Street Fighter 6/Dhalsim: Difference between revisions

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| title    = Drive Reversal
| title    = Drive Reversal
| subtitle =  
| subtitle =  
| input    = 6HPHK
| input    = 6HPHK (in blockstun)
| images  =  
| images  =  
{{MoveDataCargoImage|dhalsim_6hphk|caption=}}
{{MoveDataCargoImage|dhalsim_6hphk|caption=}}

Revision as of 05:24, 9 January 2023


Introduction

A monk and yoga master from India who has served as a guide for countless suffering souls. Prefers to avoid conflict when possible, but his innate hatred of evil compels him to dispense stern justice.

It isn't a stretch to say that Dhalsim is an expert of proactively frustrating his opponent with a plethora of projectiles, unique movement, and multifarious normals that threaten almost every space of the stage. Dhalsim's win condition is achieved using these tools to force blunders that open opponents up to his strong mixup and okizeme options.

As a master of the art of yoga, Dhalsim is all about patient play and dedicated but rewarding moves. The key element of Dhalsim's kit is that many of his tools are very slow, but cash out for large reward if they land. For example, Dhalsim's 5HP, 5HK, and j.HP are slow to start up but deal great damage if they land and have exceptional reach. Dhalsim's jump might be slow, but it allows him a large amount of control over the screen thanks to his stellar air normals, and synergizes well with his divekick, Yoga Float and Yoga Teleport abilities. All of Dhalsim's crouching kicks slide him forward for dealing with opposing projectiles and other high attacks, and he has a good number of cancelable pokes that lead into respectable damage and okizeme. Overall, Dhalsim is very dominant at controlling the screen whether he's in the air or on the floor.

Dhalsim is also well known for his stellar setplay. If Dhalsim has gotten you blocking for long enough, he can set up for powerful mixup scenarios using Yoga Arch. The fireball launched from Yoga Arch controls a large portion of the screen and is difficult to deal with unless you spend resources, giving Dhalsim a way to funnel you into specific responses. Similarly, Dhalsim's reward once he's gotten a hit is fairly good. He does great damage and can often spend resources to set up for additional mixup scenarios to snowball his damage. His various Teleports also allow him to go on the offensive once he has an opponent afraid of his reach, opening them up for simple, yet devastating returns.

Dhalsim's largest weakness should be obvious - his speed. While a fair tradeoff for his reach, Dhalsim is undeniably one of the slowest characters in the game, both on the ground and in the air. He often requires additional setup to make situations like strike/throw possible where other characters can threaten it in basic pressure. His speed also makes him a prime target for aggressive characters, and he often has to fight hard to control neutral against them. Without a fully invulnerable reversal to bank on, Dhalsim often has to be very careful when he's in a pressure situation.

Overall, Dhalsim is a great character for those who have the patience and confidence to play him. If you like belligerent screen control combined with lots of reward for zen-like patience, begin your inner cultivation with Dhalsim.

Yoga!


Pick if you like: Avoid if you dislike:
  • Being an undisputed master of space control, with normals that can hit every part of the screen and specials that allow you to position wherever you like
  • Transitioning from zoning into strong offense and mix-ups once you land a hit
  • Strange but tricky movement options including a float, a teleport, divekicks, and low profile slides
  • Lots of setups that can knowledge check unaware opponents and still lead to good outcomes against aware ones
  • Challenging and unorthodox characters
  • Being incredibly slow and floaty, relying heavily on your unique movement options
  • Needing setup to get things that other characters get for free, like strike/throw mixups
  • Extremely flawed defense with no meterless reversals and even risky metered ones
  • Lacking traditional mid-range pokes and needing to cycle between many different moves that all hit independent parts of the screen
  • Having lackluster light confirm combos, requiring the opponent to be close and standing or spending meter just to get a knockdown
  • Challenging and unorthodox characters


Classic & Modern Versions Comparison

List of differences with Modern Dhalsim
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Yoga Mountain (4HK)
  • Karma Kick (1HK)
  • Yoga Mummy (j.2LP)
Shortcut-Only Specials
  • Yoga Arch (6S)
    • Medium / OD(M) Only
  • Yoga Blast (2S)
    • Heavy/OD Only
Assist Combos
  • A[L~L]: 2MP ~ L Yoga Fire
  • A[M~M~M]: 4MK ~ OD Yoga Flame ~ SA2
    • No SA2: 4MK ~ OD Yoga Flame ~ 2HK (can also just manually delay A[M] even with 2+ bars)
    • Burnout: 4MK ~ M Yoga Flame
    • On Block: stops at OD/M Yoga Flame
  • A[H~H~H]: 5HK ~ OD(H) Yoga Fire ~ SA3
    • Only combos from closer ranges (slightly beyond 4MK range)
    • Burnout: 5HK ~ H Yoga Fire ~ SA3 (must be MUCH closer for SA3 cancel to come out)
    • On Block: stops at OD(H) / H Yoga Fire
Miscellaneous Changes
  • 1L is 1LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • Divine Kick (4MK) is now the Starter for M Auto Combo
  • L Auto Combo starter is a Medium normal, Crouching Medium Punch (2MP)
  • Yoga Inferno (236236P) input determines angle
    • 5HS = LP version, aimed downward, long range
    • 6HS = MP version, aimed straight forward, short range
    • 236236L = HP version, aimed upward


Dhalsim
SF6 Dhalsim Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.028
Backward Walk Speed 0.025
Forward Dash Speed 25
Backward Dash Speed 23
Forward Dash Distance 1.467
Backward Dash Distance 1.00
Drive Rush Min. Distance (Throw) 0.471
Drive Rush Min. Distance (Block) 1.787
Drive Rush Max Distance 2.700
Jumping
Jump Speed 4+68+3
Jump Apex 2.178
Forward Jump Distance 2.04
Backward Jump Distance 1.768
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Dhalsim 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1

5MP
Standing Medium Punch
5MP
SF6 Dhalsim 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 19 - 700 LH 0 -5

5HP
Standing Heavy Punch
5HP
SF6 Dhalsim 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 27 - 1000 LH -6 -11

5LK
Standing Light Kick
5LK
SF6 Dhalsim 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 11 Sp SA 300 LH +2 -6

5MK
Standing Medium Kick
5MK
SF6 Dhalsim 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 18 - 600 LH -2 -6

5HK
Standing Heavy Kick
5HK
SF6 Dhalsim 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 20 Sp SA 800 LH +3 -6

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Dhalsim 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Chn Sp SA 300 LH +4 -1

2MP
Crouching Medium Punch
2MP
SF6 Dhalsim 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 16 Sp SA 600 LH 0 -4

2HP
Crouching Heavy Punch
2HP
SF6 Dhalsim 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 4 24 - 800 L -1 -12

2LK
Crouching Light Kick
2LK
SF6 Dhalsim 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 7 16 - 200 L -5(+1) -10(-4)

2MK
Crouching Medium Kick
2MK
SF6 Dhalsim 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 13 14 - 500 L -3(+9) -10(+2)

2HK
Crouching Heavy Kick
2HK
SF6 Dhalsim 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 16 20 - 900 L HKD +22(+37) -16(-1)

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Dhalsim jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 3 land - 300 H +8(+13) 0(+5)

j.MP
Jumping Medium Punch
j.MP
SF6 Dhalsim jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land Sp 700 LH +5(+13) -1(+7)

j.HP
Jumping Heavy Punch
j.HP
SF6 Dhalsim jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 3 land - 800 H -5(+19) -9(+15)

j.LK
Jumping Light Kick
j.LK
SF6 Dhalsim jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 300 H -12(+8) -15(+5)

j.MK
Jumping Medium Kick
j.MK
SF6 Dhalsim jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 500 H -7(+13) -11(+9)

j.HK
Jumping Heavy Kick
j.HK
SF6 Dhalsim jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 10 3 land - 800 H +5(+15) +1(+11)

Command Normals

Target Combos

Universal Mechanics

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Dhalsim lplk.png

LPLK
Yoga Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +31 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Dhalsim 4lplk.png

4LPLK
Yoga Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +19 -

Drive Moves

Drive Impact
Drive Impact
HPHK
SF6 Dhalsim hphk.png

HPHK
Yoga Rise
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
6HPHK (in blockstun)
SF6 Dhalsim 6hphk.png

6HPHK
Yoga Illusion (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(6)3 26(32) - 250x2 recoverable LH KD +24 -6

Armor Break; See Drive Reversal.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Dhalsim mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

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.

Drive Rush (66)
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Dhalsim 5pppkkk.png
""

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
190 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Dhalsim 6pppkkk.png
""

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
380 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Dhalsim 4pppkkk.png
""

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
430 (total) - - - - - - -

Special Moves

Move Name (236P)
Placeholder
236P
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Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

No results No results No results

Super Arts

Level 1 Super (236236P)
Level 1 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Level 2 Super (214214P)
Level 2 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Level 3 Super ()
Level 3 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
CA version grants 500 extra damage

                  No results

No results


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