Rashid

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
14
300
High
Chain, Special, Super
In February 27, 2024 patch: hurtbox sizes increased on frames 2-8 but decreased on frames 9-11.
--
+4
-1
2
9
Hitbox Image
Standing Medium Punch
6
22
600
High
Special, Super
--
--
+5
+1
3
14
Hitbox Image
Standing Heavy Punch
9
32
800
High
Special, Super
--
--
+1
-4
3
21
Hitbox Image
Standing Light Kick
4
16
300
High
Special, Super
--
--
+3
-1
3
10
Hitbox Image
Standing Medium Kick
8
27
600
High
--
--
--
+6
-3
3
17
Hitbox Image
Standing Heavy Kick
13
38
800
High
--
Limited Juggle State on anti-air hit and on Punish Counter (Knockdown +49)
--
-1
-5
8
18
Hitbox Image
Crouching Light Punch
5
14
300
High
Chain, Special, Super
--
--
+5
-1
3
7
Hitbox Image
Crouching Medium Punch
6
22
600
High
Special, Super
--
--
+4
+1
4
13
Hitbox Image
Crouching Heavy Punch
12
35
900
High
--
--
--
+5
-6
3
23
Hitbox Image
Crouching Light Kick
5
15
200
Low
Chain
--
--
+3
-1
3
8
Hitbox Image
Crouching Medium Kick
7
27
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
-1
-5
3
18
Hitbox Image
Crouching Heavy Kick
9
35
900
Low
--
Limited Juggle Potential.
--
Knockdown +31
-11
3
24

Unique Attacks

WhiffHitbox Image HitHitbox Image
Run > Forward + Punch (Backup)
(20...)+8
34... (48...)
400, 400
Low, High
Special, Super
Projectile invincibile once first hit lands, continuing into second hit. Second hit only comes out if the first connects.
--
--, +7
--, -10
--, 10
17
NormalHitbox Image Air CurrentHitbox Image
Run > Forward + Kick (Tempest Moon)
(20...)+16 [(20...)+9]
45 [62]
600, 600 [400, 400, 600]
High, High
Special, Super
Air Current changes data, listed in brackets.
--
+3 [Knockdown +22]
-4 [-5]
2, 3 [3, 2, 3]
21 [22]
NormalHitbox Image Air CurrentHitbox Image
Forward + Medium Punch (Flapping Spin)
8, 24
43
300, 300
High
First Hit: Special, Super
Limited Juggle Potential on first hit, second hit forces air reset. Air Current makes Rashid fly far forward with this attack.
--
+1
-3
2, 2
18
NormalHitbox Image Air CurrentHitbox Image
Forward + Heavy Punch (Break Assault)
22
45
800
Overhead
--
Air Current makes Rashid fly forward with this attack.
--
+3
-3
3
21
NormalHitbox Image Air CurrentHitbox Image
Forward + Heavy Kick (Crescent Kick)
16
39
900
High
--
Hurtbox rises up from the bottom before active frames. Air Current makes Rashid fly forward with this attack.
--
+2
-3
4
20 (23)
Run (Forward, Hold Forward)
Rashid's Forward Dash can be held to initiate Run and continue running, simply hold the second Forward input after pressing Forward > Forward to dash. Run can be cancelled by holding Back or Down-Back.

Rashid's Forward Dash is 18 frames, but run doesn't activate until frame 20.
Side Flip (Forward + KK)
Rashid will flip forward and can hop through standing opponents / over grounded opponents. 32 total frames.
Front Flip (Side Flip > KK)
Rashid will Jump after the side flip. Can control range with Back+KK (shortest), KK (middle), or Forward+KK (farthest), this direction obeys Rashid's original starting position, so if he crosses the opponent up the Front Flip direction affect distance as they would have before he crossed them up. Can perform any Jump attack out of the Front Flip.

Target Combos

Medium Punch, Heavy Kick (Rising Kick)
6, 13
22, 52
600, 400
High
Special, Super
Limited Juggle State on hit.
--
+5, Knockdown +42
+1, -20
3, 4
14, 36

Jump Attacks

Wall Jump
Can wall jump by jumping into a wall/the edge of the screen, then presing press Up+Away from the wall/edge of screen.
Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+8...+9
+4...+5
5
3 Landing
Hitbox Image
Jump Medium Punch
9
--
600
Overhead
Special, Super
Limited Juggle State on air hit.
--
+10...+11
+6...+7
5
3 Landing
Hitbox Image
Jump Heavy Punch
8, 14
--
400, 400
Overhead
--
First hit is Limited Juggle State on air hit, but second hit forces knockdown on air hit.
--
+12...+15
+8...+11
3, 3
3 Landing
Hitbox Image
Jump Light Kick
5
--
300
Overhead
--
--
--
+7...+9
+3...+5
5
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
Crosses up.
--
+8...+13
+4...+9
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+9...+15
+5...+11
5
3 Landing
Hitbox Image
Forward Jump, Down + Heavy Punch (Blitz Strike)
10
--
850
Overhead
--
Jumps off the opponent's head on hit or on block, which then allows Rashid to perform any Jump attack after. The in-game frame meter's hit/block data assumes Rashid empty lands, so on-hit, he's actually incredibly advantaged in terms of when he can act. So much so that, in the corner where he doesn't travel away due to hitting the wall, on-hit he can combo Blitz Strike into every jumping attack from even the earliest Blitz Strike hit. On-block in the corner, he's around -9...-12. Forced knockdown on air hit.
--
**-8...**-1
**-28...**-21
5
3 Landing
Hitbox Image
Neutral Jump, Up + Heavy Kick (Aerial Shot)
8
--
800
Overhead
--
Limited Juggle State on air hit.
--
+12...+14
+8...+10
5
3 Landing

Special Moves

Spinning Mixer (Light Punch)
8 [6]
Down, Down-Forward, Forward + Light Punch
47 (42) [74]
200, 300, 200 [200, 100x8]
High
Whiff has 5 frames longer recovery. Air Current makes Rashid fly far forward with this attack, data in bracket.
--
+2 [+4]
-3 [+2]
3, 2, 2 [**]
24 (19) [15]
Spinning Mixer (Medium Punch)
8 [5]
Down, Down-Forward, Forward + Medium Punch
74 [115]
300, 100, 100, 100, 200 [200, 200, 100x8, 200]
High
Anti-air invincible on frames 5-8. Air Current makes Rashid fly far forward with this attack, data in bracket. Crouch block causes last hit to whiff, resulting in another -4 advantage.
--
Knockdown +31 [Knockdown +42]
-45 (-49) [-78 (-83)]
3, 2, 2, 2 [**]
48 [56]
Spinning Mixer (Heavy Punch)
6 [5]
Down, Down-Forward, Forward + Heavy Punch
77 [104]
100, 100, 100, 100, 100, 700 [125x8, 800]
High
Anti-air invincible on frames 5-11. Air Current makes Rashid fly more upward with this attack, data in bracket.
--
Knockdown +33 [Knockdown +27]
-55 [-83]
2, 3, 3, 3, 3, 3 [**]
38 [53]
Spinning Mixer (Overdrive)
5 [4]
Down, Down-Forward, Forward + PP
105 [114]
300, 300, 100x6, 200 [200x2, 100x8, 200]
High
Fully invincible on frames 1-8[1-6]. Air Current makes Rashid fly more upward with this attack, data in bracket.

Air Current version can cancel into Arabian Skyhigh on hit. In February 27, 2024 patch: anti-air invincibility added to third hit's active frames.
--
Knockdown +25 [Knockdown +47]
-42 [-72]
** [**]
49 [55]
Eagle Spike (Light Kick)
15 [14]
Down, Down-Back, Back + Light Kick
58 [59]
1100 [1300]
High
Air Current makes Rashid fly far forward with this attack, data in bracket. Forced 55 frame Block animation prevents any potential for variable meaty on-block advantage.
--
Knockdown +30...+42 [Knockdown +35...+47]
-36 [-24]
13 [13]
31 [33]
Eagle Spike (Medium Kick)
21 [17]
Down, Down-Back, Back + Medium Kick
59 [62]
1500 [1500]
High
Air Current makes Rashid fly far forward with this attack, data in bracket. Forced 55 frame Block animation prevents any potential for variable meaty on-block advantage.
--
Knockdown +56...+68 [Knockdown +59]
-36 [-15]
13 [15]
27 [34]
Eagle Spike (Heavy Kick)
26 [17]
Down, Down-Back, Back + Heavy Kick
65 [63]
1500 [1500]
High
Air Current makes Rashid fly far forward with this attack, data in bracket. Forced 55 frame Block animation prevents any potential for variable meaty on-block advantage.
--
Knockdown +52...+64 [Knockdown +59]
-36 [-15]
13 [15]
27 [34]
Eagle Spike (Overdrive)
21 [18]
Down, Down-Back, Back + KK
65 [63]
1000 [1300]
High
Air Current makes Rashid fly far forward with this attack, data in bracket. Forced 55 frame Block animation prevents any potential for variable meaty on-block advantage.
--
Knockdown +52...+64 [Knockdown +59]
-36 [-24]
13 [14]
26 [16]
Whirlwind Shot
17..., 34..., 51 [17..., 44]
Down, Down-Forward, Forward + K
52..., 68..., 88 [52..., 79]
600, (600, 300), (400, 400, 200) [300, 400, (400, 400, 400)]
High
Cannot be used during Ysaar (Level 2 Super).

Can hold to charge a second and third projectile, based on hold length. Kick strength changes the trajectory: Heavy Kick is the shortest, then Medium Kick is farther, then Light Kick farther again, then Overdrive is the farthest and does not rise. Overdrive can only charge one level, data is in brackets.

Fully charged Whirlwind Shot creates an Air Current on the ground at Rashid's position for 1 second.
--
-1..., +5..., +16... [Knockdown +49... (Knockdown +65...)]
-9..., 0..., +8... [-2... (+10...)]
...36 [**]
35
Arabian Cyclone (Light Punch)
15
Down, Down-Back, Back + Light Punch
47
400, 400
High
--
--
+2...+16
-6...+8
3, 15
28
Arabian Cyclone (Medium Punch)
20
Down, Down-Back, Back + Medium Punch
50
400, 500
High
--
--
+4...+18
-4...+10
3, 15
26
Arabian Cyclone (Heavy Punch)
27
Down, Down-Back, Back + Heavy Punch
69
400, 300, 300
High
Limited Juggle State on hit.
--
Knockdown +40...
-2...+12
3, 15
29
Arabian Cyclone (Overdrive)
20
Down, Down-Back, Back + PP
49
400, 400
High
Limited Juggle State on hit. Creates an Air Current on the ground at Rashid's position for 1 second.
--
Knockdown +49...
-10...+19
3, 26
29
Wing Stroke
31...
Arabian Cyclone > Back + K
...67
--
High
Considered a jump/can use any jump attack from frame 31 onward. 67 frames total if no jump attack is used.
--
--
--
--
**
Rolling Assault
0
Arabian Cyclone > Forward + K
33
--
High
Upper Body projectile invincible on frames 5-30.
--
--
--
--
33
Nail Assault
17
Rolling Assault > K
45
600
High
Upper Body invincible on frames 1-19. Limited Juggle State on hit.
--
Knockdown +44
-9
3
26
Arabian Skyhigh (Light Kick)
13
Forward Jump, Down, Down-Back, Back + Light Kick
**
600
High
Leg projectile invincibility on frames 1-21. Limited Juggle State on hit. Can use jump attacks afterward.
--
Knockdown +16...+19
-32...-35
9
3 Landing
Arabian Skyhigh (Medium Kick)
18
Forward Jump, Down, Down-Back, Back + Medium Kick
**
700
High
Leg projectile invincibility on frames 1-26. Limited Juggle State on hit. Can use jump attacks afterward.
--
Knockdown +18...+21
-35...-38
9
3 Landing
Arabian Skyhigh (Heavy Kick)
21
Forward Jump, Down, Down-Back, Back + Heavy Kick
**
800
High
Leg projectile invincibility on frames 1-29. Limited Juggle State on hit. Can use jump attacks afterward.
--
Knockdown +20...+23
-43...-46
9
3 Landing
Arabian Skyhigh (Heavy Kick)
13
Forward Jump, Down, Down-Back, Back + Heavy Kick
**
1000, 500
High
Leg projectile invincibility on frames 1-21. Limited Juggle State on hit, but transitions into a forced dive kick followup.
--
Knockdown +34...
-25...-29
9
3 Landing

Super Arts

Super Rashid Kick (Level 1)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2100 (1800)
High
Strike/throw invincible on frames 1-15. Breaks armor. Grounded (early) hit does 2100, late (anti-air or juggle) hit does 1800.
--
Knockdown +11 (Knockdown +7...+18)
-53
7
76
Ysaar (Level 2)
11
Down, Down-Back, Back, Down, Down-Back, Back + K
200, 200, 200, 200, 200
--
Breaks armor. Spawns a slow moving tornado that moves across the screen, an Air Current travels just behind the tornado while active. Limited Juggle State on hit. Counts as a Super projectile, so regular and Overdrive projectiles get eaten by it.
--
Knockdown +104...
+33...
**
22
Altair (Level 3)
11
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincible on frames 1-15. Breaks armor. Critical Art in parenthesis.
--
Knockdown +17 (Knockdown +18)
-75
18
82

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.50
Back Walk Speed — 3.20
Forward Dash — 18 frames / 120.00 distance
Back Dash — 25 frames / 110.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 109 (hit)
1200
Throw
--
--
--
+27
3
23
Back Throw
5
30 (whiff) / 134(hit)
1200
Throw
--
--
--
+27
3
23
Air Throw
5
**
1200
Throw
--
--
--
**
3
**