Spinning Mixer: Rashid transforms into a human propeller, spinning with multiple chop attacks. The four versions of Spinning Mixer are all unique from each other, with specific uses for each. LP Spinning Mixer travels horizontally and is commonly used for combos thanks to its follow-up setups, particularly off of crouching
attacks (see Combo 1). MP Spinning Mixer travels at an up-forward angle and can be used as either an early timed anti-air or, more commonly, in juggle combos (see the combos ending in EX Eagle Spike in the Combos section). HP Spinning Mixer launches vertically and is primarily used in juggle combos when you need to do optimal damage without spending EX Gauge.
EX Spinning Mixer is an invincible attack that resembles MP Spinning Mixer. It’s an excellent anti-air with its invincibility, but it’s considered reversal counter-hit punishable. Take caution in using it on wakeup, especially because Rashid is a low-stamina character; eating a Crush Counter combo when whiffed/blocked can be devastating.
LP Spinning Mixer 


| Startup |
8 |
|---|---|
| Active |
2/2 |
| Recovery |
21 |
| Guard Level |
HL |
| On Hit |
±0 |
| On Guard |
-2 |
| Cancel |
CA |
| Damage |
20x3(60) |
| Stun |
60(20x3) |
| Meter Gain |
10/30/15 |
LP Spinning Mixer LV.1 

during LP Spinning Mixer
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
21 |
| Guard Level |
HL |
| On Hit |
1 |
| On Guard |
-5 |
| Cancel |
— |
| Damage |
5x2(10) |
| Stun |
40(20x2) |
| Meter Gain |
16/8 |
LP Spinning Mixer LV.2
during LP Spinning Mixer LV.1
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-10 |
| Cancel |
— |
| Damage |
5+8(13) |
| Stun |
40(20x2) |
| Meter Gain |
16/8 |
MP Spinning Mixer 


| Startup |
8 |
|---|---|
| Active |
2/1/1/1 |
| Recovery |
20 + 13 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-26 |
| Cancel |
CA |
| Damage |
15+15+12+12+8(62) |
| Stun |
100(20x5) |
| Meter Gain |
10/37/13 |
MP Spinning Mixer LV.1 

during MP Spinning Mixer
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
28 + 13 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-43 |
| Cancel |
— |
| Damage |
12x2(24) |
| Stun |
40(20x2) |
| Meter Gain |
12/6 |
MP Spinning Mixer LV.2
during MP Spinning Mixer LV.1
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
31 + 13 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-56 |
| Cancel |
— |
| Damage |
12+8(20) |
| Stun |
40(20x2) |
| Meter Gain |
13/7 |
HP Spinning Mixer 


| Startup |
5 |
|---|---|
| Active |
2/1/1/1 |
| Recovery |
24 + 18 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-34 |
| Cancel |
— |
| Damage |
20+20+17x2 (74) |
| Stun |
80(20x4) |
| Meter Gain |
10/34/17 |
HP Spinning Mixer LV.1 

during HP Spinning Mixer
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
29 + 18 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-48 |
| Cancel |
— |
| Damage |
17x2(34) |
| Stun |
40(20x2) |
| Meter Gain |
14/6 |
HP Spinning Mixer LV.2
during HP Spinning Mixer LV.1
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
34 + 18 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-62 |
| Cancel |
— |
| Damage |
17+15(33) |
| Stun |
40(20x2) |
| Meter Gain |
15/8 |
Spinning Mixer during Run
while running
| Startup |
8 |
|---|---|
| Active |
2/2/1/1 |
| Recovery |
22 |
| Guard Level |
HL |
| On Hit |
1 |
| On Guard |
-2 |
| Cancel |
CA |
| Damage |
20x4+9(89) |
| Stun |
100(20x5) |
| Meter Gain |
10/46/23 |
Spinning Mixer during Run LV.1 



during running Spinning Mixer
| Startup |
— |
|---|---|
| Active |
1/1/1/1 |
| Recovery |
26 |
| Guard Level |
HL |
| On Hit |
-1 |
| On Guard |
-4 |
| Cancel |
— |
| Damage |
9x4(36) |
| Stun |
80(20x4) |
| Meter Gain |
24/12 |
Spinning Mixer during Run LV.2 

during running Spinning Mixer LV.1
| Startup |
— |
|---|---|
| Active |
1/1 |
| Recovery |
28 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-11 |
| Cancel |
— |
| Damage |
9+15(24) |
| Stun |
40(20x2) |
| Meter Gain |
14/7 |
EX Spinning Mixer 



| Startup |
8 |
|---|---|
| Active |
2/1/1/1 |
| Recovery |
29 + 15 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-34 |
| Cancel |
— |
| Damage |
25+20+13x3+12(83) |
| Stun |
108(30+25+19x2+15) |
| Meter Gain |
-300 |
LK Eagle Spike 


| Startup |
15 |
|---|---|
| Active |
8 |
| Recovery |
5 + 10 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-20 |
| Cancel |
— |
| Damage |
100 |
| Stun |
200 |
| Meter Gain |
10/50/25 |
MK Eagle Spike 


| Startup |
21 |
|---|---|
| Active |
9 |
| Recovery |
6 + 12 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-20 |
| Cancel |
— |
| Damage |
120 |
| Stun |
200 |
| Meter Gain |
10/50/25 |
HK Eagle Spike 


| Startup |
22 |
|---|---|
| Active |
16 |
| Recovery |
6 + 19 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-20 |
| Cancel |
— |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
10/50/25 |
Eagle Spike During Run
while running
| Startup |
13 |
|---|---|
| Active |
8 |
| Recovery |
2 + 21 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-21 |
| Cancel |
— |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
10/50/25 |
EX Eagle Spike 



| Startup |
19 |
|---|---|
| Active |
6 |
| Recovery |
3 + 19 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-9 |
| Cancel |
— |
| Damage |
100 |
| Stun |
150 |
| Meter Gain |
-300 |
Eagle Spike: In defiance of gravity, Rashid launches himself from an invisible wall with a forceful horizontal kick into the opponent’s chest. You can perform Eagle Spike in multiple ways, including in the air. The grounded versions are executed using a 

motion, while the running version is done with a simple
during his running dash. With the exception of EX Eagle Spike, all versions of the attack are extremely unsafe on block. Rashid is left at -20 for
/
/
Eagle Spike and -21 for running Eagle Spike. Most characters can punish him heavily with a dash into a close-range, light-strength combo. For instance, Cammy can block Eagle Spike, then buffer her dash into a crouching
linked to her Lift Upper target combo.
EX Eagle Spike has a passthrough property, and on contact, it launches the adversary into the air for a potential juggle with MP/HP Spinning Mixer. It leaves Rashid at -9 but is usually safe if blocked mid-stage.
LK Aerial Eagle Spike 

during forward jump
| Startup |
18 |
|---|---|
| Active |
Until landing |
| Recovery |
20 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-35 |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
10/40/20 |
MK Aerial Eagle Spike 

during forward jump
| Startup |
20 |
|---|---|
| Active |
Until landing |
| Recovery |
20 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-35 |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
10/40/20 |
HK Aerial Eagle Spike 

during forward jump
| Startup |
22 |
|---|---|
| Active |
Until landing |
| Recovery |
20 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-35 |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
10/40/20 |
EX Aerial Eagle Spike 


during forward jump
| Startup |
15 |
|---|---|
| Active |
Until landing +11 |
| Recovery |
32 + 21 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-35 |
| Cancel |
— |
| Damage |
80x2(160) |
| Stun |
200(100x2) |
| Meter Gain |
-300 |
Airborne Eagle Spike: The airborne version of Eagle Spike can be regarded as a much, much less safe dive kick, executed with 

during a forward jump. It causes a knockdown on hit, but on block, it leaves Rashid at -35, giving the enemy a free heavy-strength combo. Airborne Eagle Spike performed from Rashid’s Front Flip V-Skill has similar properties.
You should mainly use Airborne Eagle Spike as a juggle combo finisher (see the Combos section for its use). Or, if you’re feeling brave, you can use it to counter certain anti-air attacks with its delayed timing (compared to a normal forward jumping
or
). For example, jump at your opponent within range where Rashid can hit them with jumping
, but instead of coming down with a standard jumping attack, cancel his jump with LK Airborne Eagle Spike. Rashid’s jump momentum abruptly stops for a second, at which point your foe will stick out their anti-air and miss. Then, your Eagle Spike comes down to hit their recovery. Only use this tactic if your opponent is predictable and has been going for the same anti-air against Rashid’s jump-ins. Also, note that most invincible anti-air special moves (like MP Shoryuken) will still beat your dive kick.
EX Airborne Eagle Spike is projectile-invincible and can be executed from a neutral or backward jump when canceling from jumping
or
. It has a faster startup than the other versions, so you can use this to punish projectiles from long range if you can react fast enough.
LK Whirlwind Shot 


| Startup |
17 |
|---|---|
| Active |
Notes |
| Recovery |
38 |
| Guard Level |
HL |
| On Hit |
-4 |
| On Guard |
-7 |
| Cancel |
CA |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
10/10/5 |
MK Whirlwind Shot 


| Startup |
23 |
|---|---|
| Active |
Notes |
| Recovery |
42 |
| Guard Level |
HL |
| On Hit |
±0 |
| On Guard |
-4 |
| Cancel |
CA |
| Damage |
35x2(70) |
| Stun |
140(70x2) |
| Meter Gain |
10/10/5 |
HK Whirlwind Shot 


| Startup |
33 |
|---|---|
| Active |
Notes |
| Recovery |
37 |
| Guard Level |
HL |
| On Hit |
4 |
| On Guard |
1 |
| Cancel |
CA |
| Damage |
35x2(70) |
| Stun |
140(70x2) |
| Meter Gain |
10/10/5 |
EX Whirlwind Shot 



| Startup |
23 |
|---|---|
| Active |
Notes |
| Recovery |
38 |
| Guard Level |
HL |
| On Hit |
9 |
| On Guard |
6 |
| Cancel |
— |
| Damage |
30x3(90) |
| Stun |
180(60x3) |
| Meter Gain |
-300 |
Whirlwind Shot: Whirlwind Shot is a one-of-a-kind projectile. Rashid performs a pirouette, followed by summoning a whirlwind with a roundhouse kick (this kick portion doesn’t actually have a hitbox). The whirlwind projectile travels with an inverted parabolic arc into the sky. Whirlwind Shot acts as a sort of anti-air in that it prevents most characters from jumping in on Rashid, while at the same time covering much of the horizontal area in front of him.
The various versions of Whirlwind Shot differ significantly in startup speed, arc, and cancellation properties. LK Whirlwind Shot releases at the earliest point while traveling a greater horizontal distance before shifting its trajectory upward. It connects with crouching opponents from just past half-screen distance. MK’s horizontal range is slightly less than that, but it hits twice and deals 10 more damage, while starting up a bit later. HK Whirlwind Shot has the longest startup time and the least amount of horizontal coverage, but it can be canceled into either of Rashid’s V-Skill maneuvers. EX Whirlwind Shot shares the same startup time as the MK version but travels just a bit farther horizontally, hits three times instead of two, and can be V-Skill-canceled. The Front Flip cancel off of HK and EX Whirlwind Shot actually launches Rashid much farther than the ones executed standalone. This affords you much more evasiveness and mobility.
If you manage to perform Spinning Mixer or Eagle Spike near an existing EX Whirlwind Shot, you’ll actually perform the V version of the attack. For instance, against a cornered opponent, if you do a sequence of standing 










, 

(while the EX Whirlwind Shot is still actively hitting the enemy), you’ll get a V Spinning Mixer instead of LP Spinning Mixer.