Street Fighter 6/Dhalsim: Difference between revisions

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=== Crouching Normals ===
=== Crouching Normals ===

Revision as of 22:46, 8 June 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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



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

4MP
Yoga Uppercut
4MP
SF6 Dhalsim 4mp.png

4MP
Yoga Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 16 Sp SA 700 LH +2 -3

4HP
Yoga Lance
4HP
SF6 Dhalsim 4hp.png

4HP
Yoga Lance
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 7 29 Sp SA 900 LH -9 -16

4MK
Divine Kick
4MK
SF6 Dhalsim 4mk.png

4MK
Divine Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 17 Sp SA 600 LH +3 0

4HK
Yoga Mountain
4HK
SF6 Dhalsim 4hk.png

4HK
Yoga Mountain
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 6 20 - 1000 LH 0 -9

1HP
Nirvana Punch
1HP
SF6 Dhalsim 1hp.png

1HP
Nirvana Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 20 Sp SA 800 LH +3 -3

1LK
Agile Kick
1LK
SF6 Dhalsim 1lk.png

1LK
Agile Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Chn 200 L +1 -5

1MK
Thrust Kick
1MK
SF6 Dhalsim 1mk.png

1MK
Thrust Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 Sp SA 500 L -3 -7

1HK
Karma Kick
1HK
SF6 Dhalsim 1hk.png

1HK
Karma Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 22 - 900 L HKD +33 -7

j.2LP
Yoga Mummy
j.2LP
SF6 Dhalsim j2lp.png

j.2LP
Yoga Mummy
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 until land 9 land Sp 500 LH -18(+8) -22(+4)

j.2K
Drill Kick
j.2K
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Target Combos

Dhalsim has no target combos


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 System

Drive Impact (HPHK)
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

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
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

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

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 Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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                  No results

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:


Special Moves

Yoga Fire (236P)
Yoga Fire
236P
SF6 Dhalsim 236p.png

SF6 Dhalsim 236pp.png

236P
Yoga Fire
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(11) - 33 SA3 600 LH -2 -6
236[P]
Yoga Fire (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
43 - 30 SA3 400x2 LH KD +51 -1
236PP
Yoga Fire
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - 32 SA2 SA3 500x2 LH KD +49 -3


Yoga Arch (236K)
Yoga Arch
236K
SF6 Dhalsim 236k.png

SF6 Dhalsim 236kk.png

236LK
Yoga Arch
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 [81+10] 27 SA3 600 LH +1 -1
236KK
Yoga Arch
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 [190+10] 27 SA2 SA3 500x2 LH +1 -3

Yoga Flame (63214P)
Yoga Flame
63214P
SF6 Dhalsim 63214lp.png

SF6 Dhalsim 63214pp.png

63214LP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 15 15 SA3 800 LH KD +33 -4
63214MP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 15 17 SA3 450x2 LH KD +33 -4
63214HP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 17 16 SA3 400x3 LH KD +45(+47) -4(-2)
63214PP
Yoga Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 5,5,5,5,5 24 SA2 SA3 100x2,200x3 (800) LH KD +50 -11

Yoga Blast (63214K)
Yoga Blast
63214K
SF6 Dhalsim 63214lk.png

SF6 Dhalsim 63214kk.png

63214LK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10 23 SA3 1000 LH KD +39 -6
63214MK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 10 20 SA3 1200 LH KD +42 -3
63214HK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 10 20 SA3 1200 LH KD +42 -3
63214KK
Yoga Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 10 20 SA2 SA3 500x2 LH KD +42 0

Yoga Comet (j.63214P)
Yoga Comet
j.63214P
SF6 Dhalsim j63214p.png

SF6 Dhalsim j63214pp.png

j.63214LP
Yoga Comet
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 [~55] 8 land - 800 LH -4~ -2~
j.63214PP
Yoga Comet
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 until land 3 land - 600x2 LH +5~ +6~

Yoga Float (2KK)
Yoga Float
2KK (AIR OK)
SF6 Dhalsim 2kk.png

2KK or 3KK
Yoga Float
Startup Active Recovery Cancel Damage Guard On Hit On Block
36 (85) 20+3 land - - - - -
j.2KK
Aerial Yoga Float
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 (81) 18+3 land - - - - -

Yoga Teleport (6/4 + PPP/KKK)
Yoga Teleport
6/4 + PPP/KKK (AIR OK)
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                  No results

No results No results No results

Super Arts

Level 1 Super (236236P)
Yoga Inferno
Level 1 Super Art
236236P
SF6 Dhalsim 236236lp.png

SF6 Dhalsim 236236mp.png

SF6 Dhalsim 236236hp.png

236236LP
Yoga Inferno
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 104 15 - 1920
(792 rec oB)
LH KD +29 -10
236236MP
Yoga Inferno
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 104 15 - 2100
(792 rec oB)
LH KD +29 -10
236236HP
Yoga Inferno
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 84 40 - 2040
(792 rec oB)
LH KD +27 -22

Level 2 Super (214214K)
Yoga Sunburst
Level 2 Super Art
214214K (HOLD OK)
SF6 Dhalsim 214214k.png

SF6 Dhalsim 214214k hold.png

214214K
Yoga Sunburst
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 [142+20] 60 - 450x4,1000 (2800) LH KD +50 -4
214214{K}
Yoga Sunburst
Startup Active Recovery Cancel Damage Guard On Hit On Block
23~70 [142+20] 58 - 400x6,700 (3100) LH KD -
214214[K]
Yoga Sunburst
Startup Active Recovery Cancel Damage Guard On Hit On Block
71~91 [142+20] 58 - 375x8,1000 (4000) LH KD -

Level 3 Super (236236K)
Merciless Yoga
Level 3 Super Art
236236K
SF6 Dhalsim 236236k.png

SF6 Dhalsim 236236k(ca).png
CA version grants 500 extra damage

236236K
Merciless Yoga
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 75 - 4000 LH HKD +19 -62
236236K
Merciless Yoga (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 75 - 4500 LH HKD +19 -62

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Dhalsim 5pppkkk.png
"What is it... already finished?"

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
"Unleash your heart!"

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
"I am in no hurry. Everything flows as one."

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



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