It is multifunctional, acting as combo filler, while also being a strong anti-air. When using it as an anti-air, you are going to want to use the heavy version if they are above you, and the medium version if they are coming down in front of you. Of course, your best option is the OD version, which has invincibility.
Spinning Mixer
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be solve your irs tax problems bbb 'a+' rated tax debt relief input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Cr. LP, Cr. LP, Cr. LP, Light Spinning Mixer (⬇️↘️➡️ + P)
While other Tricky-type fighters in Street Fighter 6 rely on distance and zoning strategies, Rashid is designed to rapidly change between close, mid-range, and long-distance fighting tactics. By inputting a dash and holding forward, Rashid transitions to a sprint animation. Useful for covering large distances when Rashid has significant knockdown advantage, but Drive Rush is much better for approaching in neutral. Some of Rashid's most optimal juggle combos involve timing a late j.2HP to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable.
Fighting style
- He can throw this move out and then follow it up with a number of unique attacks.
- While SA3 is extremely invincible, the full invuln does not last through all active frames.
- They have a very close relationship and he follows Rashid nearly everywhere he goes.
- He is always with Azam in during his travels, in which Azam often tries to keep his master's antics in check but fails.
- While most of its use case remains the same, Rashid’s ability to control positioning on the screen with it is increased.
Also, while Rashid does get quite some distance when this move is blocked, he is still left in a state of recovery, so fast moves with great range can punish him. He can chase them down with DR~6HK anywhere on the screen, which will beat wakeup buttons and leave him +1 on block. In the corner, another option is DR~2HP; this has massive pushback on hit or block, but allows a link directly into SA1. Rashid's Drive Rush momentum does not carry him far enough to attempt a throw mixup even if the opponent respects these options and commits to blocking.
Another main portion of Rashid’s arsenal, Eagle Spike, returns as well with some interesting properties. While most of its use case remains the same, Rashid’s ability to control positioning on the screen with it is increased. The heavy version of Eagle Spike seems to have a huge corner carry potential and could push an opponent there from nearly mid-screen. This is a massive advantage on a move that requires no Drive meter, as being cornered in SF6 is arguably one of the most dangerous in all of fighting games.
Powerful moves like Flapping Spin and Crescent Kick become full-screen starters and overhead pokes respectively, while Rashid's unique run attacks become even harder to react to. Street Fighter 6's first DLC fighter is none other than Rashid, who returns to the series with a mission to lock down opponents with stylish mix-ups and near-endless block strings. With a combination of parkour-inspired attacks and wind-based special abilities, Rashid is able to create a nearly endless flow of offensive pressure that will keep your opponents guessing. After the cinematic, Rashid can apply pressure with a Drive Rush starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. 6HK is also a useful meterless meaty option after a regular SA3 (but not CA); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button.
Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Rashid's overall gameplan from Street Fighter 5 remains largely the same here in Street Fighter 6. The goal when playing as Rashid is to use his great mobility and wind to soar around the screen, creating a high-offense, high-speed playstyle that opponents will have to try and keep up with. In Street Fighter 6, Rashid — also known as ”The Soaring Eagle of the Desert” — fights using parkour and enhances his movement and attacks with the help of the wind. Born into nobility, Rashid is a care-free and earnest man who has an affinity for live streaming. He can roll under projectiles or launch himself forward (which gives him an overhead too!).
In neutral, DI is also not a viable reaction; at worst, Rashid would get Counter-hit by an early DI rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit DI in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a Counter-hit, so it's not a tremendous risk. Rashid does have an interesting counter strategy against Drive Impact - he can release the Whirlwind on reaction to DI, and immediately cancel into SA3 to break through the armor. These are frame advantage values when the attack hits or is blocked.
Moreover, he can jump out of the corner by getting a wind current out and simply jumping through it. Finally, if you have the meter, a costly, but effective, way to get out of the corner is to use his Ysaar (⬇️↙️⬅️⬇️↙️⬅️ + K) super, as it will lock the opponent down and let Rashid jump away to safety. The light version, on the other hand, does not work well as an anti-air, but it is relatively safe, and combos off of light normals. You can combo this light Spinning Mixer into his Altair (⬇️↘️➡️⬇️↘️➡️ + P) super attack.
You can land the Blitz Strike (J.⬇️ + HP) and then, mid-air, follow up with the Arabian Sky High, and potentially bait out a reversal. Lastly, there is the Nail Assault (K during a Rolling Assault) follow-up attack. This is a launcher that is hard to punish if you connect with the very tip of the kick. Generally, you don't want to use the Nail Assault follow-up if the Rolling Assault can get you close enough to hit with a jab instead. However, the Nail Assault does have decent range, and it can be very useful for punishing a fireball you just rolled under.