Street Fighter 6/Dhalsim/Introduction: Difference between revisions

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{{ ReasonsToPick
{{ ReasonsToPick
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* '''Space Control Master:''' Dhalsim is a character meant to control the whole screen with all of his unconventional tools. No matter if the opponent is on the ground or in the air, Dhalsim tends to completely dictate neutral.
* being an undisputed master of space control, with normals that can hit every part of the screen (and a backup set for up close)
* '''Yoga Reach:''' Dhalsim has absolutely massive poking normals, along with an extra set of normals for close range by holding back. He has a myriad of normals meant for many different situations, and some of the longest reaching ones are even special cancelable. For any angle of both anti-air and grounded approach, Dhalsim has a button for it.
* weird yet powerful movement options including a teleport, float special, and teleport special
* '''Unique Air Movement:''' Thanks to Yoga Float and Yoga Teleport, Dhalsim's movement is like no other. He is able to poke from the air, float over throws, teleport with a fireball to cross-up the opponent, and anything else a creative player can think of. There is much reward to be gained from mastering his movement tools overall.
* lots of setups that can knowledge check unaware opponents and still lead to good outcomes against aware ones
* '''Required Knowledge Check:''' Against players that may not be familiar with how he works, Dhalsim is a wild card that tests how much one knows how to handle different situations. This can be a boon against people that don't have matchup knowledge, or have difficulties adjusting their gameplan when their default approach doesn't work. Even against veterans, Dhalsim's unconventional playstyle can be a mental roadblock for some people.
 
* '''Setup Heavy:'''  Dhalsim can use his unique moveset to setup many favorable situations which will take time to master.
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* '''Slow and Floaty:''' As it goes for Dhalsim, his unique movement is held back by his non-unique movement. His slow speed makes it difficult for him to strike/throw or pressure without solid use of his tools.
* being really darn slow and really super floaty
* '''Setup Heavy:''' Without time for Dhalsim to throw out his fireballs or make space between him and his opponent, he is notably weaker. Opponents that are able to rush him down and anti-air his pokes from Yoga Float can be difficult to deal with.
* needing those setups to get things that other characters get for free, like strike/throw mixups
* '''Very Limited Reversals:''' Dhalsim has no OD or Level 1 Super reversal and his Level 2 is very short range, forcing him to rely on Level 3 or Drive Reversal just to be able to reversal in most situations.
* no meterless or OD reversals
* '''Limb Hitboxes:''' Dhalsim's stretch attacks are susceptible to getting counterstruck at the very tip if he throws them out with reckless abandon, and the opponent is willing to take a risk or makes a good read. In some cases, he can even be command grabbed or caught in cinematic supers from full screen. Patience is a virtue in order to prevent having your offense be shut down on account of being overzealous with your approach.
* needing to cycle between many different pokes that all hit independent parts of the screen
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Revision as of 00:34, 22 July 2023

Introduction

A monk and yoga master from India who has served as a guide for countless suffering souls. Prefers to avoid conflict when possible, but his innate hatred of evil compels him to dispense stern justice.

Dhalsim is the archetypal normals zoner, a character who dominates the screen with incredibly long-range normals and a variety of projectiles. Dhalsim has the ability to stretch his limbs across huge portions of the screen, and is capable of covering entire lanes of movement, locking an opponent in place and checking their actions. Combined with his unorthodox movement, Dhalsim can be a difficult target to keep pinned down for long, and even more difficult to approach safely.

As a master of the art of yoga, Dhalsim is all about patient play and dedicated but rewarding moves. The key element of Dhalsim's kit is that many of his tools are very slow, but cash out for large reward if they land. For example, Dhalsim's 5HP, 5LK, and j.HP are slow to start up but deal great damage if they land and have exceptional reach. Dhalsim's jump might be slow, but it allows him a large amount of control over the screen thanks to his stellar air normals, and synergizes well with his divekick, Yoga Float and Yoga Teleport abilities. All of Dhalsim's crouching kicks slide him forward for dealing with opposing projectiles and other high attacks, and he has a good number of cancellable pokes that lead into respectable damage and okizeme. Overall, Dhalsim is very dominant at controlling the screen whether he's in the air or on the floor.

Dhalsim is also well known for his stellar setplay. If Dhalsim has gotten you blocking for long enough, he can set up for powerful mixup scenarios using Yoga Arch. The fireball launched from Yoga Arch controls a large portion of the screen and is difficult to deal with unless you spend resources, giving Dhalsim a way to funnel you into specific responses. Similarly, Dhalsim's reward once he's gotten a hit is fairly good. He does great damage and can often spend resources to set up for additional mixup scenarios to snowball his damage. His various Teleports also allow him to go on the offensive once he has an opponent afraid of his reach, opening them up for simple, yet devastating returns.

Dhalsim's largest weakness should be obvious- his speed. While a fair tradeoff for his reach, Dhalsim is undeniably one of the slowest characters in the game, both on the ground and in the air. He often requires additional setup to make situations like strike/throw possible where other characters can threaten it in basic pressure. His speed also makes him a prime target for aggressive characters, and he often has to fight hard to control neutral against them. Without a fully invulnerable reversal to bank on, Dhalsim often has to be very careful when he's in a pressure situation.

Overall, Dhalsim is a great character for those who have the patience and confidence to play him. If you like belligerent screen control combined with lots of reward for zen-like patience, begin your inner cultivation with Dhalsim.

Yoga!

Pick if you like: Avoid if you dislike:
  • being an undisputed master of space control, with normals that can hit every part of the screen (and a backup set for up close)
  • weird yet powerful movement options including a teleport, float special, and teleport special
  • lots of setups that can knowledge check unaware opponents and still lead to good outcomes against aware ones
  • being really darn slow and really super floaty
  • needing those setups to get things that other characters get for free, like strike/throw mixups
  • no meterless or OD reversals
  • needing to cycle between many different pokes that all hit independent parts of the screen

Classic & Modern Versions Comparison

Here is the list of differences when playing Modern Dhalsim:

Missing Normals

  • Standing Light Kick
  • Standing Medium Kick
  • Crouching Heavy Kick
  • Jumping Light Punch
  • Jumping Medium Kick
  • Jumping Heavy Kick

Missing Command Normals

  • Yoga Mountain [4HK]
  • Karma Kick [1HK]
  • Yoga Mummy [j.2LP]

Shortcut-Only Specials

  • Yoga Arch [6S] (M / M.OD Only)
  • Yoga Blast [2S] (H / OD Only)

Miscellaneous Changes

  • Divine Kick [4MK] is now the Starter for M Auto Combo

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