rashid

CHARACTERS/FRAME DATA

Vitality10000

Move NameFrame
  • Start-up
  • 'The value listed here is what frame the attack hitbox will come out when the attack is performed.

    Ex.
    If the value is 10-12, then the attack hitbox will be active from frames 10-12.
  • Recovery
Recovery
  • Hit
  • Block
C
Can be canceled by a special move, Drive Impact, Drive Rush or Super Art

SA
Can only be canceled by a Super Art

SA2
Can only be canceled by a level 2 or 3 Super Art

SA3
Can only be cancled by a level 3 Super Art or Critical Art

*
Can only be canceled by specific attacks

Damage

In addition to the regular combo scaling, any unique scaling that an attack has is displayed here

Initial Scaling
Scaling added when the first hit of the combo lands

Combo Scaling
Scaling added after the second hit of the combo lands

Immediate Scaling
Scaling added to the attack itself after the second hit of the combo lands

Multiplier Scaling
Scaling value that is multiplied by subsequent combo scaling values when incorporated into a combo.
Drive Gauge Increase
  • Amount of Drive Gauge recovered by the attacker when the attack hits
Drive Gauge Decrease
  • Amount of Drive Gauge lost by the defender when blocking
  • Amount of Drive Gauge lost by the defender on a Punish Counter
Super Art Gauge Increase
Displays the attack hitbox properties.

H
High level attacks that can be blocked standing or crouching

M
Mid level overhead attacks that must be blocked standing

L
Low level attacks that must be blocked crouching

T
Throws that cannot be blocked

P
Projectile attacks
Miscellaneous
Normal Moves
Standing Light Punch

L

44-594-1C300
  • Starter scaling 10%
250-500-2000300High

Can be rapid canceled

Standing Light Kick

L

44-6103-1C300
  • Starter scaling 10%
250-500-2000300High

Standing Medium Punch

M

66-81451C600
    1500-3000-4000500High

    Standing Medium Kick

    M

    88-10176-3600
      2000-4000-6000700High

      2 frames of recovery added when the attack misses

      Standing Heavy Punch

      H

      99-11211-4C800
        2000-5000-80001000High

        Standing Heavy Kick

        H

        1313-2018-1-5800
          3000-6000-100001000High

          Forces a juggle state when hitting a mid-air opponent
          Forces a juggle state when the attack lands as a Punish Counter

          Crouching Light Punch

          L

          55-775-1C300
          • Starter scaling 10%
          250-500-2000300High

          Can be rapid canceled

          Crouching Light Kick

          L

          55-783-1200
          • Starter scaling 10%
          250-500-2000300Low

          Can be rapid canceled

          Crouching Medium Punch

          M

          66-91341C600
            1500-3000-4000500High

            Crouching Medium Kick

            M

            77-918-1-5C500
            • Starter scaling 20%
            1000-2000-4000600Low

            Crouching Heavy Punch

            H

            1212-14215-6SA900
            • Starter scaling 20%
            2500-5000-80001000High

            2 frames of recovery added when the attack misses

            Crouching Heavy Kick

            H

            99-1124D-11900
              3000-4000-100001000Low

              Knockdown time extended when attack lands as a counter or Punish Counter

              Jumping Light Punch

              (During a jump) L

              44-83 frame(s) after landing300
                500-1500-2000300Mid

                Jumping Light Kick

                (During a jump) L

                55-93 frame(s) after landing300
                  500-1500-2000300Mid

                  Jumping Medium Punch

                  (During a jump) M

                  99-133 frame(s) after landingC600
                    1000-3000-4000500Mid

                    Forces a juggle state when hitting a mid-air opponent

                    Jumping Medium Kick

                    (During a jump) M

                    77-123 frame(s) after landing500
                      1000-2500-4000500Mid

                      Jumping Heavy Punch

                      (During a jump) H

                      8
                      8-10, 14-16
                      3 frame(s) after landing800
                        2000-4000-50001000MidMid

                        Forces a slam knockdown when hitting a mid-air opponent on the 2nd attack

                        Jumping Heavy Kick

                        (During a jump) H

                        1010-143 frame(s) after landing800
                          2000-4000-50001000Mid

                          Forces a slam knockdown when hitting a mid-air opponent when transitioning from Wing Stroke or Arabian Skyhigh

                          Unique Attacks
                          Run

                               0
                            0000

                            Movement can be stoppped from frames 2 - 60
                            Can transition to either a branching attack or forward jump from frames 8 - 60 5 frames of recovery added when movement is stopped Can be affected by air currents from frames 1 - 60

                            Backup

                            (During Run)

                            88-17177-10800
                              2000-3000-75001000Low

                              Considered airborne from frames 1 - 17

                              Tempest Moon

                              (During Run)

                              16
                              16-17, 22-24
                              213-41200
                              • Starter scaling 15%
                              2000-2500-50001000High

                              Can be affected by air currents from frames 1 - 15
                              Considered airborne from frames 6 - 21

                              [Air Current Boosted]Tempest Moon

                              (from Run when coming in contact with an air current)

                              9
                              9-11, 33-34,38-40
                              22D-51400
                              • Starter scaling 20%
                              • Combo scaling 20%
                              2500-7000-10000600High

                              Considered airborne from frames 20 - 35

                              Flapping Spin

                              M

                              8
                              8-9, 24-25
                              181-3C600
                                1500-1500-5000500High

                                Forces a juggle state when hitting a mid-air opponent on the 1st attack
                                Can be affected by air currents from frames 3 - 10

                                Beak Assault

                                H

                                2222-24213-3800
                                  2000-5000-50001000Mid

                                  Can be affected by air currents from frames 4 - 25

                                  Crescent Kick

                                  H

                                  1616-19202-3900
                                  • Starter scaling 20%
                                  3000-6000-100001000High

                                  3 frames of recovery added when the attack misses
                                  Can be affected by air currents from frames 6 - 19

                                  Blitz Strike

                                  (During a forward jump) H

                                  1010-143 frame(s) after landingC850
                                  • Starter scaling 15%
                                  2000-4000-50001000Mid

                                  Can transition to a mid-air special move from frames 12 - 23 when the attack hits or is blocked
                                  Can transition to any mid-air normal attack or special move from frame 24 until landing on the ground Produces a floor bound when hitting a mid-air opponent

                                  Aerial Shot

                                  (During a neutral jump) H

                                  88-123 frame(s) after landing800
                                    2000-4000-50001000Mid

                                    Forces a juggle state when hitting a mid-air opponent

                                    Rising Kick

                                    MH

                                    1313-1636D-20C400
                                    • Combo scaling 20%
                                    2000-1000-10000600High

                                    Side Flip

                                    32 total frames0
                                      0000

                                      Can transition to Front Flip from frames 18 - 24
                                      Can be affected by air currents from frames 2 - 20

                                      Front Flip

                                      (During Side Flip)

                                      8 frame(s) after landing0
                                        0000

                                        Considered airborne from frames 11 - 43
                                        Can transition to any mid-air normal attack, unique attack or special move from frame 22 - 40 Can be affected by air currents from frames 1 - 36

                                        Special Moves
                                        L Spinning Mixer

                                        L

                                        8
                                        8, 16-17, 22-23
                                        192-3SA3700
                                        • Starter scaling 30%
                                        2000-3000-5000800High

                                        Attack properties changed by air currents are active from frames 2 - 17
                                        5 frames of recovery added when the attack misses

                                        [Air Current Boosted] L Spinning Mixer

                                        (when coming in contact with an air current) L

                                        6
                                        6, 12-14, 18-20,25-27,31-33,38-40,44-46,51-53,57-59
                                        1542SA31000
                                        • Starter scaling 20%
                                        • Combo scaling 20%
                                        900-5000-2000800High

                                         

                                        M Spinning Mixer

                                        M

                                        8
                                        8,9-10,13-14,20-21,25-26
                                        11 frame(s) after landingD-45SA3800
                                        • Starter scaling 10%
                                        2000-7500-5000700High

                                        Invincible to mid-air attacks from frames 6 - 10
                                        Considered airborne from frames 13 - 60 Attack properties changed by air currents are active from frames 2 - 9 11 frames of landing recovery can be canceled by a special move or Super Art when the attack hits

                                        [Air Current Boosted] M Spinning Mixer

                                        (when coming in contact with an air current) M

                                        5
                                        5,6-7,10-11,16-17,21-22,29-30,34-35,41-42,46-47,53-54,58-59
                                        15 frame(s) after landingD-78SA31400
                                          2000-7500-5000300High

                                          Considered airborne from frames 10 -97

                                          H Spinning Mixer

                                          H

                                          6
                                          6-7, 10-12, 16-18, 23-25, 30-32, 37-39
                                          14 frame(s) after landingD-551200
                                            2000-5000-50001000High

                                            Invincible to mid-air attacks from frames 6 - 12
                                            Considered airborne from frames 13 - 63 Attack properties changed by air currents are active from frames 2 - 6

                                            [Air Current Boosted] H Spinning Mixer

                                            (when coming in contact with an air current) H

                                            5
                                            5-7, 9-11, 15-17, 22-24, 28-30, 33-35,38-40,43-45,49-51
                                            14 frame(s) after landingD-831800
                                              2600-5000-50001000High

                                              Invincible to mid-air attacks from frames 6 - 12
                                              Considered airborne from frames 9 - 91

                                              OD Spinning Mixer

                                              6
                                              6, 7-8, 11-13, 16-19, 22-25, 28-31, 34-37, 40-43, 46-48
                                              15 frame(s) after landingD-421400
                                              • Starter scaling 20%
                                              0-750001000High

                                              Completely invincible from frames 1 - 8
                                              Can be affected by air currents from frames 2 - 9

                                              [Air Current Boosted] OD Spinning Mixer

                                              (when coming in contact with an air current)

                                              4
                                              4, 5-6, 9-11, 14-17, 20-23, 26-29, 32-35, 38-41, 44-47,50-53,56-59
                                              15 frame(s) after landingD-721400
                                              • Starter scaling 20%
                                              0-87500650High

                                              Completely invincible from frames 1 - 8
                                              Can transition to mid-air special moves from frames 67 - 71 Considered airborne from frames 10 - 97

                                              L Eagle Spike

                                              L

                                              1515-2731D-361100
                                                2000-4000-60001000High

                                                Attack properties changed by air currents are active from frames 4 - 15
                                                Considered airborne from frames 9 - 38

                                                [Air Current Boosted] L Eagle Spike

                                                (when coming in contact with an air current) L

                                                1414-2633D-241300
                                                  2000-4000-60001000High

                                                  Considered airborne from frames 9 - 38

                                                  M Eagle Spike

                                                  M

                                                  2121-3326D-361300
                                                    2000-6000-80001100High

                                                    Attack properties changed by air currents are active from frames 6 - 28
                                                    Considered airborne from frames 12 - 38

                                                    [Air Current Boosted] M Eagle Spike

                                                    (when coming in contact with an air current) M

                                                    1717-3150D-151500
                                                      2000-6000-80001100High

                                                      Considered airborne from frames 17 - 45

                                                      H Eagle Spike

                                                      H

                                                      2626-3827D-361500
                                                        2000-8000-100001200High

                                                        Attack properties changed by air currents are active from frames 6 - 31
                                                        Considered airborne from frames 15 - 44

                                                        [Air Current Boosted] H Eagle Spike

                                                        (when coming in contact with an air current) H

                                                        1717-3150D-151500
                                                          2000-8000-100001200High

                                                          Considered airborne from frames 17 - 45

                                                          OD Eagle Spike

                                                          2121-3326D-361000
                                                          • Combo scaling 20%
                                                          0-8000-80001000High

                                                          Attack properties changed by air currents are active from frames 6 - 30
                                                          Considered airborne from frames 12 - 40

                                                          [Air Current Boosted] OD Eagle Spike

                                                          (when coming in contact with an air current)

                                                          1818-3122D-241300
                                                            0-8000-80001000High

                                                            Considered airborne from frames 12 - 40
                                                            Invincible to projectiles from frames 1 - 40

                                                            L Whirlwind Shot

                                                            L

                                                            1752 total frames-1-9SA3600
                                                              1000-2500-3000600High - Projectile

                                                              Transition to variation attack by releasing the button between frames 29 and 48
                                                              Transition to maximum attack version by holding the button for over 48 frames

                                                              L Whirlwind Shot(Charged)

                                                              Hold L

                                                              34  50SA3900
                                                                1000-2500-3000600High - Projectile

                                                                 

                                                                L Whirlwind Shot(Longest possible button hold)

                                                                Hold L

                                                                53  168SA31000
                                                                  1000-2500-3000600High - Projectile

                                                                  After technique is finished, an air current that lasts 60 frames will be generated

                                                                  M Whirlwind Shot

                                                                  M

                                                                  1752 total frames-1-9SA3600
                                                                    1000-2500-3000600High - Projectile

                                                                    Transition to variation attack by releasing the button between frames 29 and 48
                                                                    Transition to maximum attack version by holding the button for over 48 frames

                                                                    M Whirlwind Shot(Charged)

                                                                    Hold M

                                                                    34  50SA3900
                                                                      1000-2500-3000600High - Projectile

                                                                       

                                                                      M Whirlwind Shot(Longest possible button hold)

                                                                      Hold M

                                                                      53  168SA31000
                                                                        1000-2500-3000600High - Projectile

                                                                        After technique is finished, an air current that lasts 60 frames will be generated

                                                                        H Whirlwind Shot

                                                                        H

                                                                        1752 total frames-1-9SA3600
                                                                          1000-2500-3000600High - Projectile

                                                                          Transition to variation attack by releasing the button between frames 29 and 48
                                                                          Transition to maximum attack version by holding the button for over 48 frames

                                                                          H Whirlwind Shot(Charged)

                                                                          Hold H

                                                                          34  50SA3900
                                                                            1000-2500-3000600High - Projectile

                                                                             

                                                                            H Whirlwind Shot(Longest possible button hold)

                                                                            Hold H

                                                                            53  168SA31000
                                                                              1000-2500-3000600High - Projectile

                                                                              After technique is finished, an air current that lasts 60 frames will be generated

                                                                              OD Whirlwind Shot

                                                                              1752 total framesD-2SA2700
                                                                              • Starter scaling 25%
                                                                              • Combo scaling 25%
                                                                              0-2500-3000600High - Projectile

                                                                              Transition to variation attack by holding the button for 36 frames

                                                                              OD Whirlwind Shot(Charged)

                                                                              LMHold H

                                                                              44  D10SA21200
                                                                              • Starter scaling 20%
                                                                              • Combo scaling 20%
                                                                              0-2500-3000600High - Projectile

                                                                              After technique is finished, an air current that lasts 60 frames will be generated

                                                                              L Arabian Cyclone

                                                                              (During a forward jump) L

                                                                              1515-1728D-9SA3800
                                                                                2000-4000-8000600High - Projectile

                                                                                Can transition to branching attacks from frames 21 - 22

                                                                                M Arabian Cyclone

                                                                                (During a forward jump) M

                                                                                2020-2226D-7SA3900
                                                                                  2000-5000-8000600High - Projectile

                                                                                  Can transition to branching attacks from frames 26- 27

                                                                                  H Arabian Cyclone

                                                                                  (During a forward jump) H

                                                                                  2727-2969 total framesD-2SA31000
                                                                                    2000-6000-8000600High - Projectile

                                                                                    Can transition to branching attacks from frames 33 - 34

                                                                                    OD Arabian Cyclone

                                                                                    (During a forward jump)

                                                                                    2020-2253 total framesD-10SA2800
                                                                                    • Starter scaling 20%
                                                                                    • Combo scaling 20%
                                                                                    0-6000-6500600High - Projectile

                                                                                    Can transition to branching attacks from frames 26 - 27
                                                                                    3 frames of recovery added when the attack is blocked After technique is finished, an air current that lasts 60 frames will be generated

                                                                                    Wing Stroke

                                                                                    (During Arabian Cyclone)

                                                                                    6 frame(s) after landing0
                                                                                      0000

                                                                                      Considered airborne from frames 22 - 61
                                                                                      Can transition to normal mid-air attacks from frames 32 - 51 Can be affected by air currents from frames 23 - 47

                                                                                      Rolling Assault

                                                                                      (During Arabian Cyclone)

                                                                                      33 total frames0
                                                                                        0000

                                                                                        Can transition to branching attacks from frames 17 - 20
                                                                                        Can be affected by air currents from frames 8 - 25

                                                                                        Nail Assault

                                                                                        (During Rolling Assault)

                                                                                        1717-1926D-9SA3600
                                                                                        • Starter scaling 20%
                                                                                        2000-5000-5000300High

                                                                                        L Arabian Cyclone

                                                                                        L

                                                                                        1313-213 frame(s) after landing600
                                                                                          2000-4000-9000500High

                                                                                          Can be affected by air currents from frames 1 - 13
                                                                                          Can transition to any mid-air normal attack, unique attack or special move from frame 51 until landing on the ground Can hit an opponent outside of a combo from frames 14 - 21

                                                                                          M Arabian Cyclone

                                                                                          M

                                                                                          1818-263 frame(s) after landingD700
                                                                                            2000-5000-9000500High

                                                                                            Can be affected by air currents from frames 1 - 18
                                                                                            Can transition to any mid-air normal attack, unique attack or special move from frame 59 until landing on the ground Can hit an opponent outside of a combo from frames 19 - 26

                                                                                            H Arabian Cyclone

                                                                                            H

                                                                                            2121-293 frame(s) after landingD800
                                                                                              2000-6000-9000500High

                                                                                              Can be affected by air currents from frames 1 - 21
                                                                                              Can transition to any mid-air normal attack, unique attack or special move from frame 62 until landing on the ground Can hit an opponent outside of a combo from frames 21 - 29

                                                                                              OD Arabian Cyclone

                                                                                              1313-213 frame(s) after landingD1500
                                                                                                0-7000-90001000High

                                                                                                Can be affected by air currents from frames 1 - 13
                                                                                                Can transition to any mid-air normal attack, unique attack or special move from frame 51 until landing on the ground only when the attack is blocked or misses Can hit an opponent outside of a combo from frames 14 - 21

                                                                                                Super Arts
                                                                                                SA1 Super Rashid Kick

                                                                                                99-1576D-532100
                                                                                                  0-2500-50000High

                                                                                                  Invincible to strikes and throws from frames 1 - 16
                                                                                                  During the attack's active frames from frames 3 - 7 on hit, when the attack hits an airborne opponent, the properties change and damage is set to 1800 Considered airborne from frames 10 - 36 The minimum guaranteed damage is 30% Values do not change when the attack lands as a counter or Punish Counter

                                                                                                  SA2 Ysaar

                                                                                                  1133 total framesD331000
                                                                                                  • Combo scaling 20%
                                                                                                  0-5000-100000High - Projectile

                                                                                                  An air current is generated during the attack's entire active frame duration and for 100 frames after the active frames are finished
                                                                                                  Ysaar becomes faster if Arabian Cyclone's first hit is collides with the attack during the active frames The minimum guaranteed damage is 40% Values do not change when the attack lands as a counter or Punish Counter

                                                                                                  SA3 Altair

                                                                                                  1111-2882D-754000
                                                                                                    0-7500-150000High

                                                                                                    Completely invincible from frame 1 to frame 16.
                                                                                                    Values do not change when the attack lands as a counter or Punish Counter. The minimum guaranteed damage is 50%. Note: Can only be canceled into from special moves.

                                                                                                    CA Altair

                                                                                                    (when under 25% vitality)

                                                                                                    1111-2882D-754500
                                                                                                      0-10000-200000High

                                                                                                      Completely invincible from frame 1 to frame 16.
                                                                                                      Values do not change when the attack lands as a counter or Punish Counter. The minimum guaranteed damage is 50%. Note: Can only be canceled into from special moves.

                                                                                                      Throws
                                                                                                      Riding Glider

                                                                                                      (When near opponent) LL

                                                                                                      55-723D1200
                                                                                                      • Immediate scaling 20%
                                                                                                      20000-100002000Throw

                                                                                                      Properties change to the following when the attack lands as a Punish Counter:
                                                                                                      - Deals 2040 damage - Super Art gauge increases by 4000 - Forces a hard knockdown

                                                                                                      Sunset Drop

                                                                                                      (When near opponent) LL

                                                                                                      55-723D1200
                                                                                                      • Immediate scaling 20%
                                                                                                      20000-100002000Throw

                                                                                                      Properties change to the following when the attack lands as a Punish Counter:
                                                                                                      - Deals 2040 damage - Super Art gauge increases by 4000 - Forces a hard knockdown

                                                                                                      Desert Slider

                                                                                                      (During a jump) (When near opponent)LL

                                                                                                      55-73 frames of recovery upon landingD1200
                                                                                                      • Immediate scaling 20%
                                                                                                      20000-100002000Throw

                                                                                                      Properties change to the following when the attack lands as a Punish Counter:
                                                                                                      - Deals 2040 damage - Super Art gauge increases by 4000 - Forces a hard knockdown

                                                                                                      Common Moves
                                                                                                      Forward Dash

                                                                                                      19 total frames0
                                                                                                        0000

                                                                                                        Transitions to Run on frame 13
                                                                                                        Can be affected by air currents from frames 1 - 15

                                                                                                        Backward Dash

                                                                                                        25 total frames0
                                                                                                          0000

                                                                                                          Invincible to throws from frame 1 to frame 15.

                                                                                                          Drive Impact: Eagle Edge

                                                                                                          HH

                                                                                                          2626-2735D-3800
                                                                                                          • Starter scaling 20%
                                                                                                          0-5000-150000High

                                                                                                          Super Armor for 2 hits from frames 1 - 27
                                                                                                          Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wall Properties change to the following when the attack lands as a Punish Counter, or after the Super Armor absorbs a hit: - Produces a crumple stun if the opponent is standing on the ground - Forces a spinning knockdown when hitting a mid-air opponent - Super Art gauge increases by 3000

                                                                                                          Drive Reversal: Eagle Slash

                                                                                                          (When blocking or during a successful Drive Parry) HH

                                                                                                          2020-2226D-8500
                                                                                                            0000High

                                                                                                            Recoverable damage
                                                                                                            Completely invincible from frames 1 - 22 5 frames of recovery added on hit

                                                                                                            Drive Parry

                                                                                                            MM

                                                                                                            1*1-829*0
                                                                                                              0000

                                                                                                              Can be canceled from the 4th frame via Drive Rush
                                                                                                              Parry hitbox is extended for as long as the buttons are held Only blocks can be performed during the recovery period Always in Punish Counter state during execution.

                                                                                                              Perfect Parry (strike)

                                                                                                              MM

                                                                                                              1 1  0
                                                                                                              • Starter scaling 50%
                                                                                                                  

                                                                                                              Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame
                                                                                                              Fully invincible for 6 frames once recovery is over (invincibility not granted if you continue the parry) The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

                                                                                                              Perfect Parry (projectile)

                                                                                                              MM

                                                                                                              1 10  0
                                                                                                              • Starter scaling 50%
                                                                                                                  

                                                                                                              Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame
                                                                                                              No screen freeze occurs. The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

                                                                                                              Parry Drive Rush

                                                                                                              (During a Drive Parry)

                                                                                                              45 total frames*0
                                                                                                              • Multiplier scaling 15%
                                                                                                              0000

                                                                                                              Screen freeze occurs on the 10th frame
                                                                                                              Can be canceled into an attack on the 9th frame of the move Can be canceled into actions other than a parry from the 24th frame

                                                                                                              Cancel Drive Rush

                                                                                                              (While connecting with a special-cancelable move) ( ) MM

                                                                                                              46 total frames*0
                                                                                                              • Multiplier scaling 15%
                                                                                                              0000

                                                                                                              Screen freeze occurs on the 9th frame
                                                                                                              Can be canceled into an attack from the 10th frame of the move Can be canceled into actions other than a parry from the 25th frame