< Street Fighter 6 | Dhalsim
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* Once Honda respects your fireballs, you'll want to watch for OD headbutt which will go cleanly through them, but is punishable if blocked - no perfect parry required. | * Once Honda respects your fireballs, you'll want to watch for OD headbutt which will go cleanly through them, but is punishable if blocked - no perfect parry required. | ||
* Also watch for butt slams and regular jumps once they're afraid of your fireballs. | * Also watch for butt slams and regular jumps once they're afraid of your fireballs. | ||
* Yoga Float can be good for avoiding headbutts, but you're susceptible to getting butt slammed. | * Yoga Float can be good for avoiding headbutts, but you're susceptible to getting butt slammed. | ||
* It's important to use your pokes to keep Honda under control, but keep in mind that they will generally get stuffed by headbutt. | * Butt slam can be avoided with {{clr|M|2MK}} and then punished with {{clr|H|1HP}}. | ||
* It's important to use your pokes to keep Honda under control, but keep in mind that they will generally get stuffed by headbutt. {{clr|M|4MK}} can beat headbutt, but it has to be timed well. | |||
* [https://youtu.be/eqUkuWj8JU4?si=ZzjbQBV2XEiqEsHZ SF6 dhalsim vs honda basic matchup guide by b1ackspade_] | * [https://youtu.be/eqUkuWj8JU4?si=ZzjbQBV2XEiqEsHZ SF6 dhalsim vs honda basic matchup guide by b1ackspade_]. Some stuff here is probably outdated. | ||
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Revision as of 14:50, 21 August 2024
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Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
Click the character's portrait to open their Wiki page.
A.K.I.
Akuma

- OD Yoga Blast or Level 2 Super can beat Akuma's air fireball and demon flip approaches.
Blanka

- They like to slide in neutral to beat your fireball and other pokes. 5MK can stuff it but isn't entirely consistent. Blocking and punishing is the most consistent counter.
- 4MP can combo into 63214HP if it anti-airs Rainbow Ball.
Cammy

- Spin Knuckle will go cleanly through your fireballs, so be careful about throwing them out.
- Yoga Float is good for controlling the neutral here. Just watch out for Cannon Spike.
Chun-Li

- Chun will try to Hazanshu over your projectiles, but can get blown up by a DI in response.
Serenity Stream stance will low-profile the following moves:
- j.HK, 4MP, 236K (upward hit, point blank)
Dee Jay
Dhalsim

Memey mirror matchup. Dhalsim can counter himself pretty well.
- Standard anti-fireball tips apply. Use 2MK, 2HK, and 2HP. Use them from Drive Rush if necessary. Yoga Float can go over them too, but be aware that Dhalsim is pretty good at countering Float.
- Yoga Float can be countered with 4HP and 5HK depending on height and distance. You'll probably have to cancel into them from Drive Rush. If you're the one floating, this can be avoided by teleporting away or quickly ending the float with j.LP.
- Watch for teleport spammers. You can do 4HK if they teleport high enough or just jab them if they teleport close to the ground.
Ed
E.Honda

Annoying matchup to deal with, but Dhalsim has the tools to keep Honda under control assuming that you know what they're going to do.
- Headbutt will get stuffed by fireballs, so be sure to throw those out.
- Once Honda respects your fireballs, you'll want to watch for OD headbutt which will go cleanly through them, but is punishable if blocked - no perfect parry required.
- Also watch for butt slams and regular jumps once they're afraid of your fireballs.
- Yoga Float can be good for avoiding headbutts, but you're susceptible to getting butt slammed.
- Butt slam can be avoided with 2MK and then punished with 1HP.
- It's important to use your pokes to keep Honda under control, but keep in mind that they will generally get stuffed by headbutt. 4MK can beat headbutt, but it has to be timed well.
- SF6 dhalsim vs honda basic matchup guide by b1ackspade_. Some stuff here is probably outdated.
Guile
Jamie

- Drink attempts in neutral can be punished by your normals depending on range. Watch out for them trying to go fullscreen to sneak in a drink.
JP

OD Amnesia Bombs:
- After blocking/parrying the first bomb, Ground Teleport makes the second bomb whiff
- Be careful if JP is nearby, as he can hit you out of startup for a full combo
Juri
Ken
Kimberly
Lily
Luke

- Sand Blast is an annoying projectile to deal with. It's too fast to counter with 2HP - you'll just get hit. Slides work but of course carry risk. Yoga Float can go over it but can get stuffed by Rising Uppercut or Impaler (overhead kick). You have to watch for OD Sand Blast too - it will cleanly beat your projectile and knock you down if you didn't OD it. It's good to only throw out a few projectiles at a time then wait because of this. You're going to have to resort to parrying a lot and patiently waiting for Luke to make their move. Remember not too get too caught up with countering their fireballs because they will just jump at you too.
M.Bison
Manon
Marisa
Rashid
Ryu
Zangief

- Punish his overhead kick with 1HP. 2MP is too slow and will get blocked.
- Watch out for yolo Siberian Express attempts and be ready with a float punish.
- Watch out for occasional Tundra Storm (anti-kick move) attempts too. Some people like to do it to counter your 5HK.
- Respect his level 3 super. Zangiefs like to do it after an empty jump or in the middle of your blockstring pressure.
- Don't be afraid to go on offense. Zangief doesn't have great defense outside of level 3, and his lack of anti-zoning tools means that you can set up offense with fireballs more easily.