Street Fighter 6/Dhalsim/Combos

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Revision as of 16:30, 1 August 2023 by WhatTheCookie (talk | contribs) (→‎Links and Starters: Added a template, fixed poor notation and added real combos)


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

Normal Hit

Light Confirm Combos
Combo Position Damage Difficulty Notes
5LP/2LP/1LK, 1LP > 236HP Anywhere 950/1050 Very Easy Has to be point blank to make sure 2LP into 236HP works. You can also OD the 236P for a knockdown.
5LP/2LP/1LK, 1LP > 63214HK Anywhere 1430/1530 Medium Point blank, same as above.
5LK > 63214LP Anywhere 1020 Easy Has to be done somewhat close so that 63214LP may reach.


Medium Confirm Combos
Combo Position Damage Difficulty Notes
2MP, 236HP Anywhere 1020 Very Easy Has to be close enough so that 236HP can hit, further away they will be forced to block.
2MP > 63214LP Anywhere 1400 Easy More damage and knockdown but will whiff when outside of 63214LP range.
4MP/1MK > 63214HK Anywhere 1400 Easy More damage and knockdown but will whiff when outside of 63214LP range.
4MK > 63214MP Anywhere 1500 Easy
2MK, 1MK > 63214HK Anywhere 1740 Hard Has to hit the opponent at max range slide to work.
4MK > 63214MP Anywhere 1500 Easy
j.MK, 4MK > 63214HK Anywhere 1820 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.


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

Drive Impact Punish

Easy


DI, 4HP~4HP, 63214MP+HP, HK, Lvl 1 Super

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


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