Rashid
Rashid made his first (and so far, only) appearance in Street Fighter 5 in 2016 as one of the 4 newcomers available at launch. A laid-back Middle-Eastern guy who likes new technology and traveling the world.
In a nutshell
Rashid would occupy a similar niche in this version of MvC3 as in SF5, but amped up to suit the intensity of MvC3's systems. He now has an airdash and double jump, and can cancel ANY version of Whirlwind Shot into his V-Skill-esque specials.
Basic Data
Health: 900,000 (same as C. Viper, Dante, Deadpool, Hawkeye, Hsien-Ko, Nova, Sentinel, Spider-Man)
Magic Series: Stronger+ (can chain a standing Light into a crouching Light or vice-versa, then must resume normal magic series from there)
Double/Triple Jump: likely yes (double)
Air Dash: yes (2-way horizontal)
Air Dash count: 1
Minimum Damage Scaling: Normals - 10% / Specials - 10% / Hypers - 35%
Assists:
- α - Light Whirlwind Shot, an angled projectile
- β - Nail Assault (Rolling Assault H follow-up), hits low, OTGs, soft knockdown
- γ - [version] Eagle Spike
Normals:
- Standing Light: 3f startup, self-and-cr.L-chainable, hits mid
- Standing Medium: based on his SF5 standing Medium Kick, hits mid
- Standing Heavy: based on his SF5 standing Heavy Punch, hits mid
- Crouching Light: 4f startup, xxk damage, chainable into s.L but not itself, hits low
- Crouching Medium: based on his SF5 crouching Medium Kick, hits low
- Crouching Heavy: based on his SF5 crouching Heavy Punch, 2 hits, both mid
- Launcher/Special: an original animation
- Jumping Light: based on his SF5 jumping Light Kick; angled for air-to-airs, can't fuzzy/instant overhead except maybe against the tallest characters
- Jumping Medium: based on his SF5 [normal], double-jump cancellable
- Jumping Heavy: based on his SF5 [normal]
- Jumping Launcher/Special: based on his SF5 [normal]
Command Normals:
- (f+M) Wing Flap: his 2-hit advancing slap move from SF5. Affected by wind. The first hit is jump-cancellable.
- (df+M) Feather Lift: his previously-unnamed crouching Medium Punch in SF5. Hits mid, puts a grounded opponent in a low juggle state.
- (f+H) Beak Assault: his hopping overhead from SF5. 22f start-up, can cancel into specials and/or supers on hit/block.
- (df+H) Talon Strike: new name for his previously-unnamed standing Heavy Kick in SF5. A slow, long-reaching poke that can only cancel into specials and supers, and his most damaging normal (probably about 90-95k?)
Special Moves:
- (up-forward or down-forward while near wall) Wall Jump:
His wall jump from Street Fighter 5. Up-forward makes him perform a standard wall-jump, down-forward makes him perform a tri-jump-like downward-angled jump towards the ground.
- (ATK+S) Rolling Assault:
His V-Skill 1 roll from Street Fighter 5. Projectile-invincibility isn't a thing in the UMvC3 engine, so this only serves 2 purposes: one is to allow Rashid to move during Whirlwind Shots, and the second is to hit H during it to do the same follow-up kick at the end he does in SF5; this kick destroys low-priority projectiles, launches at a low height into a soft knockdown, hits low, and OTGs, but is not cancellable into anything but X-Factor and is somewhat unsafe on block with little pushback.
- (f+ATK+S) Front Flip:
His V-Skill 1 command jump from Street Fighter 5. He is able to cancel any part of the move into one of his airdashes, or a wall jump if he touches a wall during the animation..
- (b+ATK+S) (air OK) V-Skill 2:
His V-Skill 2 command airdash from Street Fighter 5. Leaps backwards, then airdashes forwards, travelling a further distance than his normal airdash. If he touches a wall during the backflip part of the animation, he can cancel this into a wall jump.
- (qcf+P) Whirlwind Shot:
His whirlwind projectile from Street Fighter 5. Slow start-up, somewhat fast recovery.
Light Version: 16f startup, can't cancel into V-Skill-based moves, 1 hit (100k damage) of 5 low-priority durability points, on hit keeps grounded opponents standing and does fairly average hitstun to airborne opponents. Similar angle to SF5, but angled slightly more horizontally to get a little bit closer to hitting a grounded opponent full-screen (while still not quite doing so).
Medium Version: 20f startup, can cancel into V-Skill-based moves, 2 hits (55k damage each, 104,500 raw), 2 frames X 3 low-priority durability points each, all hits keep grounded opponents standing and does significant hitstun to airborne opponents. Probably the exact same angle as SF5.
Heavy Version: 23f startup, can cancel into V-Skill-based moves, 3 hits (45k damager each, 121,950 raw), 3 frames x 2 low-priority durability points each, all hits keep grounded opponents standing and does a little bit more hitstun to airborne opponents than Medium (basically a soft knockdown before any hitstun scaling happens). Same angle as SF5.
- (qcb+P) (air OK) Eagle Spike:
His launching kick (or divekick, in the air) from Street Fighter 5.
Light Version: desc.
Medium Version: desc.
Heavy Version: desc.
- (dp+P) (air OK) Spinning Mixer:
His advancing spinning physical strike move from Street Fighter 5. Unlike in SF5, he can use it in the air. Rashid spins his body, forming a tornado around it. Can only do one per airborne period, but can act afterwards. Low-priority projectiles that come into contact with the move's hitbox mutually nullify the move and themselves. Rashid can press a button during the move's animation to spin longer, adding damage, changing hit effects, and decreasing safety on block/whiff. Counts as airborne during the active frames even on the ground, so cannot cancel into grounded hypers.
Light Version: Rashid spins forward. Deals the least damage, connects most easily. Unmashed version ends with grounded opponent standing; mashed version puts them airborne, but only long enough for a snapback to link if they started on the ground.
Medium Version: Rashid spins diagonally up-forward at a 45-degree angle. Middle-ground. Unmashed version does moderate hitstun; mashed version causes a soft knockdown.
Heavy Version: Rashid spins directly upwards. Deals the most damage, trickiest to land in combos. Unmashed version does moderate hitstun; mashed version causes a hard knockdown.
Hyper Combos:
- (qcf+PP) Ysaar:
Level 1 Hyper. His V-Trigger 1 from Street Fighter 5. This is a gigantic tornado that slowly advances across the screen. Wind, affects Rashid's movement. Slow start-up (several frames after flash at least; able to hit Rashid before it comes out if he does it point-blank while you can act). Travels 1.5 screen-lengths before disappearing. 15 hits (25k each, 268,364 damage total raw), 15 frames X 4 high-priority durability points each, all hits keep grounded opponent standing until the final one which causes a hard knockdown.
- (qcb+PP) other lvl 1 hyper:
Unsure what this should be exactly. Maybe a super Eagle Spike?.
- (dp+PP) Altair:
Level 3 Hyper. His Super from Street Fighter 5. Basically a super-Spinning Mixer, he envelops his body in a giant tornado (reaches to the top of normal jump height) and slowly advances; when it hits, it triggers a cutscene. Large number of invincibility frames, tornado erases projectiles that clash with it, can hold the stick to steer it. Extremely unsafe on block. 445k damage. Ends in a hard knockdown.
Misc. Thoughts: