Street Fighter 6/Dhalsim/Strategy: Difference between revisions

From SuperCombo Wiki
m (→‎Anti-Projectile: added Yoga Float as being useful for navigating past projectiles)
Line 92: Line 92:
*2HP is your main anti-projectile move and can be done on reaction.
*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.
*2MK/2HK can low-profile fireballs. 2MK can lead into a combo if spaced correctly, and 2HK grants a hard knockdown.
*Yoga Float can be used to navigate past projectiles.


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

Revision as of 22:51, 5 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
Drive Rush Cancel - Blockstring Gaps
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.

Drive Rush Cancel - Combo Routes
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.
  • Yoga Float can be used to navigate past projectiles.

Fighting vs. Dhalsim


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry