< Street Fighter 6 | Dhalsim
(→Anti-Airs: added 4MP, 4HP, and j.MP as anti-airs along with some basic notes) |
(→Anti-Projectile: added 2HP and 2MK/2HK as anti-projectile moves and added some basic notes) |
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=== Anti-Projectile === | === 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 == | == Fighting vs. Dhalsim == |
Revision as of 12:09, 2 September 2023
Neutral
TO-DO
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