Street Fighter 6/Dhalsim/Combos

From SuperCombo Wiki


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

Notes:

  • 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.
  • 1HK can be linked after any combo ending with 63214HK in the corner.

Normal Hit

Light Confirm Combos
Combo Position Damage Advantage Difficulty Notes Video
5LP/2LP/1LK, 2LP > 236HP/236PP Anywhere ~1050/1370 -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 (>236236K) Anywhere ~1530/3930 +42/19 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 (> 236236K) Anywhere ~1799/3799 +42/19 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, 2MK/2HK/236236MP Anywhere ~1805/1973/2471 +11/33/31 Medium Same as above but with OD ender (63214PP) , which leads into slides or any super. 2MK leads into a reset, while 2HK gives better damage and a knockdown. 236236K ender will do slightly less damage than the above combo if you start with more than one light, but will deal slightly more if you do start with one light (so not really worth doing). WIP
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP > 214214HK Anywhere ~2771 +~59 Medium Same combo as above but with Level 2 ender (214214HK), which requires a cancel instead of a link. Frame advantage seems somewhat variable depending on when you do it, but is still quite plus. Only does a jab's worth more damage than the above combo with Level 1 ender (236236MP), so probably not worth doing most of the time. It does leave you plus enough for a teleport mixup, however.
5LP/2LP/5LK > DR~5LP/2LP, 4MP > 63214PP, 5HK (, 236236HP) Anywhere ~1931/2615 +39/34 Medium Does a bit more damage than 236236MP ender in the fifth combo, but 236236HP will whiff if the combo was started with more than two jabs or if 5LK connected from too far away. 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 +33 Easy More damage and knockdown but will whiff when outside of 63214LP range. WIP
2MP > DR~4MK > 63214HP Anywhere 1926 +45 Medium Main combo from 2MP. Tricky (but possible) to get 4MK after a max range 2MP. WIP
2MP > DR~4MK > 63214PP, 2HK/236236MP/214214HK/236236K Anywhere WIP +19/31/33/59 Medium Same as above but with OD ender (63214PP) , which leads into sweep or any super. 2MP has to be done fairly close or else 236236K will whiff. WIP
2MP > DR~4MK > 63214PP, 5HK (, 236236HP) Anywhere 2126/3158 +39/34 Medium Does a bit more damage than 236236MP ender in the above combo, but 2MP has to be done decently close or else 236236HP will whiff. 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 +33 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

Punish Combos

Drive Impact

Combo Position Damage Advantage Difficulty Notes Video
DI, 4HP > 63214HP Anywhere 2520 +45 Very Easy WIP
DI, 4HP > 63214HK > 236236K Anywhere 4520 +42 Easy Level 3 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. WIP
DI, 4HP > 63214HK, 214214K Corner 4200 WIP Easy Level 2 ender. Corner only. WIP
DI, 4HP > 63214PP, 2HK/236236MP Anywhere 2780/3500 WIP Easy You can also do 236236HP super for slightly less damage. WIP

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

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu