< Street Fighter 6 | Dhalsim
(→Anti-Projectile: added 2HP and 2MK/2HK as anti-projectile moves and added some basic notes) |
(→Neutral: added some notable pokes and their utilities) |
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== Neutral == | == Neutral == | ||
Pokes | |||
*2MP is one of your most important normals. It has solid range, speed, and is special-cancellable. | |||
*5HK is another important special cancellable normal. It has more range than 2MP but is slower and will whiff on crouchers. It can also combo at certain ranges on a punish counter. | |||
*5MP and 5MK are solid pokes but are not cancellable. 5MP can recover in time to anti-air with 4MP if your opponent jumps it. Watch out for opponents trying to DI it, though. 5MK is good for when opponents try to stuff your other normals, try to low-profile, or try to armor (Marisa/Zangief). | |||
*5HP is great for chunking away at your opponent's drive gauge, but is slow and easy to counterhit. | |||
== Offense == | == Offense == |
Revision as of 15:39, 2 September 2023
Neutral
Pokes
- 2MP is one of your most important normals. It has solid range, speed, and is special-cancellable.
- 5HK is another important special cancellable normal. It has more range than 2MP but is slower and will whiff on crouchers. It can also combo at certain ranges on a punish counter.
- 5MP and 5MK are solid pokes but are not cancellable. 5MP can recover in time to anti-air with 4MP if your opponent jumps it. Watch out for opponents trying to DI it, though. 5MK is good for when opponents try to stuff your other normals, try to low-profile, or try to armor (Marisa/Zangief).
- 5HP is great for chunking away at your opponent's drive gauge, but is slow and easy to counterhit.
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
2HK | HKD +? HKD +? (Punish) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
- 4MP for a traditional anti-air.
- 4HP for a further reaching anti-air. Good for catching opponents neutral jumping or jumping backwards, along with hitting characters who can alter their jump to make your 4MP whiff (such as Kimberly with her Elbow Drop).
- j.MP for air-to-air. Good for when your opponent is too close for your other options.
Anti-Projectile
- 2HP is your main anti-projectile move and can be done on reaction.
- 2MK/2HK can low-profile fireballs. 2MK can lead into a combo if spaced correctly, and 2HK grants a hard knockdown.
Fighting vs. Dhalsim