Riding Glider 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
170 |
| Meter Gain |
80 |
Riding Glider: Rashid grabs his foe and delivers a spinning roundhouse to the face followed by a dropkick to the back, leaving the enemy at almost full-screen distance. Riding Glider deals 130 points of damage (above average for a normal throw), but it doesn’t leave the opponent knocked down for very long if they decide to quick-rise. Forward throw into a forward dash leaves Rashid at -2 in these scenarios, so you can go for a running Spinning Mixer follow-up for some chip damage (usually safe at -2 when not mashed).
Rising Sun 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Rising Sun: After leaping off his opponent’s shoulders, Rashid performs a two-kick combination to the back of their head, slamming the foe into the ground about half a screen’s distance away. Rising Sun followed by a forward dash leaves Rashid at +5 advantage, enough for a crouching
meaty setup. Alternatively, you can go into a meaty running Spinning Mixer (unmashed) for near-guaranteed block damage. If the enemy attempts to hit Rashid out of the running Spinning Mixer after a quick-recovery, they’ll be interrupted and counter-hit (unless they use an invincible reversal special).