< Street Fighter 6 | Dhalsim
(→Punish Counter Combos: added counter hit section. added combos) |
(→Combo Enders: added 63214pp, 236236lp ender) |
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| ...{{clr|10|63214PP}}, {{clr|H|5HP}} || Anywhere || 1800 || +2 || Highest damage meterless follow-up that leaves the opponent far away but has poor frame advantage. || WIP | | ...{{clr|10|63214PP}}, {{clr|H|5HP}} || Anywhere || 1800 || +2 || Highest damage meterless follow-up that leaves the opponent far away but has poor frame advantage. || WIP | ||
|- | |- | ||
| ...{{clr|10|63214PP}}, {{clr|M|236236MP}} || Anywhere || 2900 || +25-31 || Universal level 1 ender. Frame advantage varies slightly depending on when {{clr|M|236236MP}} is performed. || WIP | | ...{{clr|10|63214PP}}, {{clr|M|236236MP}}/{{clr|L|236236LP}} || Anywhere || 2900/2720 || +25-31/+27-30 || Universal level 1 ender. Frame advantage varies slightly depending on when {{clr|M|236236MP}}/{{clr|L|236236LP}} is performed. Use {{clr|L|236236LP}} if {{clr|10|63214PP}} connects near max range. || WIP | ||
|- | |- | ||
| ...{{clr|10|63214PP}}, {{clr|H|5HK}} > {{clr|H|236236HP}} || Close || 3232 || +34 || Higher damage level 1 ender, but requires the opponent to be close or else {{clr|H|236236HP}} will whiff. || [https://youtu.be/sYD0PPi3uoc Link] | | ...{{clr|10|63214PP}}, {{clr|H|5HK}} > {{clr|H|236236HP}} || Close || 3232 || +34 || Higher damage level 1 ender, but requires the opponent to be close or else {{clr|H|236236HP}} will whiff. || [https://youtu.be/sYD0PPi3uoc Link] |
Revision as of 01:47, 29 January 2024
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) |
Combo Enders
Since Dhalsim's combo enders are freeform and mainly just depend on Drive Gauge/Super/positioning, the enders are listed here to prevent redundancy.
63214K
Ender | Position | Damage | Advantage | Notes |
---|---|---|---|---|
...63214HK | Anywhere | 1200 | +42 | Meterless knockdown that leaves you plus enough for oki with an immediate teleport afterward. Requires the opponent to be hit while standing or for them to be hit with a move that forces stand (such as 4MP). |
...63214HK > 236236K | Anywhere | 4800 | +19 | Level 3 cancel from 63214HK. Does a lot more damage but has worse frame advantage. |
...63214HK, 1HK | Corner | 2100 | +40 | Free extra damage with 1HK. Corner only. |
...63214HK, 214214HK | Corner | 4000 | +50 | Level 2 ender that doesn't cost Drive Gauge but can only be done in the corner. |
...63214KK > 214214HK | Anywhere | 3240 | +54 | Level 2 ender that can be done anywhere but requires Drive Gauge. Requires using 63214KK instead of 63214HK. Expensive with similar damage to a level 1 ender, so not too useful. It does carry the opponent quite far and is very plus, however. Does less damage than 63214PP version but is 12 frames instead of 18 frames. |
63214P
Ender | Position | Damage | Advantage | Notes | Video |
---|---|---|---|---|---|
...63214LP | Anywhere | 800 | +33 | Usually done from certain lights or mediums. | N/A |
...63214MP | Anywhere | 900 | +33 | Usually done from certain mediums or heavies. | N/A |
...63214HP | Anywhere | 1200 | +45 | Meterless knockdown with enough frame advantage for oki with a teleport afterward. Teleport needs to be delayed slightly to prevent opponent from teching out of range after it. | WIP |
...63214HP > 236236K | Close | 4800 | +19 | Level 3 cancel from 63214HP. Does a lot more damage but has worse frame advantage. Has to be done close or else 236236K will whiff. | WIP |
...63214PP, 2MK | Anywhere | 1300 | +5-11 | Meterless follow-up that leaves the opponent point-blank, allowing for a mixup. Can be useful for going on offense without switching sides with a 63214HK teleport setup. Frame advantage varies depending on when 2MK is performed. | WIP |
...63214PP, 5HK | Anywhere | 1600 | +39 | Meterless follow-up that leaves the opponent far away with good frame advantage. 5HK can be canceled into a charged fireball or a regular safe fireball. | WIP |
...63214PP, 2HK | Anywhere | 1700 | +31-33 | Meterless follow-up that keeps the opponent close. Frame advantage varies slightly depending on when 2HK is performed. | WIP |
...63214PP, 5HP | Anywhere | 1800 | +2 | Highest damage meterless follow-up that leaves the opponent far away but has poor frame advantage. | WIP |
...63214PP, 236236MP/236236LP | Anywhere | 2900/2720 | +25-31/+27-30 | Universal level 1 ender. Frame advantage varies slightly depending on when 236236MP/236236LP is performed. Use 236236LP if 63214PP connects near max range. | WIP |
...63214PP, 5HK > 236236HP | Close | 3232 | +34 | Higher damage level 1 ender, but requires the opponent to be close or else 236236HP will whiff. | Link |
...63214PP > 214214HK | Anywhere | 3600 | +58 | Level 2 ender that can be done anywhere but requires Drive Gauge. Expensive with similar damage to a level 1 ender, so not too useful. It does carry the opponent quite far and is very plus, however. Does more damage than 63214KK version but is 18 frames instead of 12 frames. | WIP |
Drive Rush
Ender | Position | Damage | Advantage | Notes | Video |
---|---|---|---|---|---|
...DR~4MK > 63214HK/63214HP/63214PP.../DR~1HP... | Anywhere | 1800 / Variable | +42 / +45 / Variable | Follow-ups from Drive Rush 4MK. | WIP |
...DR~4MK, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... | Close | 2160 / 1920 / Variable | +42 / +33 / Variable | A bit more damage than the above ender, but has to be done closer and can't go into 63214HP. | WIP |
...DR~1HP > 63214HK/63214HP/63214PP.../DR~1HP... | Anywhere | 2000 / Variable | +42 / +45 / Variable | Follow-ups from Drive Rush 1HP. | WIP |
...DR~1HP, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... | Close | 2360 / 2120 / Variable | +42 / +33 / Variable | A bit more damage than the above ender, but has to be done closer and can't go into 63214HP. | WIP |
Links and Starters
Notes:
- Any combo ender that leaves you +40 or higher will leave you plus if you teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.
- Any combo ending with 63214HK will whiff if the opponent was crouching as you started the combo, unless you use a move to force stand like 4MP.
Normal Hit
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
2LP/5LK > 236HP/236MPHP | Anywhere | ~1050/1370 | Very Easy | Has to be point blank for 236HP to connect after 5LP > 2LP. 2LP can hit at almost max range for 236MPHP to connect. Both fireballs can connect from further away if starting with 5LK. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236MPHP) knocks down (~ +49). Frame advantage changes slightly based on spacing. | Link |
5LP/2LP/1LK, 2LP > 63214HK | Anywhere | ~1530 | Easy | Has to be done point blank if starting with 5LP > 2LP, same as above. 63214HK can connect from slightly further if starting with just one 2LP. | Link |
2LP > 236236MP | Anywhere | WIP | Easy | Level 1 ender without spending Drive Gauge. | WIP |
2LP/5LK > 236236K | Anywhere | ~3770 | Easy | Level 3 ender without spending Drive Gauge. Overall best light confirm route into level 3 - 63214HK ender requires the opponent to be standing, and DR~5LP... ender costs 3 bars of Drive Gauge along with dealing nearly identical damage to this combo. | WIP |
5LK > 63214LP | Anywhere | 1020 | Easy | Has to be done somewhat close so that 63214LP can reach. | Link |
5LP/2LP/5LK > DR~5LP, 4MP > 63214HK/63214PP.../DR~1HP... | Anywhere | ~1799/Variable | 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. See "Combo Enders" section for follow-ups. | Link |
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
2MP > 236HP/236MPHP | Anywhere | 1200/1600 | Very Easy | Has to be close enough so that 236HP can hit, further away they will be forced to block. 2MP can hit from slightly further away if ending with 236MPHP. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236MPHP) knocks down (~ +49). Frame advantage changes slightly based on spacing. | Link |
2MP > 63214LP/63214PP.../DR~4MK... | Anywhere | 1400/Variable | Easy | More damage and knockdown than 236HP ender in above combo but has to be done slightly closer or else 63214LP will whiff. 63214PP will connect from a bit further than 63214LP. Tricky (but possible) to get 4MK after a nearly max range 2MP. | Link |
2MP > 236236LP | Anywhere | WIP | Easy | Level 1 ender without spending Drive Gauge. | WIP |
4MP > 63214HK/63214PP.../DR~1HP... | Anywhere | 1900/Variable | Easy | 4MP follow-ups. | WIP |
4MK > 63214HK/63214MP/63214PP.../DR~1HP... | Anywhere | 1800/1500/Variable | Easy | 4MK follow-ups. | WIP |
1MK > 63214HK/63214LP/63214PP.../DR~4MK... | Anywhere | 1460/WIP/Variable | Easy | 1MK follow-ups. | WIP |
2MK, 2LP... | Anywhere | Variable | Medium | Easier, but less rewarding link from slide. Can be ended with any applicable light ender. 5LP will whiff if slide was done from far away enough, so it's better to opt for 2LP for the range. | WIP |
2MK, 1MK... | Anywhere | Variable | Hard | Harder, but more rewarding link from slide. Has to hit the opponent at max range slide to work. See 1MK follow-ups above. | WIP |
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
1HP > 63214MP/63214HP/63214PP.../DR~1HP... | Anywhere | 1700/2000/Variable | Easy | If 1HP hits at further ranges then you'll have to do 63214MP. | WIP |
5HK > DR~1HP... | Anywhere | WIP + Ender | Easy | WIP | |
(Instant Air Yoga Float), j.HK (close), 4MK... | Anywhere | WIP + Ender | Easy | Confirm from j.HK at Yoga Float height while close. | WIP |
(Instant Air Yoga Float), j.HK (further), 1HP... | Anywhere | WIP + Ender | Easy | Confirm from j.HK at Yoga Float height from further, where it connects a bit later into its active frames. | WIP |
(Instant Air Yoga Float), j.HP (close), 1HP... | Anywhere | WIP + Ender | Easy | Confirm from j.HP at Yoga Float height while close. | WIP |
(Instant Air Yoga Float), j.HP (further), 2MP... | Anywhere | WIP + Ender | Easy | Confirm from j.HP at Yoga Float height from further. | WIP |
Combo | Position | Damage | Advantage | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
(Yoga Arch Connects), 5HK/2HK/5HP | Anywhere | 1400/1500/1600 | +41/32/6 | Very Easy | Meterless combo from Yoga Arch. | WIP |
(Yoga Arch Connects), DR~4MP > 63214HP | Anywhere | WIP | WIP | Medium | WIP | |
(Yoga Arch Connects), DR~4MP > 63214PP, 2HK/236236MP/236236HP | Anywhere | WIP | WIP | Medium | One hit of 63214PP will whiff. 236236MP does slightly more damage than 236236HP but requires being closer and is overall less consistent. | WIP |
(Yoga Arch Connects), DR~4MP > 63214KK > 214214HK | Anywhere | WIP | WIP | Medium | Level 2 ender | WIP |
Counter Hit Combos
Regular Hit
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
(Instant Air Yoga Float) j.MP, 236236MP/236236LP | Anywhere | WIP/WIP | Easy | Use 236236LP if j.MP connects at max range, otherwise use 236236MP for more damage. | WIP |
Punish Counter Combos
Regular Hit
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
5LP, 4MP > 63214HK/63214PP.../DR~1HP... | Anywhere | 1950/Variable | Easy | +4f punish combo. Starting with 2LP is pointless since the rest of the combo will whiff when started outside of 5LP range anyway. | WIP |
4MK, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... | Anywhere | WIP/WIP/Variable | Easy | +7f punish combo. | WIP |
(Instant Air Yoga Float), j.MP, 2MP... | Anywhere | WIP + Ender | Easy | Usually done when punishing a close fireball. | WIP |
1HP, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... | Anywhere | WIP/WIP/Variable | Easy | +10f punish combo. Same link as above but with 1HP starter. | WIP |
5HK, 1HP/4HP > 63214HP/63214PP.../DR~1HP... | Anywhere | 2720/2820 | Easy | +17f punish combo. Cancel into Drive Rush to link the 1HP/4HP if further away. Use 4HP for a bit more damage if really close to opponent. | WIP |
5HK > DR~2MP > 63214MP/236236LP | Anywhere | 2082/WIP | Easy | Further range variant of the above combo. | WIP |
5HK, 5HK... | Anywhere | WIP + Ender | Easy | Link into a second 5HK, which can lead into whatever. | WIP |
DR~5HK > 6PPP, 5LP > 2LP... | Anywhere | WIP + Ender | Easy | Side switch teleport combo. Can be ended with any applicable light ender. | WIP |
(Instant Air Yoga Float), j.HK, 1HP > 63214HK/63214HP/63214PP.../DR~1HP... | Anywhere | 2440/Variable | Easy | Yoga Float punish combo. Typically used to punish a whiffed throw. | WIP |
(Instant Air Yoga Float), j.MP, 236236LP | Anywhere | WIP | Easy | Punish combo from j.MP, usually done to punish a close fireball. | WIP |
Drive Impact
Combo | Position | Damage | Difficulty | Notes | Video |
---|---|---|---|---|---|
DI, 4HP > 63214HK/63214HP/63214PP... | Anywhere | WIP/2520/Variable | Easy | 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