Frame List|RASHID

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 7 4 3 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

5 2 14 6 3 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

8 2 19 2 -3 SCAVVS 8080 150150 0 / 50 High Triggers Crush Counter (+17F)

Standing LK

L

3 3 9 2 1 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

8 3 17 1 -4 V 6060 100100 0 / 30 High

Standing HK

H

16 2 22 2 -4 V 9090 150150 0 / 50 High 7F - 17F Triggers Crush Counter (D)

Crouching LP

(WHILE CROUCHING)

L

4 3 5 4 2 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

7 3 15 3 1 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 4 22 6 -2 S*CA*VVS* 8080
*
150150
*
0 / 50 High Second hit triggers Crush Counter (+20F)
S*CA*VS*Only possible during 1st attack

Crouching LK

(WHILE CROUCHING)

L

4 2 8 2 0 V 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

6 2 15 1 -3 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

7 2 25 D -12 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

4 4 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 6 S 5050 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

7 3 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 4 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

5 5 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 5 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Flap Spin

+

M

8 5 14 2 -2 S*CA*V*VS* 7070
*
100100
*
0 / 30 High S*CA*V*VS*Only possible during 1st attack

Beak Assault

+

H

23 2 18 0 -6 8080 150150 0 / 50 Mid 7F - 20F

Wall Jump

(DURING JUMP NEAR WALL)OR
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Riding Glider

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 D 130130 150150 0 / 70 Throw

Rising Sun

(CLOSE TO OPPONENT)+

L

L

5 3 17 D 140140 150150 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Front Flip

M

M

42+13 frame(s) after landing 11F -

L Airborne Eagle Spike (from V-Skill)

M

M

L

18 Until landing 20 frame(s) after landing D 120120 200200 V-Gauge 0 / 80 High If the attack just before landing is blocked, +3F to the recovery

M Airborne Eagle Spike (from V-Skill)

M

M

M

20 Until landing 20 frame(s) after landing D 120120 200200 V-Gauge 0 / 80 High If the attack just before landing is blocked, +3F to the recovery

H Airborne Eagle Spike (from V-Skill)

M

M

H

22 Until landing 20 frame(s) after landing D 120120 200200 V-Gauge 0 / 80 High If the attack just before landing is blocked, +3F to the recovery

EX Airborne Eagle Spike (from V-Skill)

M

M

15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 140140
*
200200
*
V-Gauge 0 / 100
-300 / 0
High 1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility

Rolling Assault

+

M

M

32 total frames 5F - 18F projectile invincibility

Nail Assault

+

M

M

6 5 21 D -6 CA 8080 100100 V-Gauge 0 / 80 High

Ysaar

H

H

16 250 26 total frames D 32 120120
*
150150
*
V-Gauge -600 / 0 High Rashid will gain inertia upon coming into contact with his V-Trigger

Sliding Roll

(DURING GUARD)+

LMH

33 total frames V-Gauge -300 / 0 1F - 25F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Spinning Mixer

+

L

8 4 26 0 -2 CA* 5454
*
4646
*
10 / 30 High 11F - 23F CA*Only possible during 1st, 2nd attack

L S2pinning Mixer (Rapid Inputs)

+

L

(REPEAT BUTTON)
8 6 21 1 -5 CA* 7272
*
9696
*
10 / 46 High 11F - 30F CA*Only possible during 1st, 2nd attack

L Spinning Mixer (Additional Rapid Inputs)

+

L

(REPEAT BUTTON)
8 8 29 D -10 CA* 8080
*
150150
*
10 / 62 High 11F - 39F CA*Only possible during 1st, 2nd attack

M Spinning Mixer

+

M

8 5 20+13 frame(s) after landing D -31 CA* 6060
*
9191
*
10 / 37 High 11F - CA*Only possible during 1st, 2nd attack

M Spinning Mixer (Rapid Inputs)

+

M

(REPEAT BUTTON)
8 7 28+13 frame(s) after landing D CA* 8686
*
133133
*
10 / 49 High 11F - CA*Only for the 1st, 2nd hits, and recovery

M Spinning Mixer (Additional Rapid Inputs)

+

M

(REPEAT BUTTON)
8 9 32+13 frame(s) after landing D CA* 100100
*
175175
*
10 / 62 High 11F - CA*Only possible during 1st, 2nd attack

H Spinning Mixer

+

H

5 7 24+18 frame(s) after landing D -36 6464
*
7979
*
10 / 34 High 6F -

H Spinning Mixer (Rapid Inputs)

+

H

(REPEAT BUTTON)
5 13 28+18 frame(s) after landing D -50 100100
*
137137
*
10 / 48 High 6F -

H Spinning Mixer (Additional Rapid Inputs)

+

H

(REPEAT BUTTON)
5 18 33+18 frame(s) after landing D -64 140140
*
200200
*
10 / 63 High 6F -

Dash Spinning Mixer

(DURING DASH)+
8 6 23 1 -2 CA* 8383
*
8989
*
10 / 46 High 11F - 31F CA*Only possible during 1st, 2nd attack

Dash Spinning Mixer (Rapid Inputs)

(DURING DASH)+(REPEAT BUTTON)
8 8 25 -1 -4 CA* 119119
*
181181
*
10 / 70 High 11F - 41F CA*Only possible during 1st, 2nd attack

Dash Spinning Mixer (Additional Rapid Inputs)

(DURING DASH)+(REPEAT BUTTON)
8 10 30 D -11 CA* 140140
*
225225
*
10 / 84 High 11F - 49F CA*Only possible during 1st, 2nd attack

VSpinning Mixer

(within the range of V-Trigger)+
8 12 21 D 0 CA* 167167
*
220220
*
V-Gauge 0 / 84
10 / 0
High 11F - 58F CA*Only possible during 1st, 2nd attack

EX Spinning Mixer

+
8 5 25+16 frame(s) after landing D -39 8080
*
104104
*
-300 / 0 High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)

EX Spinning Mixer (Rapid Inputs)

+(REPEAT BUTTON)
8 9 33+16 frame(s) after landing D 127127
*
169169
*
High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)

EX Spinning Mixer (Additional Rapid Inputs)

+(REPEAT BUTTON)
8 11 34+16 frame(s) after landing D 150150
*
200200
*
High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)

VEX Spinning Mixer

(within the range of V-Trigger)+
8 12 26+16 frame(s) after landing D -57(*-19) 170170
*
220220
*
V-Gauge 0 / 109
-300 / 0
High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)
Can be canceled into airborne movement upon landing
*During airborne cancel
The value for landing without a cancel is for connecting on the same character, standing block

L Eagle Spike

+

L

15(*11) 8 5+12 frame(s) after landing D -20 100100 150150 10 / 50 High 5F - *When performed at close range

M Eagle Spike

+

M

21 9 6+14 frame(s) after landing D -20 120120 150150 10 / 50 High 5F -

H Eagle Spike

+

H

22 16 6+20 frame(s) after landing D -20 130130 200200 10 / 50 High 5F -

VL Eagle Spike

+

L

13 8 5+17 frame(s) after landing D -20 150150 200200 V-Gauge 0 / 40
10 / 0
High 3F -

VM Eagle Spike

+

M

21 8 5+9 frame(s) after landing D -20 150150 200200 V-Gauge 0 / 40
10 / 0
High 5F -

VH Eagle Spike

+

H

22 8 5+8 frame(s) after landing D -20 150150 200200 V-Gauge 0 / 40
10 / 0
High 5F -

Dash Eagle Spike

(DURING DASH)+
13 8 5+19 frame(s) after landing D -21 140140 200200 10 / 50 High 3F -

EX Eagle Spike

+
19 6 5+19 frame(s) after landing D -23 100100 150150 -300 / 0 High 4F -

VEX Eagle Spike

+
19 6 5+19 frame(s) after landing D -3 160160 200200 V-Gauge 0 / 80
-300 / 0
High 4F - 14F - 27F projectile invincibility

VEX Airborne Eagle Spike

(during VEX Spinning Mixer)+
15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 170170
*
200200
*
-300 / 0 High 1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility

L Airborne Eagle Spike

(DURING FORWARD JUMP)+

L

18 Until landing 20 frame(s) after landing D 120120 200200 10 / 40 High If the attack just before landing is blocked, +3F to the recovery

M Airborne Eagle Spike

(DURING FORWARD JUMP)+

M

20 Until landing 20 frame(s) after landing D 120120 200200 10 / 40 High If the attack just before landing is blocked, +3F to the recovery

H Airborne Eagle Spike

(DURING FORWARD JUMP)+

H

22 Until landing 20 frame(s) after landing D 120120 200200 10 / 40 High If the attack just before landing is blocked, +3F to the recovery

EX Airborne Eagle Spike

(DURING FORWARD JUMP)+
15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 140140
*
200200
*
-300 / 0 High 1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility

L Whirlwind Shot

+

L

17 52 total frames -2 -5 CA 6060 100100 5 / 20 High

M Whirlwind Shot

+

M

23 60 total frames 1 -2 CA 6060
*
140140
*
5 / 20 High

H Whirlwind Shot

+

H

34 70 total frames 4 1 CAVS 6060
*
140140
*
5 / 20 High

EX Whirlwind Shot

+
23 58 total frames 12 9 VS 9090
*
180180
*
-300 / 0 High
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Altair

+
1+7 30 43 D -51 340340 00 -900 / 0 High 1F - 17F full invincibility

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 7 4 3 5 4 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

5 2 14 6 3 14 11 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

8 2 19 2 -3 7 2 SCAVVS 8080 150150 0 / 50 High Triggers Crush Counter (+17F)

Standing LK

L

3 3 9 2 1 3 2 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

8 3 17 1 -4 12 7 V 6060 100100 0 / 30 High

Standing HK

H

16 2 22 2 -4 15 9 V 9090 150150 0 / 50 High 7F - 17F Triggers Crush Counter (D)

Crouching LP

(WHILE CROUCHING)

L

4 3 5 4 2 4 2 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

7 3 15 3 1 13 11 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 4 22 6 -2 15/8 11/0 S*CA*VVS* 8080
*
150150
*
0 / 50 High Second hit triggers Crush Counter (+20F)
S*CA*VS*Only possible during 1st attack

Crouching LK

(WHILE CROUCHING)

L

4 2 8 2 0 4 2 V 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

6 2 15 1 -3 5 1 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

7 2 25 D -12 D 7 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

4 4 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 6 S 5050 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

7 3 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 4 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

5 5 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 5 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Flap Spin

+

M

8 5 14 2 -2 15 9 S*CA*V*VS* 7070
*
100100
*
0 / 30 High S*CA*V*VS*Only possible during 1st attack

Beak Assault

+

H

23 2 18 0 -6 8080 150150 0 / 50 Mid 7F - 20F

Wall Jump

(DURING JUMP NEAR WALL)OR
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Riding Glider

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 D 130130 150150 0 / 70 Throw

Rising Sun

(CLOSE TO OPPONENT)+

L

L

5 3 17 D 140140 150150 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Front Flip

M

M

42+13 frame(s) after landing 11F -

L Airborne Eagle Spike (from V-Skill)

M

M

L

18 Until landing 20 frame(s) after landing D 120120 200200 V-Gauge 0 / 80 High If the attack just before landing is blocked, +3F to the recovery

M Airborne Eagle Spike (from V-Skill)

M

M

M

20 Until landing 20 frame(s) after landing D 120120 200200 V-Gauge 0 / 80 High If the attack just before landing is blocked, +3F to the recovery

H Airborne Eagle Spike (from V-Skill)

M

M

H

22 Until landing 20 frame(s) after landing D 120120 200200 V-Gauge 0 / 80 High If the attack just before landing is blocked, +3F to the recovery

EX Airborne Eagle Spike (from V-Skill)

M

M

15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 140140
*
200200
*
V-Gauge 0 / 100
-300 / 0
High 1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility

Rolling Assault

+

M

M

32 total frames 5F - 18F projectile invincibility

Nail Assault

+

M

M

6 5 21 D -6 D 5 CAV 8080 100100 V-Gauge 0 / 80 High

Easifa

H

H

1 6 V-Gauge -600 / 0 V-Gauge Timer + 3000F
While active, his Front Flip and certain special moves will be strengthened
Gains an exclusive special move

VFront Flip

(DURING V-TRIGGER II)

M

M

37+17 frame(s) after landing 6F -

VAirborne Eagle Spike (from V-Skill)

(DURING V-TRIGGER II)

M

M

13 Until landing 17 frame(s) after landing D 120120 200200 10 / 40 High Uses 1000F V-Gauge Timer

VEX Airborne Eagle Spike (from V-Skill)

(DURING V-TRIGGER II)

M

M

15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 1 150150
*
200200
*
-300 / 0 High Uses 1000F V-Gauge Timer
1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility
Can cancel the recovery into a wall jump
Recovery on block will always be +1F

Sliding Roll

(DURING GUARD)+

LMH

33 total frames V-Gauge -300 / 0 1F - 25F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Spinning Mixer

+

L

8 4 26 0 -2 CA* 5454
*
4646
*
10 / 30 High 11F - 23F CA*Only possible during 1st, 2nd attack

L S2pinning Mixer (Rapid Inputs)

+

L

(REPEAT BUTTON)
8 6 21 1 -5 CA* 7272
*
9696
*
10 / 46 High 11F - 30F CA*Only possible during 1st, 2nd attack

L Spinning Mixer (Additional Rapid Inputs)

+

L

(REPEAT BUTTON)
8 8 29 D -10 CA* 8080
*
150150
*
10 / 62 High 11F - 39F CA*Only possible during 1st, 2nd attack

M Spinning Mixer

+

M

8 5 20+13 frame(s) after landing D -31 CA* 6060
*
9191
*
10 / 37 High 11F - CA*Only possible during 1st, 2nd attack

M Spinning Mixer (Rapid Inputs)

+

M

(REPEAT BUTTON)
8 7 28+13 frame(s) after landing D CA* 8686
*
133133
*
10 / 49 High 11F - CA*Only for the 1st, 2nd hits, and recovery

M Spinning Mixer (Additional Rapid Inputs)

+

M

(REPEAT BUTTON)
8 9 32+13 frame(s) after landing D CA* 100100
*
175175
*
10 / 62 High 11F - CA*Only possible during 1st, 2nd attack

H Spinning Mixer

+

H

5 7 24+18 frame(s) after landing D -36 6464
*
7979
*
10 / 34 High 6F -

H Spinning Mixer (Rapid Inputs)

+

H

(REPEAT BUTTON)
5 13 28+18 frame(s) after landing D -50 100100
*
137137
*
10 / 48 High 6F -

H Spinning Mixer (Additional Rapid Inputs)

+

H

(REPEAT BUTTON)
5 18 33+18 frame(s) after landing D -64 140140
*
200200
*
10 / 63 High 6F -

Dash Spinning Mixer

(DURING DASH)+
8 6 23 1 -2 CA* 8383
*
8989
*
10 / 46 High 11F - 31F CA*Only possible during 1st, 2nd attack

Dash Spinning Mixer (Rapid Inputs)

(DURING DASH)+(REPEAT BUTTON)
8 8 25 -1 -4 CA* 119119
*
181181
*
10 / 70 High 11F - 41F CA*Only possible during 1st, 2nd attack

Dash Spinning Mixer (Additional Rapid Inputs)

(DURING DASH)+(REPEAT BUTTON)
8 10 30 D -11 CA* 140140
*
225225
*
10 / 84 High 11F - 49F CA*Only possible during 1st, 2nd attack

EX Spinning Mixer

+
8 5 25+16 frame(s) after landing D -39 8080
*
104104
*
-300 / 0 High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)

EX Spinning Mixer (Rapid Inputs)

+(REPEAT BUTTON)
8 9 33+16 frame(s) after landing D 127127
*
169169
*
High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)

EX Spinning Mixer (Additional Rapid Inputs)

+(REPEAT BUTTON)
8 11 34+16 frame(s) after landing D 150150
*
200200
*
High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)

VSpinning Mixer

(WITHIN HABOOB RANGE)+
8 12 21 D 0 CA* 167167
*
220220
*
V-Gauge 0 / 84
10 / 0
High 11F - 58F CA*Only possible during 1st, 2nd attack

VEX Spinning Mixer

(WITHIN HABOOB RANGE)+
8 12 26+16 frame(s) after landing D -57(*-19) 170170
*
220220
*
V-Gauge 0 / 109
-300 / 0
High 11F - 1F - 12F full invincibility
Subject to counter hit during move duration (1.2x damage)
Can be canceled into airborne movement upon landing
*During airborne cancel
The value for landing without a cancel is for connecting on the same character, standing block

L Eagle Spike

+

L

15(*11) 8 5+12 frame(s) after landing D -20 100100 150150 10 / 50 High 5F - *When performed at close range

M Eagle Spike

+

M

21 9 6+14 frame(s) after landing D -20 120120 150150 10 / 50 High 5F -

H Eagle Spike

+

H

22 16 6+20 frame(s) after landing D -20 130130 200200 10 / 50 High 5F -

Dash Eagle Spike

(DURING DASH)+
13 8 5+19 frame(s) after landing D -21 140140 200200 10 / 50 High 3F -

EX Eagle Spike

+
19 6 5+19 frame(s) after landing D -23 100100 150150 -300 / 0 High 4F -

VEagle Spike

(DURING V-TRIGGER II)+
17 8 5+18 frame(s) after landing D -7 120120 150150 10 / 50 High 4F - Uses 1000F V-Gauge Timer

VDash Eagle Spike

(DURING V-TRIGGER II)(DURING DASH)
12 8 5+19 frame(s) after landing D -8 150150 200200 10 / 50 High 3F - Uses 1000F V-Gauge Timer

VEX Eagle Spike

+
19 6 5+19 frame(s) after landing D -8 100100 150150 -300 / 0 High 4F - Uses 1000F V-Gauge Timer
4F - 27F projectile invincibility

L Airborne Eagle Spike

(DURING FORWARD JUMP)+

L

18 Until landing 20 frame(s) after landing D 120120 200200 10 / 40 High If the attack just before landing is blocked, +3F to the recovery

M Airborne Eagle Spike

(DURING FORWARD JUMP)+

M

20 Until landing 20 frame(s) after landing D 120120 200200 10 / 40 High If the attack just before landing is blocked, +3F to the recovery

H Airborne Eagle Spike

(DURING FORWARD JUMP)+

H

22 Until landing 20 frame(s) after landing D 120120 200200 10 / 40 High If the attack just before landing is blocked, +3F to the recovery

EX Airborne Eagle Spike

(DURING FORWARD JUMP)+
15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 140140
*
200200
*
-300 / 0 High 1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility

VAirborne Eagle Spike

(DURING V-TRIGGER II)(DURING FORWARD JUMP)+
13 Until landing 17 frame(s) after landing D 100100 150150 10 / 40 High Uses 1000F V-Gauge Timer

VEX Airborne Eagle Spike

(DURING V-TRIGGER II)(DURING FORWARD JUMP)+
15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D -2 120120
*
150150
*
-300 / 0 High Uses 1000F V-Gauge Timer
1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility
Can cancel the recovery into a wall jump
Recovery on block will always be +1F

VEX Airborne Eagle Spike

(during VEX Spinning Mixer)+
15 Until landing/11 frame(s) after landing 31+16 frame(s) after landing D 170170
*
200200
*
-300 / 0 High 1F - Until landing, 1 frame(s) after landing - 29F projectile invincibility

L Whirlwind Shot

+

L

17 52 total frames -2 -5 CA 6060 100100 5 / 20 High

M Whirlwind Shot

+

M

23 60 total frames 1 -2 CA 6060
*
140140
*
5 / 20 High

H Whirlwind Shot

+

H

34 70 total frames 4 1 CAVS 6060
*
140140
*
5 / 20 High

EX Whirlwind Shot

+
23 58 total frames 12 9 VS 9090
*
180180
*
-300 / 0 High

VL Whirlwind Shot

(DURING V-TRIGGER II)+

L

17 52 total frames 4 1 CAVS 6060
*
100100
*
5 / 20 High Uses 1000F V-Gauge Timer
Rashid will gain additional movement properties upon coming into contact with the wind

VM Whirlwind Shot

(DURING V-TRIGGER II)+

M

23 60 total frames 7 3 CAVS 6060
*
140140
*
5 / 20 High Uses 1000F V-Gauge Timer
Rashid will gain additional movement properties upon coming into contact with the wind

VH Whirlwind Shot

(DURING V-TRIGGER II)+

H

34 70 total frames 14 5 CAVS 6060
*
140140
*
5 / 20 High Uses 1000F V-Gauge Timer
Rashid will gain additional movement properties upon coming into contact with the wind

VEX Whirlwind Shot

(DURING V-TRIGGER II)+
23 61 total frames D 13 VS 100100
*
160160
*
-300 / 0 High Uses 1000F V-Gauge Timer
Rashid will gain additional movement properties upon coming into contact with the wind

VHaboob

(DURING V-TRIGGER II)

H

H

21 49 total frames D -2 CAVS 9090 100100 5 / 20 High Uses 1000F V-Gauge Timer
Rashid will gain additional movement properties upon coming into contact with the wind
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Altair

+
1+7 30 43 D -51 340340 00 -900 / 0 High 1F - 17F full invincibility