< Street Fighter 6 | Dhalsim
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.88 | |||
| notes = Chains into 5LP/2LP/1LK | | notes = Chains into 5LP/2LP/1LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 2.983 | |||
| notes = Long range poke; extends hurtbox 1f before active so it can be counterpoked | | notes = Long range poke; extends hurtbox 1f before active so it can be counterpoked | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 3.624 (2.604) | |||
| notes = Long range poke; extended hurtbox lingers for the first 16 recovery frames (slightly retracts on 12-16f of recovery), making it easily whiff punished even at max range | | notes = Long range poke; extended hurtbox lingers for the first 16 recovery frames (slightly retracts on 12-16f of recovery), making it easily whiff punished even at max range | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.55 | |||
| notes = Extremely long range for a light normal, but has startup similar to a medium poke; DR cancel is delayed until after 2nd active frame | | notes = Extremely long range for a light normal, but has startup similar to a medium poke; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 2.50 | |||
| notes = Long range poke; extends hurtbox 1f before active so it can be counterpoked | | notes = Long range poke; extends hurtbox 1f before active so it can be counterpoked | ||
}} | }} | ||
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| jugIncrease = 6 | | jugIncrease = 6 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 3.34 | |||
| notes = Cannot hit crouching opponents from longer range due to upward angle; extremely long range cancelable poke and anti-air; puts airborne opponents into limited juggle state; stagger on Punish Counter can combo into 5HP at most ranges, or can confirm into Drive Rush for stronger punishes; leg has an extended hurtbox 2f before active that is vulnerable to projectiles, and 1f before active that can be counterpoked; tip of Dhalsim's foot hurtbox is anti-air invincible on frames 16-23; special/DR cancel is delayed until after 2nd recovery frame | | notes = Cannot hit crouching opponents from longer range due to upward angle; extremely long range cancelable poke and anti-air; puts airborne opponents into limited juggle state; stagger on Punish Counter can combo into 5HP at most ranges, or can confirm into Drive Rush for stronger punishes; leg has an extended hurtbox 2f before active that is vulnerable to projectiles, and 1f before active that can be counterpoked; tip of Dhalsim's foot hurtbox is anti-air invincible on frames 16-23; special/DR cancel is delayed until after 2nd recovery frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.14 | |||
| notes = Chains into 5LP/2LP/1LK | | notes = Chains into 5LP/2LP/1LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.96 | |||
| notes = Long range cancelable poke; extends hurtbox 1f before active so it can be counterpoked | | notes = Long range cancelable poke; extends hurtbox 1f before active so it can be counterpoked | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 2.95 | |||
| notes = Low Profile 11-46f (until recovery); can be used to punish projectiles from long range | | notes = Low Profile 11-46f (until recovery); can be used to punish projectiles from long range | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.44 (0.814) | |||
| notes = Short range slide; semi-low profile 2-26f (until recovery) | | notes = Short range slide; semi-low profile 2-26f (until recovery) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 2.51 (1.302) | |||
| notes = Medium range slide; semi-low profile 10-30f; can lead to follow-up combos or pressure if well spaced; opponent has a different reeling animation when spaced to be +4 or better on hit | | notes = Medium range slide; semi-low profile 10-30f; can lead to follow-up combos or pressure if well spaced; opponent has a different reeling animation when spaced to be +4 or better on hit | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 3.057 (1.50) | |||
| notes = Long range slide; low profile 8-39f; best version of slide for countering projectiles; has juggle potential (no longer a Hard Knockdown if juggled into) | | notes = Long range slide; low profile 8-39f; best version of slide for countering projectiles; has juggle potential (no longer a Hard Knockdown if juggled into) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.84 | |||
| notes = Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only | | notes = Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 2.36 | |||
| notes = Cancelable into Float, Air Teleport, or Yoga Comet; great horizontal range for use as an air-to-air; does not hit overhead and cannot hit crouching opponents unless they extend a vertical hurtbox | | notes = Cancelable into Float, Air Teleport, or Yoga Comet; great horizontal range for use as an air-to-air; does not hit overhead and cannot hit crouching opponents unless they extend a vertical hurtbox | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.68 (1.22) | |||
| notes = Causes spike knockdown vs. airborne opponents; very long horizontal range on 2nd active frame, then hits far below Dhalsim (hurtbox extends outside the hitbox, making it prone to trading/losing to anti-airs); can hit as an instant overhead (but slow startup makes this incredibly risky; too slow for fuzzy overhead setups) | | notes = Causes spike knockdown vs. airborne opponents; very long horizontal range on 2nd active frame, then hits far below Dhalsim (hurtbox extends outside the hitbox, making it prone to trading/losing to anti-airs); can hit as an instant overhead (but slow startup makes this incredibly risky; too slow for fuzzy overhead setups) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.03 | |||
| notes = Cross-up; can be used as an instant overhead (no fuzzy setup required; works on all crouchers) | | notes = Cross-up; can be used as an instant overhead (no fuzzy setup required; works on all crouchers) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.76 | |||
| notes = Good horizontal range and a downward angle (very effective at stopping approaches when used out of Float); can be used as an instant overhead vs. Dee Jay/JP/Marisa/Zangief, or as a fuzzy instant overhead vs. opponents in Burnout | | notes = Good horizontal range and a downward angle (very effective at stopping approaches when used out of Float); can be used as an instant overhead vs. Dee Jay/JP/Marisa/Zangief, or as a fuzzy instant overhead vs. opponents in Burnout | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 2.82 (0.94) | |||
| notes = Great horizontal range at an upward angle for air-to-airs (especially out of Float) | | notes = Great horizontal range at an upward angle for air-to-airs (especially out of Float) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.079 | |||
| notes = Forces stand on hit; good close-range anti-air but cannot hit cross-up; only 1st active frame can hit crouching opponents making it a poor meaty option; all active frames are cancelable giving it a lenient hitconfirm window; special/DR cancel is delayed until after 4th active frame | | notes = Forces stand on hit; good close-range anti-air but cannot hit cross-up; only 1st active frame can hit crouching opponents making it a poor meaty option; all active frames are cancelable giving it a lenient hitconfirm window; special/DR cancel is delayed until after 4th active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 2.52 (1.50) | |||
| notes = Whiffs on crouching opponents; long-range anti-air (cannot hit cross-up); Counter-hit/Punish Counter puts airborne opponents into limited juggle state; canceling anti-air into a projectile can lead to juggles on CH/PC or meaty/teleport pressure | | notes = Whiffs on crouching opponents; long-range anti-air (cannot hit cross-up); Counter-hit/Punish Counter puts airborne opponents into limited juggle state; canceling anti-air into a projectile can lead to juggles on CH/PC or meaty/teleport pressure | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.18 | |||
| notes = Important combo tool; good meaty option due to high active frame count and safety on block | | notes = Important combo tool; good meaty option due to high active frame count and safety on block | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.80 | |||
| notes = Slow anti-air (cannot hit cross-up); low profile 10-13f and 33-38f; Counter-hit/Punish Counter puts airborne opponents into limited juggle state | | notes = Slow anti-air (cannot hit cross-up); low profile 10-13f and 33-38f; Counter-hit/Punish Counter puts airborne opponents into limited juggle state | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.46 | |||
| notes = Decent range cancelable attack, primarily used out of Drive Rush; extends a hurtbox 1f before active and hurtbox lingers 12f after recovery making it susceptible to whiff punishes | | notes = Decent range cancelable attack, primarily used out of Drive Rush; extends a hurtbox 1f before active and hurtbox lingers 12f after recovery making it susceptible to whiff punishes | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.05 | |||
| notes = Chains into 5LP/2LP/1LK | | notes = Chains into 5LP/2LP/1LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.19 | |||
| notes = Acts like a standard cancelable 2MK but with below-average range; Range: 1.19; DR cancel is delayed until after active frames | | notes = Acts like a standard cancelable 2MK but with below-average range; Range: 1.19; DR cancel is delayed until after active frames | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 1.29 | |||
| notes = Traditional sweep; can be difficult to punish if well spaced (much better block advantage than most sweeps) | | notes = Traditional sweep; can be difficult to punish if well spaced (much better block advantage than most sweeps) | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Allows for a corner throw loop; walk for manual timing, dash (+6) and delay throw by 1-4f, or whiff 2LK (+5) for auto-timing | | notes = Allows for a corner throw loop; walk for manual timing, dash (+6) and delay throw by 1-4f, or whiff 2LK (+5) for auto-timing | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Side switch; no meaty throw after throwing opponent into corner, but can meaty with 2MK (0 oB) or DR 4MK (+6 oB) | | notes = Side switch; no meaty throw after throwing opponent into corner, but can meaty with 2MK (0 oB) or DR 4MK (+6 oB) | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Throws opponent full screen; allows for a corner throw loop with manual timing (+10 after dash, or walk) | | notes = Throws opponent full screen; allows for a corner throw loop with manual timing (+10 after dash, or walk) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.258 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 1,100 | | jugIncrease = 1,100 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = 1.30 | |||
| notes = 2 hits; performed by inputting 6HPHK during blockstun; 6f extra recovery on hit; both hits knock down; freezes the screen for 4f during startup; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = 2 hits; performed by inputting 6HPHK during blockstun; 6f extra recovery on hit; both hits knock down; freezes the screen for 4f during startup; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 1,100 | | jugIncrease = 1,100 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = 1.30 | |||
| notes = 2 hits; performed by holding 6HPHK on wakeup; 6f extra recovery on hit; both hits knock down; does not have any screen freeze; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = 2 hits; performed by holding 6HPHK on wakeup; 6f extra recovery on hit; both hits knock down; does not have any screen freeze; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| armor = Break | | armor = Break | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 1.356 | |||
| notes = Cinematic time regenerates ~2 Drive bars for Dhalsim; 2f startup when canceled from 63214P; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun) | | notes = Cinematic time regenerates ~2 Drive bars for Dhalsim; 2f startup when canceled from 63214P; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun) | ||
}} | }} | ||
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| armor = Break | | armor = Break | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 1.356 | |||
| notes = Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim; 2f startup when canceled from 63214P | | notes = Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim; 2f startup when canceled from 63214P | ||
}} | }} |
Revision as of 16:24, 10 October 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
4MP
4HP
4MK
4HK
1HP
1LK
1MK
1HK
j.2LP
j.2LK
j.2MK
j.2HK
Target Combos
Dhalsim has no target combos.
Throws
LPLK
4LPLK
2LPLK
Drive Moves
HPHK
Dhalsim
dhalsim_hphk
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HPHK Yoga Rise
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.258 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Dhalsim
dhalsim_6hphk
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6HPHK Yoga Illusion (Block)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
250x2 recoverable | 62,63 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3(6)3 | 26(32) | - | 32 total | 4,16 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
57(63) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break (1st hit) | - | 200 | 1,100 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.30 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +24 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +24 | -6 | ||||
Notes | |||||
2 hits; performed by inputting 6HPHK during blockstun; 6f extra recovery on hit; both hits knock down; freezes the screen for 4f during startup; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster; see Drive Reversal. |
Dhalsim
dhalsim_6hphk_recovery
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6HPHK Yoga Illusion (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
250x2 recoverable | 62,63 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3(6)3 | 26(32) | - | 32 total | 4,16 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55(61) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break (1st hit) | - | 200 | 1,100 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.30 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +24 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +24 | -6 | ||||
Notes | |||||
2 hits; performed by holding 6HPHK on wakeup; 6f extra recovery on hit; both hits knock down; does not have any screen freeze; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster; see Drive Reversal. |
MPMK
Dhalsim
dhalsim_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Dhalsim
dhalsim_mpmk_66_pdr
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MPMK~66 Parry Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.471 (min/throw), 1.787 (min/block), 2.700 (max/final DR frame) |
Dhalsim
dhalsim_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Yoga Fire
236P
236[P]
Dhalsim
dhalsim_236p_hold
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236[P] Yoga Fire (hold)
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File:SF6 Dhalsim 236p hold.png File:SF6 Dhalsim 236p hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x2 | 200x2 | - | LH | SA3 | 11 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
43 | - | 30 | - | 30(22) | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
73 | 2000x2 | [1500x2] | 1000x2 | 400x2 (280x2) | 200x2 (100x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1,1 | 6,7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LP 0.033 / MP 0.044 / HP 0.06 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +51 | -9 | ||||
Hit Advantage | Block Advantage | ||||
KD +51 | -1 | ||||
Notes | |||||
2-hit projectile; speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range |
236PP
Dhalsim
dhalsim_236pp
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236PP Yoga Fire
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![]() File:SF6 Dhalsim 236pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | - | LH | SA2 SA3 | 11 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | - | 32 | - | 30(22) | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 2000x2 | [2500x2] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1,1 | 6,7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LPMP 0.033 / LPHP 0.044 / MPHP 0.06 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +49 | -11 | ||||
Hit Advantage | Block Advantage | ||||
KD +49 | -3 | ||||
Notes | |||||
2-hit OD projectile; speed depends on button combination (LP+MP slowest, LP+HP mid, MP+HP fastest); frame advantage increases significantly outside of close range |
Yoga Arch
236K
236KK
Dhalsim
dhalsim_236kk
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236KK Yoga Arch
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![]() File:SF6 Dhalsim 236kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 11 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | [190+10] | 27 | 29 total | 25 total | 7,7 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [2500x2] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0 | 0,0 | 3,3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LKMK 0.0195 / LKHK 0.033 / MKHK 0.05 / Bounce 0.02 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+5 | -6 | ||||
Hit Advantage | Block Advantage | ||||
+1 | -3 | ||||
Notes | |||||
2-hit OD projectile thrown upward before coming down; button combination determines projectile speed and max distance (LKMK short, LKHK mid, MKHK far); projectile bounces twice toward the opponent upon hitting the floor (can only change direction on the first bounce); after the final bounce, creates a larger stationary hitbox that lasts 10f; projectile dissipates if completely off-screen; frame advantage refers to point blank upward hit, and varies significantly depending on range (canceling into 236KK can create enough pushback for much better frame advantage) |
Yoga Flame
63214LP
63214MP
63214HP
63214PP
Yoga Blast
63214LK
63214MK
Dhalsim
dhalsim_63214mk
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63214MK Yoga Blast
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File:SF6 Dhalsim 63214mk.png File:SF6 Dhalsim 63214mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | SA3 | 13 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15 | 10 | 20 | - | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44 | 6000 | [6000] | 3000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
3-44 Head | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -28 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -3 | ||||
Notes | |||||
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; puts opponent into limited juggle state on hit; whiffs on crouching opponents |
63214HK
Dhalsim
dhalsim_63214hk
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63214HK Yoga Blast
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File:SF6 Dhalsim 63214hk.png File:SF6 Dhalsim 63214hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | SA3 | 15 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15 | 10 | 20 | - | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44 | 6000 | [6000] | 3000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
3-44 Head | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -28 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -3 | ||||
Notes | |||||
Strike hitbox with 1-hit projectile nullification; useful anti-air that can hit cross-up; steps forward during startup (otherwise identical to MK version); puts opponent into limited juggle state on hit; whiffs on crouching opponents |
63214KK
Yoga Comet
j.63214P
j.63214PP
Dhalsim
dhalsim_j63214pp
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j.63214PP Yoga Comet
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![]() File:SF6 Dhalsim j63214pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600x2 | 150x2 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
30 | until land | 3 land | 37 total | 38 total | 6,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2000x2 | [2500x2] | -20000 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0 air | 1,1 | 2,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.04 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+9~ | -10~ | ||||
Hit Advantage | Block Advantage | ||||
+5~ | +6~ | ||||
Notes | |||||
Frame advantage refers to close range minimum height version; Dhalsim can perform air normals and specials mid-air after throwing projectile on frame 50 onward (cannot perform multiple Yoga Floats or Air Teleports in one jump, and cannot throw another OD Yoga Comet until the first has disappeared); can come out on 2nd airborne jump frame at the earliest; at minimum height, Dhalsim is too low to follow up with Float, j.2LP, or j.2K (but can still teleport); if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground; can be performed from any jump direction |
Yoga Float
2KK
j.2KK
Dhalsim
dhalsim_j2kk
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j.2KK Aerial Yoga Float
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File:SF6 Dhalsim j2kk.png File:SF6 Dhalsim j2kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15 | (81) | 18+3 land | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1~ Projectile (Legs) | - | Until Land (FKD) | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can come out on 8th airborne jump frame at the earliest; can use aerial normals/specials and move left/right during float; Counter-hit state on frame 1 until landing; active time refers to airborne period in which Dhalsim can move (can input air attacks during his descent, which depends on float height; 18f at minimum height); crouching state on final landing frame; can only be used once per jump even after using OD Yoga Comet to regain air control; Movement Speed: 0.03 forward/back |
Yoga Teleport
6PPP or 6KKK
j.6PPP or j.6KKK
Super Arts
236236LP
236236MP
236236HP
214214K
214214{K}
Dhalsim
dhalsim_214214k_partial_hold
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214214{K} Yoga Sunburst
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![]() File:SF6 Dhalsim 214214k hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x6,700 (3100) | 120x6,130 (850) | 40% Minimum | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23~70 | [142+20] | 58 | - | 75 total | 8x7 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
81~128 | 500x7 | 2000x7 | - | -20000 | -20000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Full | Break | - | 1 | 6x6,100 | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LK 0.014 / MK 0.021 / HK 0.04 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD | - | ||||
Hit Advantage | Block Advantage | ||||
KD | - | ||||
Notes | |||||
Button strength determines trajectory; 7-hit projectile; cannot hit crouching opponents on the way up; larger hitbox than uncharged version; automatically releases if the hitbox above Dhalsim's head connects; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release |
214214[K]
Dhalsim
dhalsim_214214k_hold
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214214[K] Yoga Sunburst
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![]() File:SF6 Dhalsim 214214k hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
375x8,1000 (4000) | 100x8,150 (950) | 40% Minimum | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
71~91 | [142+20] | 58 | - | 89 total | 8x9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
129~148 | 500x9 | 2000x9 | - | -20000 | -20000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Full | Break | - | 1 | 6x8,100 | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LK 0.014 / MK 0.021 / HK 0.04 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD | - | ||||
Hit Advantage | Block Advantage | ||||
KD | - | ||||
Notes | |||||
Button strength determines trajectory; 9-hit projectile; cannot hit crouching opponents on the way up; larger hitbox than partially charged version; automatically releases if the hitbox above Dhalsim's head connects; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release; Dhalsim can hold the fireball for 20f after fully charged (no benefit for doing this) |
236236K
236236K (CA)
Dhalsim
dhalsim_236236k(ca)
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236236K Merciless Yoga (CA)
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![]() File:SF6 Dhalsim 236236k(ca) hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 | 1250 | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 5 | 75 | - | 18 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
89 | 10000 | 20000 | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-14 Full | Break | - | - | - | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.356 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +19 | -78 | ||||
Hit Advantage | Block Advantage | ||||
HKD +19 | -62 | ||||
Notes | |||||
Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim; 2f startup when canceled from 63214P |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK