< Street Fighter 6 | Dhalsim
No edit summary |
No edit summary |
||
(26 intermediate revisions by 2 users not shown) | |||
Line 9: | Line 9: | ||
| hp = 10000 | | hp = 10000 | ||
| throwRange = 0.8 | | throwRange = 0.8 | ||
| throwHurtbox = | | throwHurtbox = 0.33 | ||
| fwdWalkSpd = 0.028 | | fwdWalkSpd = 0.028 | ||
| bwdWalkSpd = 0.025 | | bwdWalkSpd = 0.025 | ||
Line 49: | Line 49: | ||
| punishAdv = (Frame advantage on Punish Counter + effects like Spin, Tumble, Crumple, etc.) | | punishAdv = (Frame advantage on Punish Counter + effects like Spin, Tumble, Crumple, etc.) | ||
| perfParryAdv = (Frame advantage of a move that is Perfect Parried on the first active frame, or a range of values for moves that can be spaced out) | | perfParryAdv = (Frame advantage of a move that is Perfect Parried on the first active frame, or a range of values for moves that can be spaced out) | ||
| DRcancelHit = (Hit advantage of a NORMAL CANCELED INTO DRIVE RUSH on hit; calculated from the moment a | | DRcancelHit = (Hit advantage of a NORMAL CANCELED INTO DRIVE RUSH on hit; calculated from the moment a follow-up attack is possible) | ||
| DRcancelBlk = (Block advantage of a NORMAL CANCELED INTO DRIVE RUSH on block; calculated from the moment a | | DRcancelBlk = (Block advantage of a NORMAL CANCELED INTO DRIVE RUSH on block; calculated from the moment a follow-up attack is possible) | ||
| afterDRHit = (Hit advantage of a normal/command normal when used AFTER Drive Rush; +4 from hitAdv, but may also affect juggle state) | | afterDRHit = (Hit advantage of a normal/command normal when used AFTER Drive Rush; +4 from hitAdv, but may also affect juggle state) | ||
| afterDRBlk = (Block advantage of a normal/command normal when used AFTER Drive Rush; +4 from blockAdv) | | afterDRBlk = (Block advantage of a normal/command normal when used AFTER Drive Rush; +4 from blockAdv) | ||
Line 80: | Line 80: | ||
| hitboxes = SF6_Dhalsim_5lp_hitbox.png | | hitboxes = SF6_Dhalsim_5lp_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
Line 157: | Line 157: | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VM|-6}} | | hitAdv = {{sf6-adv|VM|-6}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|VM|-11}} | ||
| punishAdv = KD +32 | | punishAdv = KD +32 | ||
| perfParryAdv = {{sf6-adv|VM|-29}} | | perfParryAdv = {{sf6-adv|VM|-29}} | ||
Line 183: | Line 183: | ||
| hitboxes = SF6_Dhalsim_5lk_hitbox.png | | hitboxes = SF6_Dhalsim_5lk_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 9 | | startup = 9 | ||
| active = 4 | | active = 4 | ||
Line 210: | Line 210: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Extremely long range for a light normal, but has startup similar to a medium poke | | notes = Extremely long range for a light normal, but has startup similar to a medium poke; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 260: | Line 260: | ||
| cancel = Sp SA | | cancel = Sp SA | ||
| hitconfirm = 20 | | hitconfirm = 20 | ||
| hitAdv = {{sf6-adv|P|+ | | hitAdv = {{sf6-adv|P|+3}} | ||
| blockAdv = {{sf6-adv|VM|-6}} | | blockAdv = {{sf6-adv|VM|-6}} | ||
| punishAdv = {{sf6-adv|VP|+21 Stagger}} | | punishAdv = {{sf6-adv|VP|+21 Stagger}} | ||
| perfParryAdv = {{sf6-adv|VM|-21}} | | perfParryAdv = {{sf6-adv|VM|-21}} | ||
| DRcancelHit = {{sf6-adv|VP|+ | | DRcancelHit = {{sf6-adv|VP|+12}} | ||
| DRcancelBlk = {{sf6-adv| | | DRcancelBlk = {{sf6-adv|P|+3}} | ||
| afterDRHit = {{sf6-adv| | | afterDRHit = {{sf6-adv|VP|+7}} | ||
| afterDRBlk = {{sf6-adv|M|-2}} | | afterDRBlk = {{sf6-adv|M|-2}} | ||
| hitstun = | | hitstun = 26 | ||
| blockstun = 17 | | blockstun = 17 | ||
| hitstop = 13 | | hitstop = 13 | ||
Line 276: | Line 276: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 air | ||
| jugIncrease = | | jugIncrease = 6 | ||
| jugLimit = | | jugLimit = 1 | ||
| notes = Cannot hit crouching opponents from longer range due to upward angle; extremely long range cancelable poke and anti-air; puts airborne opponents into limited juggle state; stagger on Punish Counter can combo into 5HP at most ranges, or can confirm into Drive Rush for stronger punishes; leg has an extended hurtbox 2f before active that is vulnerable to projectiles, and 1f before active that can be counterpoked; tip of Dhalsim's foot hurtbox is anti-air invincible on frames 16-23 | | notes = Cannot hit crouching opponents from longer range due to upward angle; extremely long range cancelable poke and anti-air; puts airborne opponents into limited juggle state; stagger on Punish Counter can combo into 5HP at most ranges, or can confirm into Drive Rush for stronger punishes; leg has an extended hurtbox 2f before active that is vulnerable to projectiles, and 1f before active that can be counterpoked; tip of Dhalsim's foot hurtbox is anti-air invincible on frames 16-23; special/DR cancel is delayed until after 2nd recovery frame | ||
}} | }} | ||
Line 290: | Line 290: | ||
| hitboxes = SF6_Dhalsim_2lp_hitbox.png | | hitboxes = SF6_Dhalsim_2lp_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
Line 456: | Line 456: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Medium range slide; semi-low profile 10-30f; can lead to | | notes = Medium range slide; semi-low profile 10-30f; can lead to follow-up combos or pressure if well spaced; opponent has a different reeling animation when spaced to be +4 or better on hit | ||
}} | }} | ||
Line 489: | Line 489: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Long range slide; low profile 8-39f; best version of slide for countering projectiles | | notes = Long range slide; low profile 8-39f; best version of slide for countering projectiles; has juggle potential (no longer a Hard Knockdown if juggled into) | ||
}} | }} | ||
Line 508: | Line 508: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| perfParryAdv = ≤ {{sf6-adv|M|-2}} | |||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 519: | Line 520: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only | ||
}} | }} | ||
Line 538: | Line 539: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| perfParryAdv = ≤ {{sf6-adv|M|-2}} | |||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 11 | | blockstun = 11 | ||
Line 568: | Line 570: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| perfParryAdv = ≤ {{sf6-adv|M|-2}} | |||
| hitstun = 23 | | hitstun = 23 | ||
| blockstun = 19 | | blockstun = 19 | ||
Line 579: | Line 582: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Causes spike knockdown vs. airborne opponents; very long horizontal range on 2nd active frame, then hits far below Dhalsim (hurtbox extends outside the hitbox, making it prone to trading/losing to anti-airs) | | notes = Causes spike knockdown vs. airborne opponents; very long horizontal range on 2nd active frame, then hits far below Dhalsim (hurtbox extends outside the hitbox, making it prone to trading/losing to anti-airs); can hit as an instant overhead (but slow startup makes this incredibly risky; too slow for fuzzy overhead setups) | ||
}} | }} | ||
Line 597: | Line 600: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| perfParryAdv = ≤ {{sf6-adv|M|-2}} | |||
| hitstun = 12 | | hitstun = 12 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 608: | Line 612: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Cross-up; can be used as | | notes = Cross-up; can be used as an instant overhead (no fuzzy setup required; works on all crouchers) | ||
}} | }} | ||
Line 627: | Line 631: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| perfParryAdv = ≤ {{sf6-adv|M|-2}} | |||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 13 | | blockstun = 13 | ||
Line 638: | Line 643: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Good horizontal range and a downward angle (very effective at stopping approaches when used out of Float) | | notes = Good horizontal range and a downward angle (very effective at stopping approaches when used out of Float); can be used as an instant overhead vs. Dee Jay/JP/Marisa/Zangief, or as a fuzzy instant overhead vs. opponents in Burnout | ||
}} | }} | ||
Line 657: | Line 662: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| perfParryAdv = ≤ {{sf6-adv|M|-2}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 706: | Line 712: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand on hit; good close-range anti-air but cannot hit cross-up; only 1st active frame can hit crouching opponents making it a poor meaty option; all active frames are cancelable giving it a lenient hitconfirm window | | notes = Forces stand on hit; good close-range anti-air but cannot hit cross-up; only 1st active frame can hit crouching opponents making it a poor meaty option; all active frames are cancelable giving it a lenient hitconfirm window; special/DR cancel is delayed until after 4th active frame | ||
}} | }} | ||
Line 859: | Line 865: | ||
| hitboxes = SF6_Dhalsim_1lk_hitbox.png | | hitboxes = SF6_Dhalsim_1lk_hitbox.png | ||
| damage = 200 | | damage = 200 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
Line 920: | Line 926: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Acts like a standard cancelable 2MK but with below-average range; Range: 1.19 | | notes = Acts like a standard cancelable 2MK but with below-average range; Range: 1.19; DR cancel is delayed until after active frames | ||
}} | }} | ||
Line 981: | Line 987: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | airborne = Until Land (FKD) | ||
| jugIncrease = | | jugStart = 1 air | ||
| jugLimit = | | jugIncrease = 1 | ||
| notes = Cancelable into Air Teleport or Yoga Comet until the final 6 active frames before landing; can come out on 8th airborne jump frame at the earliest | | jugLimit = 1 | ||
| notes = Cancelable into Air Teleport or Yoga Comet until the final 6 active frames before landing; can come out on 8th airborne jump frame at the earliest; puts airborne opponent into limited juggle state | |||
}} | }} | ||
Line 1,013: | Line 1,020: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| airborne = Until Land (FKD) | |||
| jugStart = | | jugStart = | ||
| jugIncrease = | | jugIncrease = | ||
Line 1,045: | Line 1,053: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| airborne = Until Land (FKD) | |||
| jugStart = | | jugStart = | ||
| jugIncrease = | | jugIncrease = | ||
Line 1,077: | Line 1,086: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| airborne = Until Land (FKD) | |||
| jugStart = | | jugStart = | ||
| jugIncrease = | | jugIncrease = | ||
Line 1,198: | Line 1,208: | ||
| damage = 250x2 recoverable | | damage = 250x2 recoverable | ||
| chip = 62,63 recoverable | | chip = 62,63 recoverable | ||
| startup = 20 | | startup = 20(18) | ||
| active = 3(6)3 | | active = 3(6)3 | ||
| recovery = 26(32) | | recovery = 26(32) | ||
Line 1,204: | Line 1,214: | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = KD + | | hitAdv = KD +24 | ||
| blockAdv = {{sf6-adv|VM|- | | blockAdv = {{sf6-adv|VM|-6}} | ||
| punishAdv = KD + | | punishAdv = KD +24 | ||
| perfParryAdv = {{sf6-adv|VM|-27}} | | perfParryAdv = {{sf6-adv|VM|-27}} | ||
| blockstun = | | blockstun = 32 total | ||
| hitstop = 4,16 | | hitstop = 4,16 | ||
| driveGain = -20000 | | driveGain = -20000 | ||
| invuln = 1-22 Full | | invuln = 1-22(20) Full | ||
| armor = Break | | armor = Break | ||
| jugStart = 200 (2nd) | | jugStart = 200 (2nd) | ||
| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = 2 hits, 6f extra recovery on hit; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster | | notes = 18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 2 hits, 6f extra recovery on hit; both hits knock down; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster | ||
}} | }} | ||
Line 1,228: | Line 1,238: | ||
| dmgScaling = 50% Multiplier (Perfect) | | dmgScaling = 50% Multiplier (Perfect) | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 12 or until released | ||
| recovery = | | recovery = 33(1)(11) | ||
| total = | | total = 45(3) | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
Line 1,237: | Line 1,247: | ||
| driveGain = -5000,250~ | | driveGain = -5000,250~ | ||
| invuln = 6 Full (after Perfect Parry) | | invuln = 6 Full (after Perfect Parry) | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | | notes = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. | ||
}} | }} | ||
Line 1,262: | Line 1,272: | ||
== Special Moves == | == Special Moves == | ||
=== Yoga Fire === | === Yoga Fire === | ||
===== | ===== 236P ===== | ||
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_236p | moveType = special | {{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_236p | moveType = special | ||
| input = 236P | | input = 236P | ||
Line 1,304: | Line 1,314: | ||
| damage = 400x2 | | damage = 400x2 | ||
| chip = 200x2 | | chip = 200x2 | ||
| startup = | | startup = 43 | ||
| active = - | | active = - | ||
| recovery = | | recovery = 30 | ||
| total = | | total = 73 | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 11 | | hitconfirm = 11 | ||
| hitAdv = KD + | | hitAdv = KD +51 | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
| punishAdv = KD + | | punishAdv = KD +51 | ||
| perfParryAdv = {{sf6-adv|VM|- | | perfParryAdv = {{sf6-adv|VM|-9}} | ||
| blockstun = | | blockstun = 28(20) | ||
| hitstop = 8,8 | | hitstop = 8,8 | ||
| driveDmgBlk = 2000x2 | | driveDmgBlk = 2000x2 | ||
Line 1,322: | Line 1,332: | ||
| superGainHit = 400x2 (280x2) | | superGainHit = 400x2 (280x2) | ||
| superGainBlk = 200x2 (100x2) | | superGainBlk = 200x2 (100x2) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1,1 | ||
| jugLimit = | | jugLimit = 6,7 | ||
| projSpeed = LP 0.033 / MP 0.044 / HP 0.06 | | projSpeed = LP 0.033 / MP 0.044 / HP 0.06 | ||
| notes = 2-hit projectile; speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range | | notes = 2-hit projectile; speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range | ||
Line 1,463: | Line 1,473: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit stationary projectile hitbox; on Perfect Parry, opponent only has 1f recovery despite no screen freeze | | notes = 1-hit stationary projectile hitbox; on Perfect Parry, opponent only has 1f recovery despite no screen freeze; SA3 cancel has 2f startup to ensure combo consistency | ||
}} | }} | ||
Line 1,495: | Line 1,505: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit stationary projectile hitbox (both hits come out even if final active frame connects); on Perfect Parry, opponent only has 1f recovery despite no screen freeze | | notes = 2-hit stationary projectile hitbox (both hits come out even if final active frame connects); on Perfect Parry, opponent only has 1f recovery despite no screen freeze; SA3 cancel has 2f startup to ensure combo consistency | ||
}} | }} | ||
Line 1,527: | Line 1,537: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 3-hit projectile hitbox (only 1-hit if final active frame connects, otherwise all 3 hits come out); hitbox range increases until reaching max range on 3rd active frame; slightly better advantage at max range; on Perfect Parry, opponent only has 1f recovery despite no screen freeze | | notes = 3-hit projectile hitbox (only 1-hit if final active frame connects, otherwise all 3 hits come out); hitbox range increases until reaching max range on 3rd active frame; slightly better advantage at max range; on Perfect Parry, opponent only has 1f recovery despite no screen freeze; SA3 cancel has 2f startup to ensure combo consistency | ||
}} | }} | ||
Line 1,559: | Line 1,569: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 5-hit OD projectile hitbox that launches opponent upward into a limited juggle state; causes free juggle state if only the 5th hit connects vs. airborne opponent; 5th hit does not connect on grounded opponents (only 4 hits on block) | | notes = 5-hit OD projectile hitbox that launches opponent upward into a limited juggle state; causes free juggle state if only the 5th hit connects vs. airborne opponent; 5th hit does not connect on grounded opponents (only 4 hits on block); SA3 cancel has 2f startup to ensure combo consistency | ||
}} | }} | ||
Line 1,594: | Line 1,604: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit | | notes = Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit; whiffs on crouching opponents | ||
}} | }} | ||
Line 1,627: | Line 1,637: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit | | notes = Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit; whiffs on crouching opponents | ||
}} | }} | ||
Line 1,660: | Line 1,670: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; steps forward during startup (otherwise identical to MK version); puts opponent into limited juggle state on hit | | notes = Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; steps forward during startup (otherwise identical to MK version); puts opponent into limited juggle state on hit; whiffs on crouching opponents | ||
}} | }} | ||
Line 1,671: | Line 1,681: | ||
| damage = 500x2 | | damage = 500x2 | ||
| chip = 125x2 | | chip = 125x2 | ||
| startup = 12 | | startup = 12 | ||
| active = 10 | | active = 10 | ||
Line 1,691: | Line 1,700: | ||
| superGainBlk = 300x2 (150x2) | | superGainBlk = 300x2 (150x2) | ||
| invuln = 3-41 Head | | invuln = 3-41 Head | ||
| jugStart = | | jugStart = 0,1 | ||
| jugIncrease = | | jugIncrease = 0,1 | ||
| jugLimit = | | jugLimit = 2,3 | ||
| notes = Strike hitbox with 2-hit OD projectile nullification; useful anti-air that can hit cross-up; steps forward during startup; puts opponent into limited juggle state on hit; both hits come out even if final active frame connects | | notes = Strike hitbox with 2-hit OD projectile nullification; useful anti-air that can hit cross-up; steps forward during startup; puts opponent into limited juggle state on hit; both hits come out even if final active frame connects; whiffs on crouching opponents | ||
}} | }} | ||
=== Yoga Comet === | === Yoga Comet === | ||
Line 1,743: | Line 1,751: | ||
| dmgScaling = 20% Starter | | dmgScaling = 20% Starter | ||
| startup = 30 | | startup = 30 | ||
| active = | | active = until land | ||
| recovery = 3 land | | recovery = 3 land | ||
| total = - | | total = - | ||
Line 1,764: | Line 1,772: | ||
| jugLimit = | | jugLimit = | ||
| projSpeed = 0.04 | | projSpeed = 0.04 | ||
| notes = Frame advantage refers to close range minimum height version; Dhalsim can perform air normals and specials mid-air after throwing projectile on frame 50 onward (cannot perform multiple Yoga Floats or Air Teleports in one jump, and cannot throw another OD Yoga Comet until the first has disappeared); can come out on 2nd airborne jump frame at the earliest; at minimum height, Dhalsim is too low to follow up with Float, j.2LP, or j.2K (but can still teleport) | | notes = Frame advantage refers to close range minimum height version; Dhalsim can perform air normals and specials mid-air after throwing projectile on frame 50 onward (cannot perform multiple Yoga Floats or Air Teleports in one jump, and cannot throw another OD Yoga Comet until the first has disappeared); can come out on 2nd airborne jump frame at the earliest; at minimum height, Dhalsim is too low to follow up with Float, j.2LP, or j.2K (but can still teleport); if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground; can be performed from any jump direction | ||
}} | }} | ||
Line 1,990: | Line 1,998: | ||
| hitboxes = SF6_Dhalsim_214214k_hold_hitbox.png | | hitboxes = SF6_Dhalsim_214214k_hold_hitbox.png | ||
| damage = 400x6,700 (3100) | | damage = 400x6,700 (3100) | ||
| chip = | | chip = 120x6,130 (850) | ||
| dmgScaling = 40% Minimum | | dmgScaling = 40% Minimum | ||
| startup = 23~70 | | startup = 23~70 | ||
Line 2,024: | Line 2,032: | ||
| hitboxes = SF6_Dhalsim_214214k_hold_hitbox.png | | hitboxes = SF6_Dhalsim_214214k_hold_hitbox.png | ||
| damage = 375x8,1000 (4000) | | damage = 375x8,1000 (4000) | ||
| chip = | | chip = 100x8,150 (950) | ||
| dmgScaling = 40% Minimum | | dmgScaling = 40% Minimum | ||
| startup = 71~91 | | startup = 71~91 | ||
Line 2,079: | Line 2,087: | ||
| armor = Break | | armor = Break | ||
| jugLimit = | | jugLimit = | ||
| notes = Cinematic time regenerates ~2 Drive bars for Dhalsim; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun) | | notes = Cinematic time regenerates ~2 Drive bars for Dhalsim; 2f startup when canceled from 63214P; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun) | ||
}} | }} | ||
===== 236236K(CA) ===== | ====== 236236K (CA) ====== | ||
{{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_236236k(ca) | moveType = super | {{FrameData-SF6 | chara = Dhalsim | moveId = dhalsim_236236k(ca) | moveType = super | ||
| input = 236236K | | input = 236236K | ||
Line 2,110: | Line 2,118: | ||
| armor = Break | | armor = Break | ||
| jugLimit = | | jugLimit = | ||
| notes = Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim | | notes = Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim; 2f startup when canceled from 63214P | ||
}} | }} | ||
Latest revision as of 02:19, 9 June 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
4MP
4HP
4MK
4HK
1HP
1LK
1MK
1HK
j.2LP
j.2LK
j.2MK
j.2HK
Target Combos
Dhalsim has no target combos.
Throws
LPLK
4LPLK
2LPLK
Drive Moves
HPHK
Dhalsim
dhalsim_hphk
|
|||||
---|---|---|---|---|---|
HPHK Yoga Rise
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
26 | 2 | 35 | 62 | - | 34 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
5000 | 10000 [15000] | -10000 | [3000(2100)] | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-35 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
Crumple (Standing +21, Juggle +46, HKD +104) | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | |||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Dhalsim
dhalsim_6hphk
|
|||||
---|---|---|---|---|---|
6HPHK Yoga Illusion
|
|||||
![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
250x2 recoverable | 62,63 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
20(18) | 3(6)3 | 26(32) | 57(63) | - | 32 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -20000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22(20) Full | Break | - | 200 (2nd) | 100 | 1 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +24 | KD +24 | -6 | |||
Notes | |||||
18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 2 hits, 6f extra recovery on hit; both hits knock down; see Drive Reversal; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster |
MPMK
Dhalsim
dhalsim_mpmk
|
|||||
---|---|---|---|---|---|
MPMK Drive Parry
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
1 | 12 or until released | 33(1)(11) | 45(3) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -5000,250~ | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
66
Dhalsim
dhalsim_66
|
|||||
---|---|---|---|---|---|
66 Drive Rush
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
9(11) | 45(46) | 24(23) | - | - | |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -10000(-30000) | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.471 (min/throw), 1.787 (min/block), 2.700 (max/final DR frame) |
Special Moves
Yoga Fire
236P
236[P]
Dhalsim
dhalsim_236p_hold
|
|||||
---|---|---|---|---|---|
236[P] Yoga Fire (hold)
|
|||||
File:SF6 Dhalsim 236p hold.png File:SF6 Dhalsim 236p hold hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x2 | 200x2 | - | LH | SA3 | 11 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
43 | - | 30 | 73 | - | 28(20) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2000x2 | [1500x2] | 1000x2 | 400x2 (280x2) | 200x2 (100x2) | LP 0.033 / MP 0.044 / HP 0.06 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1,1 | 6,7 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-9 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +51 | KD +51 | -3 | |||
Notes | |||||
2-hit projectile; speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range |
236PP
Dhalsim
dhalsim_236pp
|
|||||
---|---|---|---|---|---|
236PP Yoga Fire
|
|||||
![]() File:SF6 Dhalsim 236pp hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | - | LH | SA2 SA3 | 11 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
13 | - | 32 | 45 | - | 30(22) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2000x2 | [2500x2] | -20000 | 400x2 (280x2) | 200x2 (100x2) | LPMP 0.033 / LPHP 0.044 / MPHP 0.06 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-11 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +49 | KD +49 | -3 | |||
Notes | |||||
2-hit OD projectile; speed depends on button combination (LP+MP slowest, LP+HP mid, MP+HP fastest); frame advantage increases significantly outside of close range |
Yoga Arch
236K
236KK
Dhalsim
dhalsim_236kk
|
|||||
---|---|---|---|---|---|
236KK Yoga Arch
|
|||||
![]() File:SF6 Dhalsim 236kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 11 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
18 | [190+10] | 27 | 45 | 29 total | 25 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1250x2 | [2500x2] | -20000 | 400x2 (280x2) | 200x2 (100x2) | LKMK 0.0195 / LKHK 0.033 / MKHK 0.05 / Bounce 0.02 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-6 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
+5 | +1 | -3 | |||
Notes | |||||
2-hit OD projectile thrown upward before coming down; button combination determines projectile speed and max distance (LKMK short, LKHK mid, MKHK far); projectile bounces twice toward the opponent upon hitting the floor (can only change direction on the first bounce); after the final bounce, creates a larger stationary hitbox that lasts 10f; projectile dissipates if completely off-screen; frame advantage refers to point blank upward hit, and varies significantly depending on range (canceling into 236KK can create enough pushback for much better frame advantage) |
Yoga Flame
63214LP
63214MP
Dhalsim
dhalsim_63214mp
|
|||||
---|---|---|---|---|---|
63214MP Yoga Flame
|
|||||
File:SF6 Dhalsim 63214mp.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
450x2 | 112x2 | - | LH | SA3 | 26 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
20 | 15 | 17 | 51 | - | 28 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2500x2 | [2500x2] | 1200x2 | 500x2 (350x2) | 250x2 (125x2) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-41 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +33 | KD +33 | -4 | |||
Notes | |||||
2-hit stationary projectile hitbox (both hits come out even if final active frame connects); on Perfect Parry, opponent only has 1f recovery despite no screen freeze; SA3 cancel has 2f startup to ensure combo consistency |
63214HP
Dhalsim
dhalsim_63214hp
|
|||||
---|---|---|---|---|---|
63214HP Yoga Flame
|
|||||
File:SF6 Dhalsim 63214hp.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x3 | 100x3 | - | LH | SA3 | 32 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
26 | 17 | 16 | 58 | - | 29 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2000x3 | [1500,2000] | 900x3 | 350x2,400 (245x2,280) | 175x2,200 (87x2,100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-30(-28) | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +45(+47) | KD +45(+47) | -4(-2) | |||
Notes | |||||
3-hit projectile hitbox (only 1-hit if final active frame connects, otherwise all 3 hits come out); hitbox range increases until reaching max range on 3rd active frame; slightly better advantage at max range; on Perfect Parry, opponent only has 1f recovery despite no screen freeze; SA3 cancel has 2f startup to ensure combo consistency |
63214PP
Yoga Blast
63214LK
63214MK
Dhalsim
dhalsim_63214mk
|
|||||
---|---|---|---|---|---|
63214MK Yoga Blast
|
|||||
File:SF6 Dhalsim 63214mk.png File:SF6 Dhalsim 63214mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | SA3 | 13 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
15 | 10 | 20 | 44 | - | 27 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
6000 | [6000] | 3000 | 1200 (840) | 600 (300) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
3-44 Head | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-28 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +42 | KD +42 | -3 | |||
Notes | |||||
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit; whiffs on crouching opponents |
63214HK
Dhalsim
dhalsim_63214hk
|
|||||
---|---|---|---|---|---|
63214HK Yoga Blast
|
|||||
File:SF6 Dhalsim 63214hk.png File:SF6 Dhalsim 63214hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | SA3 | 15 |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
15 | 10 | 20 | 44 | - | 27 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
6000 | [6000] | 3000 | 1200 (840) | 600 (300) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
3-44 Head | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-28 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +42 | KD +42 | -3 | |||
Notes | |||||
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; steps forward during startup (otherwise identical to MK version); puts opponent into limited juggle state on hit; whiffs on crouching opponents |
63214KK
Yoga Comet
j.63214P
j.63214PP
Dhalsim
dhalsim_j63214pp
|
|||||
---|---|---|---|---|---|
j.63214PP Yoga Comet
|
|||||
![]() File:SF6 Dhalsim j63214pp hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600x2 | 150x2 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
30 | until land | 3 land | - | 37 total | 38 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2000x2 | [2500x2] | -20000 | 500x2 (350x2) | 250x2 (125x2) | 0.04 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-10~ | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
+9~ | +5~ | +6~ | |||
Notes | |||||
Frame advantage refers to close range minimum height version; Dhalsim can perform air normals and specials mid-air after throwing projectile on frame 50 onward (cannot perform multiple Yoga Floats or Air Teleports in one jump, and cannot throw another OD Yoga Comet until the first has disappeared); can come out on 2nd airborne jump frame at the earliest; at minimum height, Dhalsim is too low to follow up with Float, j.2LP, or j.2K (but can still teleport); if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground; can be performed from any jump direction |
Yoga Float
2KK
j.2KK
Dhalsim
dhalsim_j2kk
|
|||||
---|---|---|---|---|---|
j.2KK Aerial Yoga Float
|
|||||
File:SF6 Dhalsim j2kk.png File:SF6 Dhalsim j2kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
15 | (81) | 18+3 land | - | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1~ Projectile (Legs) | - | Until Land (FKD) | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
Can come out on 8th airborne jump frame at the earliest; can use aerial normals/specials and move left/right during float; Counter-hit state on frame 1 until landing; active time refers to airborne period in which Dhalsim can move (can input air attacks during his descent, which depends on float height; 18f at minimum height); crouching state on final landing frame; can only be used once per jump even after using OD Yoga Comet to regain air control |
Yoga Teleport
6PPP or 6KKK
j.6PPP or j.6KKK
Super Arts
236236LP
236236MP
236236HP
214214K
214214{K}
Dhalsim
dhalsim_214214k_partial_hold
|
|||||
---|---|---|---|---|---|
214214{K} Yoga Sunburst
|
|||||
![]() File:SF6 Dhalsim 214214k hold hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x6,700 (3100) | 120x6,130 (850) | 40% Minimum | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
23~70 | [142+20] | 58 | 81~128 | - | 75 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
500x7 | 2000x7 | - | -20000 | -20000 | LK 0.014 / MK 0.021 / HK 0.04 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Full | Break | - | 1 | 6,6,6,6,100 | |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD | KD | - | |||
Notes | |||||
Button strength determines trajectory; 7-hit projectile; cannot hit crouching opponents on the way up; larger hitbox than uncharged version; automatically releases if the hitbox above Dhalsim's head connects; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release |
214214[K]
Dhalsim
dhalsim_214214k_hold
|
|||||
---|---|---|---|---|---|
214214[K] Yoga Sunburst
|
|||||
![]() File:SF6 Dhalsim 214214k hold hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
375x8,1000 (4000) | 100x8,150 (950) | 40% Minimum | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
71~91 | [142+20] | 58 | 129~148 | - | 89 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
500x9 | 2000x9 | - | -20000 | -20000 | LK 0.014 / MK 0.021 / HK 0.04 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Full | Break | - | 1 | 6,6,6,6,100 | |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD | KD | - | |||
Notes | |||||
Button strength determines trajectory; 9-hit projectile; cannot hit crouching opponents on the way up; larger hitbox than partially charged version; automatically releases if the hitbox above Dhalsim's head connects; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release; Dhalsim can hold the fireball for 20f after fully charged (no benefit for doing this) |
236236K
236236K (CA)
Dhalsim
dhalsim_236236k(ca)
|
|||||
---|---|---|---|---|---|
236236K Merciless Yoga (CA)
|
|||||
![]() File:SF6 Dhalsim 236236k(ca) hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 | 1250 | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
10 | 5 | 75 | 89 | - | 18 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
10000 | 20000 | - | -30000 | -30000 | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-14 Full | Break | - | - | - | |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-78 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
HKD +19 | HKD +19 | -62 | |||
Notes | |||||
Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim; 2f startup when canceled from 63214P |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK