< Street Fighter 6 | Dhalsim
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=== Anti-Airs === | === Anti-Airs === | ||
*4MP for a | *{{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. | ||
*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 | *{{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. | ||
*j.MP for air-to-air. Good for when your opponent is too close for your other options. | *{{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 === | === Anti-Projectile === |
Revision as of 21:37, 17 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 -
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
Anti-Airs
- 4MP for a quick anti-air. 63214HP can be canceled into on hit to force the opponent to block. 63214LP can be used to bait parry. 4MP can be Drive Rush canceled for a mixup or to punish an opponent attempting to parry a 63214HP by throwing them.
- 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.
- 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.
- 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
- 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