Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Rashid

Special Moves

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.