Street Fighter 6/Dhalsim/Data: Difference between revisions

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| throwRange    =  
| throwRange    =  
}}
}}
<!---
All possible move variables
Can delete row if not applicable, EXCEPT input / name / images / startup / active / recovery / cancel / damage / guard / hitAdv / blockAdv (that appears on main page)
| input        = (move input in Numpad notation)
| name          = (Official move name)
| images        = (PNG filename of move image)
| hitboxes      = (PNG filename of hitbox image)
| cost          = (Drive or Super meter cost in simple terms)
| damage        = (Attack's damage value for each hit)
| chip          = (Attack's chip damage value vs. opponents in Burnout for each hit)
| startup      = (Startup frames, including the first active frame)
| active        = (Total number of active frames, separated per hit, also includes gaps in parentheses)
| recovery      = (Recovery frames after active frames end)
| invuln        = (Which frames are invincible and what type of invuln [Full, Air, Projectile, Throw, etc])
| hitAdv        = (Frame advantage on hit, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template)
| blockAdv      = (Frame advantage on block, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better)
| punish        = (Frame advantage on Punish Counter + effect (Spin, Tumble, Crumple etc), use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template)
| DRcancelHit  = (Frame advantage of a move on hit cancelled into Drive Rush at the moment a followup attack is possible)
| DRcancelBlk  = (Frame advantage of a move on block cancelled into Drive Rush at the moment a followup attack is possible)
| perfParryAdv  = (Frame advantage of a move that is Perfect Parried on the first active frame)
| guard        = (Direction a move must be blocked; L = low, H = high/overhead, LH = block either direction, T = throw)
| cancel        = (Move's cancel ability; ch = chain, tc = target combo, sp = special, su = any super, su(N) = super art N)
| react        = (Hitconfirm reaction window when cancelling into specials, supers, target combos, etc; from first hit frame until final cancel frame)
| hitstun      = (Number of frames the defender is stuck in hitstun from attack; for multi-hit moves, separate by hit if possible or list as "x total"; leave blank for Knockdowns)
| blockstun    = (Number of frames the defender is stuck in blockstun from attack; for multi-hit moves, separate by hit if possible or list as "x total")
| hitstop      = (Number of frames the attacker and defender are frozen when the attack connects, indicated by Frame Meter not advancing for either character)
| driveDamage  = (Amount of Drive Meter drained from opponent; usually on block, but Punish Counter and Super also drain on hit, e.g. 2000 [PC 5000])
| selfDriveOH  = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max)
| selfDriveOB  = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max)
| selfSuperOH  = (Amount of Super Meter built by attacker when attack connects on hit; 10000 = 1 bar, 30000 = max)
| selfSuperOB  = (Amount of Super Meter built by attacker when attack connects on block; 10000 = 1 bar, 30000 = max)
| oppSuperOH    = (Amount of Super Meter built by defender when attack connects on hit; 10000 = 1 bar, 30000 = max)
| oppSuperOB    = (Amount of Super Meter built by defender when attack connects on block; 10000 = 1 bar, 30000 = max)
| notes        = (Additional details about the move; keep it brief, as it will break the frame data template if too many characters are used in this field)
--->


== Normals ==
== Normals ==
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| notes        =  
| notes        =  
}}
}}
===== 5MP =====
===== 5MP =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5mp | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5mp | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 5HP =====
===== 5HP =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5hp | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5hp | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 5LK =====
===== 5LK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5lk | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5lk | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 5MK =====
===== 5MK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5mk | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5mk | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 5HK =====
===== 5HK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5hk | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_5hk | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}


=== Crouching Normals ===
=== Crouching Normals ===
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| notes        =  
| notes        =  
}}
}}
===== 2MP =====
===== 2MP =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2mp | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2mp | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 2HP =====
===== 2HP =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2hp | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2hp | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 2LK =====
===== 2LK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2lk | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2lk | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 2MK =====
===== 2MK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2mk | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2mk | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}
===== 2HK =====
===== 2HK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2hk | moveType = ground_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_2hk | moveType = ground_normal
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| notes        =  
| notes        =  
}}
}}


=== Jumping Normals ===
=== Jumping Normals ===
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| notes        =  
| notes        =  
}}
}}
===== j.MP =====
===== j.MP =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jmp | moveType = air_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jmp | moveType = air_normal
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| notes        =  
| notes        =  
}}
}}
===== j.HP =====
===== j.HP =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jhp | moveType = air_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jhp | moveType = air_normal
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| notes        =  
| notes        =  
}}
}}
===== j.LK =====
===== j.LK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jlk | moveType = air_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jlk | moveType = air_normal
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| notes        =  
| notes        =  
}}
}}
===== j.MK =====
===== j.MK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jmk | moveType = air_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jmk | moveType = air_normal
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| notes        =  
| notes        =  
}}
}}
===== j.HK =====
===== j.HK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jhk | moveType = air_normal
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_jhk | moveType = air_normal
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| notes        =  
| notes        =  
}}
}}


== Command Normals ==
== Command Normals ==


== Target Combos ==
== Target Combos ==


== Universal Mechanics ==
== Universal Mechanics ==
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| notes        =  
| notes        =  
}}
}}
===== 4LPLK =====
===== 4LPLK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_4lplk | moveType = throw
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_4lplk | moveType = throw
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| notes        =  
| notes        =  
}}
}}


=== Drive Moves ===
=== Drive Moves ===
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| notes        = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
| notes        = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
}}
}}
===== MPMK =====
===== MPMK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_mpmk | moveType = drive
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_mpmk | moveType = drive
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| notes        = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
| notes        = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
}}
}}
===== 66 =====
===== 66 =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_66 | moveType = drive
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_66 | moveType = drive
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| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.
}}
}}


=== Taunts ===
=== Taunts ===
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| notes        = ""
| notes        = ""
}}
}}
===== 6PPPKKK =====
===== 6PPPKKK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_6pppkkk | moveType = taunt
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_6pppkkk | moveType = taunt
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| notes        = ""
| notes        = ""
}}
}}
===== 4PPPKKK =====
===== 4PPPKKK =====
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_4pppkkk | moveType = taunt
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_4pppkkk | moveType = taunt
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| notes        = ""
| notes        = ""
}}
}}


== Special Moves ==
== Special Moves ==


== Super Arts ==
== Super Arts ==


{{Character Subnav SF6 | chara=Dhalsim }}
{{Character Subnav SF6 | chara=Dhalsim }}

Revision as of 08:34, 3 March 2023


Character Vitals

Dhalsim
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Dhalsim Portrait.png SF6 Dhalsim Face.png /
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance


Normals

Standing Normals

5LP
Dhalsim
dhalsim_5lp

5LP

Standing Light Punch
SF6 Dhalsim 5lp.png
SF6 Dhalsim 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5MP
Dhalsim
dhalsim_5mp

5MP

Standing Medium Punch
SF6 Dhalsim 5mp.png
SF6 Dhalsim 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5HP
Dhalsim
dhalsim_5hp

5HP

Standing Heavy Punch
SF6 Dhalsim 5hp.png
SF6 Dhalsim 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5LK
Dhalsim
dhalsim_5lk

5LK

Standing Light Kick
SF6 Dhalsim 5lk.png
SF6 Dhalsim 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5MK
Dhalsim
dhalsim_5mk

5MK

Standing Medium Kick
SF6 Dhalsim 5mk.png
SF6 Dhalsim 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5HK
Dhalsim
dhalsim_5hk

5HK

Standing Heavy Kick
SF6 Dhalsim 5hk.png
SF6 Dhalsim 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes


Crouching Normals

2LP
Dhalsim
dhalsim_2lp

2LP

Crouching Light Punch
SF6 Dhalsim 2lp.png
SF6 Dhalsim 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2MP
Dhalsim
dhalsim_2mp

2MP

Crouching Medium Punch
SF6 Dhalsim 2mp.png
SF6 Dhalsim 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2HP
Dhalsim
dhalsim_2hp

2HP

Crouching Heavy Punch
SF6 Dhalsim 2hp.png
SF6 Dhalsim 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2LK
Dhalsim
dhalsim_2lk

2LK

Crouching Light Kick
SF6 Dhalsim 2lk.png
SF6 Dhalsim 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2MK
Dhalsim
dhalsim_2mk

2MK

Crouching Medium Kick
SF6 Dhalsim 2mk.png
SF6 Dhalsim 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2HK
Dhalsim
dhalsim_2hk

2HK

Crouching Heavy Kick
SF6 Dhalsim 2hk.png
SF6 Dhalsim 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes


Jumping Normals

j.LP
Dhalsim
dhalsim_jlp

j.LP

Jumping Light Punch
SF6 Dhalsim jlp.png
SF6 Dhalsim jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.MP
Dhalsim
dhalsim_jmp

j.MP

Jumping Medium Punch
SF6 Dhalsim jmp.png
SF6 Dhalsim jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.HP
Dhalsim
dhalsim_jhp

j.HP

Jumping Heavy Punch
SF6 Dhalsim jhp.png
SF6 Dhalsim jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.LK
Dhalsim
dhalsim_jlk

j.LK

Jumping Light Kick
SF6 Dhalsim jlk.png
SF6 Dhalsim jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.MK
Dhalsim
dhalsim_jmk

j.MK

Jumping Medium Kick
SF6 Dhalsim jmk.png
SF6 Dhalsim jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.HK
Dhalsim
dhalsim_jhk

j.HK

Jumping Heavy Kick
SF6 Dhalsim jhk.png
SF6 Dhalsim jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes


Command Normals

Target Combos

Universal Mechanics

Throws

LPLK
Dhalsim
dhalsim_lplk

LPLK

SF6 Dhalsim lplk.png
SF6 Dhalsim lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- -
Notes
4LPLK
Dhalsim
dhalsim_4lplk

4LPLK

SF6 Dhalsim 4lplk.png
File:SF6 Dhalsim 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- -
Notes


Drive Moves

HPHK
Dhalsim
dhalsim_hphk

HPHK

Drive Impact
SF6 Dhalsim hphk.png
SF6 Dhalsim hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- LH - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
See Drive Impact.
6HPHK
Dhalsim
dhalsim_6hphk

6HPHK

Drive Reversal
SF6 Dhalsim 6hphk.png
SF6 Dhalsim 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- LH - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
Armor Break; See Drive Reversal.
MPMK
Dhalsim
dhalsim_mpmk

MPMK

Drive Parry
SF6 Dhalsim mpmk.png
SF6 Dhalsim mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6f (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Dhalsim
dhalsim_66

66

Drive Rush
SF6 Dhalsim 66.png
SF6 Dhalsim 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.


Taunts

5PPPKKK
Dhalsim
dhalsim_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Dhalsim 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
(total) - - - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
""
6PPPKKK
Dhalsim
dhalsim_6pppkkk

6PPPKKK

Forward Taunt
SF6 Dhalsim 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
(total) - - - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
""
4PPPKKK
Dhalsim
dhalsim_4pppkkk

4PPPKKK

Back Taunt
SF6 Dhalsim 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
(total) - - - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
""


Special Moves

Super Arts


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