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Street Fighter V eGuide
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Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Rashid

Combos

Low Hit-Checks
COMBO 1
Crouching standing , then finish with either:

288 damage, 149 stun (requires full EX Gauge)

95 damage, 217 stun

Your basic low-check, two-hit hit-confirm combo. This combo deals a low amount of damage, but its primary use is to knock down your opponent. After LP Spinning Mixer, Rashid’s at +6 advantage after a forward dash follow-up against a quick-rising enemy. One of the best sequences after hitting LP Spinning Mixer (with the mashing follow-up) is to forward dash and immediately cancel Rashid’s run into crouching . The first hit will act as a frame trap against a neutral quick-rise, while the second hit will frame trap a back quick-rise. Additionally, if the second hit interrupts an attack, you’ll get a Crush Counter combo (see Combo 17 for details).

Developer Notes

Rashid’s fighting style is based off of parkour. Although parkour is normally used for evading, what we really wanted to get across was the mobility associated with the art. With Rashid, players will get a character that is able to attack from angles that other characters cannot, as well as evade attacks and get away from situations that other characters have a hard time dealing with. We felt the last piece of the puzzle to really make him feel “free” was if he could somehow further his movement. Since he uses tornadoes as an attack, we thought “wouldn’t it be cool if he could use the tornadoes to also adjust his movement?” Once that was added, Rashid was complete.

—Peter Rosas, Associate Producer

COMBO 2
Crouching , then cancel into either:

140 damage, 280 stun

(optional follow-up on hit-confirm)

156* damage, 214 stun

You’ll use this as a standard whiff-punish type sequence or if you can make a good read on your opponent’s movement. For example, if they’re being antsy around close to mid range and walking back and forth, you can go for this. Just remember that Rashid is easily punishable by characters with quick dashes if his Eagle Spike is guarded.

Using a poke sequence of crouching keeps Rashid safe and gets him into close range, at -2 advantage on block. This is preferable to being -20 on block from Eagle Spike if you’re using this as a hit-check from within mid range. It’s possible (albeit difficult) to input both the crouching attack and the follow-up cancel, and then mash on after you see that the crouching successfully connects.

Grounded Hit-Checks
COMBO 3a
Standing crouching , then cancel into either:

185 damage, 350 stun

137 damage, 258 stun

COMBO 3b
Standing standing , then cancel into:
,

255 damage, 382 stun (requires one stock of EX Gauge)

210 damage, 350 stun

162 damage, 274 stun

These two variations are your bread-and-butter combos starting from a standing as a frame trap. Combo 3b may not work on certain characters standing, so use Combo 3a instead.

COMBO 4a
Crouching standing , then cancel into:
, (near corner only)

275 damage, 432 stun (requires one stock of EX Gauge)

,

260 damage, 446 stun (requires one stock of EX Gauge)

230 damage, 430 stun

COMBO 4b
Crouching crouching , then cancel into:

205 damage, 400 stun

173 damage, 324 stun

Crouching is an alternative frame-trapping attack. It’s slower but deals more damage, and if you can set up the second hit to connect on its own, it can act as a Crush Counter on counter-hit. Rashid’s left at -2 on block, so be prepared to defend a fast light attack that may interrupt your next move if you suspect that your opponent is prone to pressing buttons.

Combo 4b will work from a distance, whereas Combo 4a will not.

COMBO 5
Standing OR standing , then:
(requires full V-Gauge and EX Gauge)

401 damage, 270 stun

, (requires full V-Gauge and one stock of EX Gauge)

275 damage, 431 stun

OR air (requires full V-Gauge)

246 damage, 410 stun

One of the best uses of Ysaar is as a hit-check follow-up to add damage to your combos or to give you a mix-up if the opponent blocks your prior attack. As a combo, you can juggle with your Critical Art for massive damage after the giant tornado launches the enemy. You may need to adjust the timing of Altair for the opponent to land on its hitbox, either by preceding it with a quick forward dash or by delaying its input.

You can also use EX Eagle Spike or Airborne Eagle Spike to juggle off Ysaar. V-Skill Eagle Spike is another option, and it may be easier to execute (it also auto-corrects, in case Rashid flips over).

Jump-Ins
COMBO 6a
Forward jumping , crouching crouching , then cancel into:

272 damage, 505 stun

COMBO 6b
Forward jumping , standing , then finish with either:
,

303 damage, 477 stun (requires one stock of EX Gauge)

274 damage, 445 stun

Sample combos off of a clean forward jumping attack over a projectile, command throw whiff, or high-recovery heavy attack.

COMBO 7a
Forward jumping cross-up , crouching crouching , then cancel into either:

242 damage, 455 stun

213 damage, 387 stun

COMBO 7b
Forward jumping cross-up , standing crouching , then cancel into either:

224 damage, 410 stun

181 damage, 328 stun

Rashid’s forward jumping cross-up can be tough to block because of his odd jumping arc. You can use these combos on hit-confirmation. Otherwise, you can go low after the jump-in with a follow-up Combo 1 hit-check.

COMBO 8
Forward jumping , standing , ,

410 damage, 607 stun (requires full V-Gauge and two stocks of EX Gauge)

A stylish, resource-hogging combo that showcases a unique launching property when hitting with V EX Eagle Spike. You must execute EX Eagle Spike immediately after Ysaar in order to combo it. This is one of Rashid’s most damaging and practical combos since your V-Gauge is of the two-bar variety, and you’ll have access to plenty of EX Gauge with Rashid. The timing for the first EX Eagle Spike may take some getting used to.

Grounded Counter-Hits
COMBO 9
Counter-hit standing or crouching standing crouching , then cancel into either:

200 damage, 394 stun

157 damage, 312 stun

Rashid’s standing is an impressive +3 on block, so you’ll want to use it as a quick frame-trap attack. With a two-level hit-check of standing into standing , you can counter-hit-confirm for around 200 points of damage (without use of resources).

COMBO 10
Counter-hit standing standing , then cancel into either:
,

285 damage, 447 stun (requires one stock of EX Gauge)

256 damage, 415 stun

If you’re confident in reacting to your counter-hits with standing , you can link it into standing (since Rashid’s +8 from counter-hit standing ). This is more of an advanced combo because of the anticipation and foresight required to connect with it.

COMBO 11
Counter-hit (second hit) crouching , then cancel into either:

318 damage, 102 stun (requires full EX Gauge)

148 damage, 223 stun

If you manage to counter-hit with the second half of Flap Spin, you can link into crouching to knock down the enemy with LP Spinning Mixer.

COMBO 12a
Counter-hit standing , (one hit), then cancel into either:
,

273 damage, 417 stun

244 damage, 385 stun

COMBO 12b
Counter-hit standing , (one hit) , ,

292 damage, 476 stun (requires two stocks of EX Gauge)

Both combos require you to get the timing down correctly because of how juggles at varying heights. For Combo 12a, you can substitute HP Spinning Mixer for MP Spinning Mixer for better knockdown advantage and mix-up potential.

Combo 12b requires even more precise timing when connecting with . Your opponent needs to bounce enough off of EX Whirlwind Shot to launch, allowing for EX Eagle Spike to juggle.

COMBO 13
(Cornered opponent) counter-hit standing , (one hit) , then finish with either:

421 damage, 305 stun (requires full EX Gauge)

298 damage, 441 stun (requires one stock of EX Gauge)

This is your optimal counter-hit standing combo if your opponent’s back is near a wall. The timing of the juggle can be strict; you’ll need to connect with it when the enemy is about to hit the floor so Rashid doesn’t roll under them.

COMBO 14
Counter-hit standing , crouching standing OR crouching

202 damage, 385 stun

If you can score a counter-hit standing (or with an option-select input of standing into delayed ), you can link into a Rolling Assault crouching . This is a relatively advanced technique, but it’s a potent one.

COMBO 15
(Cornered opponent) standing , then juggle with either:

239 damage, 340 stun

422 damage, 240 stun (requires full EX Gauge)

A fairly powerful corner combo if you can whiff-punish an attack (or incidentally score a counter-hit ).

COMBO 16
(Cornered opponent) counter-hit standing , then:
(VT Spinning Mixer)

313 damage, 518 stun (requires one stock of EX Gauge)

Standing

339 damage, 602 stun

Crouching standing ,

385 damage, 670 stun (requires two stocks of EX Gauge)

Crouching standing

355 damage, 652 stun (requires one stock of EX Gauge)

A highly situational combo off of a Crush Counter standing while your opponent is near the corner. These scenarios won’t happen often, but it’s usually safe to go for standing EX Whirlwind Shot if you have the resources for it.

COMBO 17
Counter-hit crouching (second hit only) standing , then cancel into either:
,

261 damage, 447 stun (requires one stock of EX Gauge)

232 damage, 415 stun

Off of a counter-hit crouching setup (e.g., from Combo 1 into forward dash), you’re rewarded with massive frame advantage and hitstun, allowing you to follow up with this combo. Otherwise, it’s rare for the second hit of crouching to counter-hit in the neutral game since the first hit has to miss and your adversary has to attack into the second one.

Developer Notes

Rashid’s movement can be quite tricky and hard to catch. His V-Skill Front Flip can easily fly him out of the corner, while his Eagle Spike special attack can bring him to his opponent quickly. By using the attacks listed, in addition to his Spinning Mixer for pressure, you can leave your opponent confused about whether you’re coming or going. Lastly, learn which attacks receive a momentum boost while his V-Trigger Ysaar is out, since that will get you in front of the tornado quicker. As long as the tornado is on the screen, your opponent will be too petrified to act.

—Peter Rosas, Associate Producer

Anti-Air Combos
COMBO 18
OROR, ,

243 damage, 395 stun (requires one stock of EX Gauge, or two with EX Whirlwind Shot)

If your opponent jumps into one of your MK/HK/EX Whirlwind Shots, you can go for a potential juggle combo using EX Eagle Spike to pick them up. The timing will vary based on the height of the Whirlwind Shot impact.

V-Trigger and Situational Combos
COMBO 19
Counter-hit standing , (one hit) , jump forward

248 damage, 415 stun (requires full V-Gauge)

Your Ysaar tornado is still active after performing this combo, so you can mix up your opponent with it by jumping over their downed body and going for a high/low/throw setup.

COMBO 20a
(Cornered opponent) standing crouching , then finish the juggle with either:

356 damage, 238 stun (requires full EX Gauge)

233 damage, 374 stun (requires one stock of EX Gauge)

COMBO 20b
(Cornered opponent) Crouching standing , then finish the juggle with either:

397 damage, 304 stun (requires full EX Gauge)

260 damage, 422 stun (requires one stock of EX Gauge)

Combo 20a is a situational combo against standing opponents near the corner, while 20b works on crouching foes near the corner. You can finish the juggle with either your Critical Art or EX Spinning Mixer.

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