Street Fighter 6/Dhalsim/Combos: Difference between revisions

From SuperCombo Wiki
m (→‎Normal Hit: rearranged videos section and added wip indicators.)
(→‎Normal Hit: added frame advantage and video sections to medium and heavy confirm sections. consolidated both heavy combos into the same combo since theyre nearly identical.)
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| {{clr|L|5LK}} > {{clr|L|63214LP}} || Anywhere || 1020 || +33 || {{clr|7|Easy}} || Has to be done somewhat close so that {{clr|L|63214LP}} can reach. || WIP
| {{clr|L|5LK}} > {{clr|L|63214LP}} || Anywhere || 1020 || +33 || {{clr|7|Easy}} || Has to be done somewhat close so that {{clr|L|63214LP}} can reach. || WIP
|-
|-
| {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|5LK}} > {{clr|4|DR}}~{{clr|L|5LP}}/{{clr|L|2LP}}, {{clr|M|4MP}} > {{clr|H|63214HK}} || Anywhere || 1712-1848 || +42 || {{clr|4|Medium}} || Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. {{clr|H|1HK}} can be linked after {{clr|H|63214HK}} in the corner. || WIP
| {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|5LK}} > {{clr|4|DR}}~{{clr|L|5LP}}/{{clr|L|2LP}}, {{clr|M|4MP}} > {{clr|H|63214HK}} || Anywhere || 1712-1848 || +42 || {{clr|4|Medium}} || Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. Up to three {{clr|L|2LP}}s can be linked to start this combo if done at point blank range. || WIP
|-
|-
| {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|5LK}} > {{clr|4|DR}}~{{clr|L|5LP}}/{{clr|L|2LP}}, {{clr|M|4MP}} > {{clr|10|63214PP}}, {{clr|H|2HK}}/{{clr|M|236236MP}}/{{clr|10|214214K}}/{{clr|10|236236K}} || Anywhere || WIP || +19/31/33/59 || {{clr|4|Medium}} || Same as above but with OD ender ({{clr|10|63214PP}}) , which leads into sweep or any super. Level 2 super requires an immediate cancel, whereas the other enders are links. || WIP
| {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|5LK}} > {{clr|4|DR}}~{{clr|L|5LP}}/{{clr|L|2LP}}, {{clr|M|4MP}} > {{clr|10|63214PP}}, {{clr|H|2HK}}/{{clr|M|236236MP}}/{{clr|10|214214K}}/{{clr|10|236236K}} || Anywhere || WIP || +19/31/33/59 || {{clr|4|Medium}} || Same as above but with OD ender ({{clr|10|63214PP}}) , which leads into sweep or any super. Level 2 super requires an immediate cancel, whereas the other enders are links. || WIP
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|+ {{big|Medium Confirm Combos}}
|+ {{big|Medium Confirm Combos}}
|-
|-
! Combo !! Position !! Damage !! Difficulty !! Notes  
! Combo !! Position !! Damage !! Advantage !! Difficulty !! Notes !! Video
|-
|-
| {{clr|M|2MP}}, {{clr|H|236HP}}/{{clr|10|236PP}} || Anywhere || 1020 || {{clr|10|Very Easy}} || Has to be close enough so that {{clr|H|236HP}} can hit, further away they will be forced to block. {{clr|H|236HP}} leaves you -2, and {{clr|10|236PP}} knocks down (+49).
| {{clr|M|2MP}}, {{clr|H|236HP}}/{{clr|10|236PP}} || Anywhere || 1020 || -2/+49 || {{clr|10|Very Easy}} || Has to be close enough so that {{clr|H|236HP}} can hit, further away they will be forced to block. {{clr|H|236HP}} leaves you -2, and {{clr|10|236PP}} knocks down (+49). || WIP
|-
|-
| {{clr|M|2MP}} > {{clr|L|63214LP}} || Anywhere || 1400 || {{clr|7|Easy}} || More damage and knockdown but will whiff when outside of {{clr|L|63214LP}} range.
| {{clr|M|2MP}} > {{clr|L|63214LP}} || Anywhere || 1400 || WIP || {{clr|7|Easy}} || More damage and knockdown but will whiff when outside of {{clr|L|63214LP}} range. || WIP
|-
|-
| {{clr|M|4MP}}/{{clr|M|1MK}} > {{clr|H|63214HK}} || Anywhere || 1400 || {{clr|7|Easy}} || More damage and knockdown but will whiff when outside of {{clr|L|63214LP}} range.
| {{clr|M|4MP}}/{{clr|M|1MK}} > {{clr|H|63214HK}} || Anywhere || 1400 || +42 || {{clr|7|Easy}} || More damage and knockdown but will whiff when outside of {{clr|L|63214LP}} range. || WIP
|-
|-
| {{clr|M|4MK}} > {{clr|M|63214MP}} || Anywhere || 1500 || {{clr|7|Easy}} ||
| {{clr|M|4MK}} > {{clr|M|63214MP}} || Anywhere || 1500 || WIP || {{clr|7|Easy}} || || WIP
|-
|-
| {{clr|M|2MK}}, {{clr|M|1MK}} > {{clr|H|63214HK}} || Anywhere || 1740 || {{clr|3|Hard}} || Has to hit the opponent at max range slide to work.
| {{clr|M|2MK}}, {{clr|M|1MK}} > {{clr|H|63214HK}} || Anywhere || 1740 || +42 || {{clr|3|Hard}} || Has to hit the opponent at max range slide to work. || WIP
|-
|-
| {{clr|M|j.MK}}, {{clr|M|4MK}} > {{clr|H|63214HK}} || Anywhere || 1820 || {{clr|4|Medium}} || Done when very close to the ground, like after falling from an air teleport. Can also be started with {{clr|M|j.MP}} for less damage.
| {{clr|M|j.MK}}, {{clr|M|4MK}} > {{clr|H|63214HK}} || Anywhere || 1820 || +42 || {{clr|4|Medium}} || Done when very close to the ground, like after falling from an air teleport. Can also be started with {{clr|M|j.MP}} for less damage. || WIP
|}
|}


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|+ {{big|Heavy Confirm Combos}}
|+ {{big|Heavy Confirm Combos}}
|-
|-
! Combo !! Position !! Damage !! Difficulty !! Notes  
! Combo !! Position !! Damage !! Advantage !! Difficulty !! Notes !! Video
|-
|-
| {{clr|H|1HP}} > {{clr|H|63214HP}} || Anywhere || 2000|| {{clr|7|Easy}} || If {{clr|H|1HP}} hits at further ranges then you'll have to do {{clr|M|63214MP}}.
| ({{clr|H|j.HP}}/{{clr|H|j.HK}}), {{clr|H|1HP}} > {{clr|H|63214HP}} || Anywhere || 2000/2280|| +45 || {{clr|7|Easy}} || If {{clr|H|1HP}} hits at further ranges then you'll have to do {{clr|M|63214MP}}. || WIP
|-
| {{clr|H|j.HP}}/{{clr|H|j.HK}}, {{clr|H|1HP}} > {{clr|H|63214HP}} || Anywhere || 2280|| {{clr|7|Easy}} ||  
|}
|}



Revision as of 12:46, 17 September 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Note: Any combo ender that leaves you +40 or higher will leave you plus if you instantly teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.

Normal Hit

Light Confirm Combos
Combo Position Damage Advantage Difficulty Notes Video
5LP/2LP/1LK, 2LP > 236HP/236PP Anywhere 950/1050 -2/+49 Very Easy Has to be point blank to make sure 2LP into 236HP works. Ending with 236HP leaves you -2, whereas ending with the OD version (236PP) knocks down. WIP
5LP/2LP/1LK, 2LP > 63214HK Anywhere 1430/1530 +42 Easy Point blank, same as above. It's not worth spending meter on 63214KK - just use the above combo if you want to spend meter. WIP
5LK > 63214LP Anywhere 1020 +33 Easy Has to be done somewhat close so that 63214LP can reach. WIP
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214HK Anywhere 1712-1848 +42 Medium Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. Up to three 2LPs can be linked to start this combo if done at point blank range. WIP
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 2HK/236236MP/214214K/236236K Anywhere WIP +19/31/33/59 Medium Same as above but with OD ender (63214PP) , which leads into sweep or any super. Level 2 super requires an immediate cancel, whereas the other enders are links. WIP


Medium Confirm Combos
Combo Position Damage Advantage Difficulty Notes Video
2MP, 236HP/236PP Anywhere 1020 -2/+49 Very Easy Has to be close enough so that 236HP can hit, further away they will be forced to block. 236HP leaves you -2, and 236PP knocks down (+49). WIP
2MP > 63214LP Anywhere 1400 WIP Easy More damage and knockdown but will whiff when outside of 63214LP range. WIP
4MP/1MK > 63214HK Anywhere 1400 +42 Easy More damage and knockdown but will whiff when outside of 63214LP range. WIP
4MK > 63214MP Anywhere 1500 WIP Easy WIP
2MK, 1MK > 63214HK Anywhere 1740 +42 Hard Has to hit the opponent at max range slide to work. WIP
j.MK, 4MK > 63214HK Anywhere 1820 +42 Medium Done when very close to the ground, like after falling from an air teleport. Can also be started with j.MP for less damage. WIP


Heavy Confirm Combos
Combo Position Damage Advantage Difficulty Notes Video
(j.HP/j.HK), 1HP > 63214HP Anywhere 2000/2280 +45 Easy If 1HP hits at further ranges then you'll have to do 63214MP. WIP

Drive Impact Punish

Combo Position Damage Difficulty Notes
DI, 4HP > 63214HP Anywhere 2520 Easy
DI, 4HP > 63214HK > 236236K Anywhere 4520 Easy Super ender without spending Drive Gauge. If not using super, it's better to use the above combo instead since it gives 3 extra frames of advantage and the same damage.
DI, 4HP > 63214PP, 2HK/236236MP Anywhere 2780/3500 Easy You can also do 236236HP super for slightly less damage.
DI, 4HP > 63214HK, 214214K Corner 4200 Easy Corner only.

Teleport Openers

Basic Teleport Combo
Medium


8PPP/KKK (instant), 6LP, 4MK>63214HK/63214MP

Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move

Drive Impact Counter

Punch it out
Medium


(in-air) 2LK/MK/HK in front of opponent or at tip of feet, 2LP, 2LP, 2LP

If anticipating drive impact, drill kick to front of opponent and jab it out


SF6 Navigation

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