter. j.MP can hit a grounded opponent, but it’s still not possible to cancel it into anything at the height it hits at. Desk was able to combo it in a video, but that was off totally impractical A2G hit on Sim’s weird angled punch.

I have found one use for it. If the opponent recognizes a V-trigger crossup setup, they will sometimes neutral jump or jump forward and meet you in the air to prevent it. If you think they’re going to do that, you can meet them air to air with j.mp and cancel with lk eagle spike so that they will land between you and the tornado to give yourself another mixup.