Street Fighter 6/Dhalsim/Strategy: Difference between revisions

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(→‎Defense: removed anti-air/projectile sections. moving these to neutral section)
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== Defense ==
== Defense ==
=== Reversals ===
=== Reversals ===
*  
*
 
 
=== Anti-Airs ===
*{{clr|M|4MP}} for a quick anti-air. {{clr|H|63214HP}} can be canceled into on hit to force the opponent to block. {{clr|L|63214LP}} can be used to bait parry. {{clr|M|4MP}} can be Drive Rush canceled for a mixup or to punish an opponent attempting to parry a {{clr|H|63214HP}} by throwing them.
*{{clr|H|4HK}} for a slower anti-air, but with a better hitbox/hurtbox and reward. An immediate teleport after a counter hit or punish counter will leave you plus for mixup.
*{{clr|H|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 other anti-airs whiff (such as Kimberly with her Elbow Drop). Notably good against Dhalsim himself when he tries to Yoga Float.
*{{clr|M|j.MP}} for air-to-air. Good for when your opponent is too close for your other options. Can be canceled into a teleport for mixup or to get away.
 
=== Anti-Projectile ===
*{{clr|H|2HP}} keeps you far away and can be done on reaction. It is highly vulnerable to jump-ins and can trade with slower projectiles, however.
*{{clr|M|2MK}} is a fairly safe slide - it can be up to +2 on block if spaced correctly. The spacing for this is just slightly closer than round start range. When properly spaced, this slide can also lead into combos with {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|M|4MK}}. {{clr|H|1HP}} can be linked into on counter hit or after {{clr|4|DR}}~{{clr|M|2MK}}.
* {{clr|H|2HK}} is a more committal slide, but grants a hard knockdown on hit. Can be spaced to be safe on block (-1). The spacing for this is just a bit further than a max range {{clr|M|5MP}}.
*Yoga Float can be used to navigate past projectiles. Watch out for anti-air special moves and Drive Rush anti-airs from your opponent, however.
*Yoga Teleport can be used to teleport past a fireball and punish it, but this is risky - the teleport can only be done as the fireball is thrown or slightly after it is thrown to get a punish. This is even harder against less committal fireballs like Guile's Sonic Boom or OD fireballs, where teleporting even before the fireball is thrown is required for a punish.


== Fighting vs. Dhalsim ==
== Fighting vs. Dhalsim ==

Revision as of 10:22, 23 August 2024


Neutral

Pokes

  • 2MP is one of your most important normals. It has solid range, speed, and is special-cancelable.
  • 5HK is another important special-cancelable 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 cancelable. 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 -

Corner

  • 63214HK can link into 1HK in the corner. 2MK can be used to frame kill after this - it will leave you +4, which is enough for strike (4MK/1MK), throw, or shimmy (backdash, 1HP). Doing 63214HP as a meaty instead will leave you +11 and is great if the opponent is close to Burnout.
  • 1MK > 236HK leaves you close and +3. This becomes a blockstring infinite if the opponent is in burnout, but can otherwise be mashed out of if looped.
  • 4MK > DI leaves only a 2 frame gap for wall stuns.

Okizeme and Mixups

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +31
  • Walk to manually time corner throw loop (also allows shimmy)
  • Dash leaves Dhalsim at +6 and too close for shimmy; requires slight manual delay on throw loop
  • Whiff 2LK for perfect +5 throw loop timing
  • DR~2MK leaves Dhalsim +5 oB for a good mixup between frame trap and tick throw
Back Throw +19
  • No real strike/throw oki after cornering the opponent
  • Can 2MK to become 0 oB, or DR~4MK to become +6 oB
Crouch Throw +35
  • Walk or Dash to manually time corner throw loop
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +22~37
HKD +37~52 (CH/PC)
+? (Juggle)
?
SA1 - 236236P
(Yoga Inferno)
+24 (L/M)
+27 (H)
?
SA2 - 214214K
(Yoga Sunburst)
+50 (close) ?
SA3/CA - 236236K
(Merciless Yoga)
HKD +19 ?

vs. Burnout

Drive Rush

When canceling 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
Drive Rush Cancel - Blockstring Gaps
5LP/2LK 2LP/1LK 4MK 4MP/1MK 5LK/1HK 2MK/1HP 5MK/2MP/2HK 5MP/4HP/4HK 5HP 5HK 2HP
5LP~DRC 4 5 7 8 9 10 12 14 16 17 19
5LK~DRC 6 7 9 10 11 12 14 16 18 19 21
5HK~DRC 1 2 4 5 6 7 9 11 13 14 16
2LP~DRC 3 4 6 7 8 9 11 13 15 16 18
2MP~DRC 0 0 2 3 4 5 7 9 11 12 14
4MP~DRC 0 0 1 2 3 4 6 8 10 11 13
4HP~DRC 0 0 0 0 0 0 2 4 6 7 9
4MK~DRC 0 0 0 0 0 0 1 3 5 6 8
1HP~DRC 0 0 0 0 0 0 1 3 5 6 8
1MK~DRC 0 1 3 4 5 6 8 10 12 13 15


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +5 ?
5LK~DRC +6 ?
2LP~DRC
1MK~DRC +8 ?
2MP~DRC +9 ?
4MP~DRC +11 ?
5HK~DRC +12 ?
4MK~DRC +14 ?
4HP~DRC +17 ?
1HP~DRC


Defense

Reversals

Fighting vs. Dhalsim


SF6 Navigation

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