< Street Fighter 6 | Dhalsim
(→Defense: removed anti-air/projectile sections. moving these to neutral section) |
|||
Line 140: | Line 140: | ||
== Defense == | == Defense == | ||
=== Reversals === | === Reversals === | ||
* | * | ||
== 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 |
|
Back Throw | +19 |
|
Crouch Throw | +35 |
|
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 |
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.
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