Street Fighter 6/Dhalsim/Strategy

From SuperCombo Wiki


Neutral

Pokes

  • 2MP is one of your most important normals. It has solid range, speed, and is special-cancelable.
  • 5HK is another important special-cancelable normal. It has more range than 2MP but is slower and will whiff on crouchers. It can also combo at certain ranges on a punish counter.
  • 5MP and 5MK are solid pokes but are not cancelable. 5MP can recover in time to anti-air with 4MP if your opponent jumps it. Watch out for opponents trying to DI it, though. 5MK is good for when opponents try to stuff your other normals, try to low-profile, or try to armor (Marisa/Zangief).
  • 5HP is great for chunking away at your opponent's drive gauge, but is slow and easy to counterhit.

Offense

Frame Traps

Light Chains -



Okizeme and Mixups

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +31
  • Walk to manually time corner throw loop (also allows shimmy)
  • Dash leaves Dhalsim at +6 and too close for shimmy; requires slight manual delay on throw loop
  • Whiff 2LK for perfect +5 throw loop timing
  • DR~2MK leaves Dhalsim +5 oB for a good mixup between frame trap and tick throw
Back Throw +19
  • No real strike/throw oki after cornering the opponent
  • Can 2MK to become 0 oB, or DR~4MK to become +6 oB
Crouch Throw +35
  • Walk or Dash to manually time corner throw loop
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +22~37
HKD +37~52 (CH/PC)
+? (Juggle)
?
SA1 - 236236P
(Yoga Inferno)
+24 (L/M)
+27 (H)
?
SA2 - 214214K
(Yoga Sunburst)
+50 (close) ?
SA3/CA - 236236K
(Merciless Yoga)
HKD +19 ?

vs. Burnout

Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/2LK 2LP/1LK 4MK 4MP/1MK 5LK/1HK 2MK/1HP 5MK/2MP/2HK 5MP/4HP/4HK 5HP 5HK 2HP
5LP~DR 4 5 7 8 9 10 12 14 16 17 19
5LK~DR 6 7 9 10 11 12 14 16 18 19 21
5HK~DR 1 2 4 5 6 7 9 11 13 14 16
2LP~DR 3 4 6 7 8 9 11 13 15 16 18
2MP~DR 0 0 2 3 4 5 7 9 11 12 14
4MP~DR 0 0 1 2 3 4 6 8 10 11 13
4HP~DR 0 0 0 0 0 0 2 4 6 7 9
4MK~DR 0 0 0 0 0 0 1 3 5 6 8
1HP~DR 0 0 0 0 0 0 1 3 5 6 8
1MK~DR 0 1 3 4 5 6 8 10 12 13 15


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +5 ?
5LK~DR +6 ?
2LP~DR
1MK~DR +8 ?
2MP~DR +9 ?
5HK~DR +10 ?
4MP~DR +11 ?
4MK~DR +14 ?
4HP~DR +17 ?
1HP~DR


Defense

Reversals


Anti-Airs

  • 4MP for a traditional anti-air.
  • 4HP for a further reaching anti-air. Good for catching opponents neutral jumping or jumping backwards, along with hitting characters who can alter their jump to make your 4MP whiff (such as Kimberly with her Elbow Drop).
  • j.MP for air-to-air. Good for when your opponent is too close for your other options.

Anti-Projectile

  • 2HP is your main anti-projectile move and can be done on reaction.
  • 2MK/2HK can low-profile fireballs. 2MK can lead into a combo if spaced correctly, and 2HK grants a hard knockdown.
  • Yoga Float can be used to navigate past projectiles.

Fighting vs. Dhalsim


SF6 Navigation

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A.K.I.
Blanka
Cammy
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Ed
E. Honda
Guile
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Manon
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Ryu
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