Street Fighter 5 Season 2 Changes: Rashid

Unfortunately, Rashid will not be getting a costume in the update.

A general comment from Capcom about the Rashid changes:

Rashid’s attack options have been increased by making it easier to do combos that include V-trigger and CA. Additionally, his jumping MP has been adjusted so that it can combo into Airborne Eagle Spike, increasing his anti-air abilities.

Here are the specifics:

Hurtbox on wakeup:

 Adjusted hurtbox when changing direction

Riding Glider (forward throw):

 Reduced damage 130 to 120

 Reduced stun 170 to 120

 Reduced CA meter gain

 Now second hit only will trigger KO

Standing MK:

 Increased size of hitbox forward

 Increased size of hurtbox surrounding hitbox

 Increased size of hurtbox after active frames

 Increased time hurtboxes remain after active frames

Standing HP:

 Increased size of hurtbox after active frames

 Increased reel time 1F for opponent on crush counter

 Increased size of hitbox to around his torso

 Increased time hurtboxes remain after active frames

Standing HK:

 Changed advantage on-block-2F to -4F

 Increased block pushback

Crouching LP:

 Increased active frames 2F to 3F

Crouching LK:

 Moved character’s center point forward during this move

 Adjusted the position of hit/hurt and collision box to match

Crouching MK:

 Changed advantage on-hit ±0F to +1F

Crouching HP:

 Changed recovery 18F to 22F

 No change to block advantage on second hit

 Reduced hit and block pushback distance

 Increased recovery on-block of first hit by 2F

 Changed advantage on-hit +6F to +7F

 Increased hurtbox size during attack and recovery

 Increased advantage on Crush Counter by 2F

Crouching HK:

 Reduced damage 100 to 90

Jump LP:

 No longer special move cancellable

Jump MP:

 Changed startup 5F to 7F

 Reduced damage 70 to 50

 Changed hit effect from air recoverable damage to knockdown damage

 Increased special cancel window on-hit

Jump MK:

 Reduced size of hitbox in downwards direction

Flap Spin:

 Changed damage 40+30 to 50+20

 Changed stun 50+50 to 70+30

Beak Assault:

 Changed advantage on-block -4F to -6F

V-Skill (Rolling Assault):

 Increased projectile invincibility during movement 3F

V-Skill (Nail Assault):

 Increased block pushback

 Now CA cancellable

 Changed advantage on-block -5F to -6F

V-Trigger (Ysaar):

 Increased inertia forward

 Now you can’t avoid hits with projectile invincibility

 No change to number of hits

V-Reversal (Sliding Roll):

 Increased recovery 3F

 Reduced movement range forward

LP Spinning Mixer:

 Increased damage 80 to 90

 Increased stun 128 to 150

MP Spinning Mixer:

 Increased damage 100 to 110

 Increased stun 168 to 175

 You can no longer get additional hits when mashing after hits 1 to 5 on-block and whiff

HP Spinning Mixer:

 Increased damage 130 to 140

 Increased stun 148 to 200

 Added hitbox in backward direction

 Made it easier to get all hits against airborne opponent

 Increased juggle potential when used in-air combos

Dash Spinning Mixer:

 Increased stun 204 to 225

EX Spinning Mixer:

 Adjusted hurtbox when landing to be same as standing hurtbox

 Increased invincibility 1F~8F to 1F~12F

 Reduced movement range forward

Dash EX Spinning Mixer:

 Reduced damage 200 to 170

 Increased invincibility 1F~9F to 1F~12F

 Increased hitbox size up and down

 Reduced time opponent is in-air after hit

LK Whirlwind Shot:

 Changed duration of move 55F to 52F

 Reduced CA meter gain on whiff

 Increased CA meter gain on-hit and block

 Changed advantage on-hit -4F to -2F

 Changed advantage on-block -7F to -5F

 Reduced projectile movement forward slightly

 Reduced hit pushback

 Changed foot during projectile to have projectile invincible properties

MK Whirlwind Shot:

 Changed duration of move 65F to 60F

 Reduced damage 70 to 60

 Reduced CA meter gain on whiff

 Increased CA meter gain on-hit and block

 Changed advantage on-hit ±0F to +1F

 Changed advantage on-block -4F to -2F

 Reduced projectile movement forward slightly

 Increased juggle potential when used in-air combos

 Changed foot during projectile to have projectile invincible properties

 Delayed timing of CA cancel to make it easier for opponent to use

V-Reversal HK Whirlwind Shot:

 Reduced damage 70 to 60

 Reduced CA meter gain on whiff

 Increased CA meter gain on-hit and block

 Changed foot during projectile to have projectile invincible properties

 Delayed timing of CA cancel to make it easier for opponent to use

V-Reversal EX Whirlwind Shot:

 Changed foot during projectile to have projectile invincible properties

LK Eagle Spike:

 Increased damage 100 to 110

MK Eagle Spike:

 Increased damage 120 to 130

EX Eagle Spike:

 Increased juggle potential when used in-air combos

Airborne Eagle Spike:

 Reduced damage 130 to 120

 Changed so he doesn’t rebound if hit or blocked during certain frames of the move before he touches the ground

EX Airborne Eagle Spike:

 Reduced damage 160 to 140

 Increased size of hitbox

 Increased distance of rebound on-block

EX Airborne Eagle Spike (After Dash EX Spinning Mixer):

 Increased damage 140 to 170

 Changed hitbox and timing when used after Dash EX Spinning Mixer so it’s easier to get all hits

 Increased juggle potential when used in-air combos

Altair (Critical Art):

 Increased hitbox size in upwards direction

 Increased speed of forward movement when pressing forward

 Hitbox now remains during projectile durability

 

Advertisements

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s