Street Fighter 6/Dhalsim/Combos

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< Street Fighter 6‎ | Dhalsim
Revision as of 16:37, 28 January 2024 by Willum.d (talk | contribs) (→‎Drive Impact: adjusting rest of colors to match color change)


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Combo Enders

Since Dhalsim's combo enders are freeform and mainly just depend on Drive Gauge/Super/positioning, the enders are listed here to prevent redundancy.

63214K

Ender Position Damage Advantage Notes
...63214HK Anywhere 1200 +42 Meterless knockdown that leaves you plus enough for oki with an immediate teleport afterward. Requires the opponent to be hit while standing or for them to be hit with a move that forces stand (such as 4MP).
...63214HK > 236236K Anywhere 4800 +19 Level 3 cancel from 63214HK. Does a lot more damage but has worse frame advantage.
...63214HK, 1HK Corner 2100 +40 Free extra damage with 1HK. Corner only.
...63214HK, 214214HK Corner 4000 +50 Level 2 ender that doesn't cost Drive Gauge but can only be done in the corner.
...63214KK > 214214HK Anywhere 3240 +54 Level 2 ender that can be done anywhere but requires Drive Gauge. Requires using 63214KK instead of 63214HK. Expensive with similar damage to a level 1 ender, so not too useful. It does carry the opponent quite far and is very plus, however. Does less damage than 63214PP version but is 12 frames instead of 18 frames.

63214P

Ender Position Damage Advantage Notes Video
...63214LP Anywhere 800 +33 Usually done from certain lights or mediums. N/A
...63214MP Anywhere 900 +33 Usually done from certain mediums or heavies. N/A
...63214HP Anywhere 1200 +45 Meterless knockdown with enough frame advantage for oki with a teleport afterward. Teleport needs to be delayed slightly to prevent opponent from teching out of range after it. WIP
...63214HP > 236236K Close 4800 +19 Level 3 cancel from 63214HP. Does a lot more damage but has worse frame advantage. Has to be done close or else 236236K will whiff. WIP
...63214PP, 2MK Anywhere 1300 +5-11 Meterless follow-up that leaves the opponent point-blank, allowing for a mixup. Can be useful for going on offense without switching sides with a 63214HK teleport setup. Frame advantage varies depending on when 2MK is performed. WIP
...63214PP, 5HK Anywhere 1600 +39 Meterless follow-up that leaves the opponent far away with good frame advantage. 5HK can be canceled into a charged fireball or a regular safe fireball. WIP
...63214PP, 2HK Anywhere 1700 +31-33 Meterless follow-up that keeps the opponent close. Frame advantage varies slightly depending on when 2HK is performed. WIP
...63214PP, 5HP Anywhere 1800 +2 Highest damage meterless follow-up that leaves the opponent far away but has poor frame advantage. WIP
...63214PP, 236236MP Anywhere 2900 +25-31 Universal level 1 ender. Frame advantage varies slightly depending on when 236236MP is performed. WIP
...63214PP, 5HK > 236236HP Close 3232 +34 Higher damage level 1 ender, but requires the opponent to be close or else 236236HP will whiff. Link
...63214PP > 214214HK Anywhere 3600 +58 Level 2 ender that can be done anywhere but requires Drive Gauge. Expensive with similar damage to a level 1 ender, so not too useful. It does carry the opponent quite far and is very plus, however. Does more damage than 63214KK version but is 18 frames instead of 12 frames. WIP

Drive Rush

Ender Position Damage Advantage Notes Video
...DR~4MK > 63214HK/63214HP/63214PP.../DR~1HP... Anywhere 1800 / Variable +42 / +45 / Variable Follow-ups from Drive Rush 4MK. WIP
...DR~4MK, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... Close 2160 / 1920 / Variable +42 / +33 / Variable A bit more damage than the above ender, but has to be done closer and can't go into 63214HP. WIP
...DR~1HP > 63214HK/63214HP/63214PP.../DR~1HP... Anywhere 2000 / Variable +42 / +45 / Variable Follow-ups from Drive Rush 1HP. WIP
...DR~1HP, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... Close 2360 / 2120 / Variable +42 / +33 / Variable A bit more damage than the above ender, but has to be done closer and can't go into 63214HP. WIP

Links and Starters

Notes:

  • Any combo ender that leaves you +40 or higher will leave you plus if you teleport afterward. For example, ending a combo with 63214HK leaves you +42, making an instant teleport after this ender leave you +3.
  • Any combo ending with 63214HK will whiff if the opponent was crouching as you started the combo, unless you use a move to force stand like 4MP.

Normal Hit

Light Confirm Combos
Combo Position Damage Difficulty Notes Video
2LP/5LK > 236HP/236MPHP Anywhere ~1050/1370 Very Easy Has to be point blank for 236HP to connect after 5LP > 2LP. 2LP can hit at almost max range for 236MPHP to connect. Both fireballs can connect from further away if starting with 5LK. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236MPHP) knocks down (~ +49). Frame advantage changes slightly based on spacing. Link
5LP/2LP/1LK, 2LP > 63214HK Anywhere ~1530 Easy Has to be done point blank if starting with 5LP > 2LP, same as above. 63214HK can connect from slightly further if starting with just one 2LP. Link
2LP/5LK > 236236K Anywhere ~3770 Easy Level 3 ender without spending Drive Gauge. Overall best light confirm route into level 3 - 63214HK ender requires the opponent to be standing, and DR~5LP... ender costs 3 bars of Drive Gauge along with dealing nearly identical damage to this combo. WIP
5LK > 63214LP Anywhere 1020 Easy Has to be done somewhat close so that 63214LP can reach. Link
5LP/2LP/5LK > DR~5LP, 4MP > 63214HK/63214PP.../DR~1HP... Anywhere ~1799/Variable Medium Standard light confirm BnB. Does more damage, carries further, and doesn't have a range requirement like the other combos, but is meter-hungry. Up to three 2LPs can be linked to start this combo if done at point blank range. See "Combo Enders" section for follow-ups. Link


Medium Confirm Combos
Combo Position Damage Difficulty Notes Video
2MP > 236HP/236MPHP Anywhere 1200/1600 Very Easy Has to be close enough so that 236HP can hit, further away they will be forced to block. 2MP can hit from slightly further away if ending with 236MPHP. Ending with 236HP leaves you ~ -2, whereas ending with the OD version (236MPHP) knocks down (~ +49). Frame advantage changes slightly based on spacing. Link
2MP > 63214LP/63214PP.../DR~4MK... Anywhere 1400/Variable Easy More damage and knockdown than 236HP ender in above combo but has to be done slightly closer or else 63214LP will whiff. 63214PP will connect from a bit further than 63214LP. Tricky (but possible) to get 4MK after a nearly max range 2MP. Link
2MP > 236236LP Anywhere WIP Easy Level 1 ender without spending Drive Gauge. WIP
4MP > 63214HK/63214PP.../DR~1HP... Anywhere 1900/Variable Easy 4MP follow-ups. WIP
4MK > 63214HK/63214MP/63214PP.../DR~1HP... Anywhere 1800/1500/Variable Easy 4MK follow-ups. WIP
1MK > 63214HK/63214LP/63214PP.../DR~4MK... Anywhere 1460/WIP/Variable Easy 1MK follow-ups. WIP
2MK, 2LP... Anywhere Variable Medium Easier, but less rewarding link from slide. Can be ended with any applicable light ender. 5LP will whiff if slide was done from far away enough, so it's better to opt for 2LP for the range. WIP
2MK, 1MK... Anywhere Variable Hard Harder, but more rewarding link from slide. Has to hit the opponent at max range slide to work. See 1MK follow-ups above. WIP


Heavy Confirm Combos
Combo Position Damage Difficulty Notes Video
1HP > 63214MP/63214HP/63214PP.../DR~1HP... Anywhere 1700/2000/Variable Easy If 1HP hits at further ranges then you'll have to do 63214MP. WIP
5HK > DR~1HP... Anywhere WIP + Ender Easy WIP


Anti-Air Combos
Combo Position Damage Advantage Difficulty Notes Video
(Yoga Arch Connects), 5HK/2HK/5HP Anywhere 1400/1500/1600 +41/32/6 Very Easy Meterless combo from Yoga Arch. WIP
(Yoga Arch Connects), DR~4MP > 63214HP Anywhere WIP WIP Medium WIP
(Yoga Arch Connects), DR~4MP > 63214PP, 2HK/236236MP/236236HP Anywhere WIP WIP Medium One hit of 63214PP will whiff. 236236MP does slightly more damage than 236236HP but requires being closer and is overall less consistent. WIP
(Yoga Arch Connects), DR~4MP > 63214KK > 214214HK Anywhere WIP WIP Medium Level 2 ender WIP

Punish Counter Combos

Regular Hit

Combo Position Damage Difficulty Notes Video
5LP, 4MP > 63214HK/63214PP.../DR~1HP... Anywhere 1950/Variable Easy +4f punish combo. Starting with 2LP is pointless since the rest of the combo will whiff when started outside of 5LP range anyway. WIP
4MK, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... Anywhere WIP/WIP/Variable Easy +7f punish combo. WIP
1HP, 4MK > 63214HK/63214MP/63214PP.../DR~1HP... Anywhere WIP/WIP/Variable Easy +10f punish combo. Same link as above but with 1HP starter. WIP
5HK, 1HP/4HP > 63214HP/63214PP.../DR~1HP... Anywhere 2720/2820 Easy +17f punish combo. Cancel into Drive Rush to link the 1HP/4HP if further away. Use 4HP for a bit more damage if really close to opponent. WIP
5HK > DR~2MP > 63214MP/236236LP Anywhere 2082/WIP Easy Further range variant of the above combo. WIP
5HK, 5HK... Anywhere WIP + Ender Easy Link into a second 5HK, which can lead into whatever. WIP
DR~5HK > 6PPP, 5LP > 2LP... Anywhere WIP + Ender Easy Side switch teleport combo. Can be ended with any applicable light ender. WIP
(Instant Air Yoga Float), j.HK, 1HP > 63214HK/63214HP/63214PP.../DR~1HP... Anywhere 2440/Variable Easy Yoga Float punish combo. Typically used to punish a whiffed throw. WIP
(Instant Air Yoga Float), j.MP, 236236LP Anywhere WIP Easy Punish combo from j.MP, usually done to punish a close fireball. WIP

Drive Impact

Combo Position Damage Advantage Difficulty Notes Video
DI, 4HP > 63214HP Anywhere 2520 +45 Very Easy Better frame advantage than 63214HK ender, but requires you to delay teleport slightly if going for oki. WIP
DI, 4HP > 63214HK (> 236236K) Anywhere 4520 +42 Easy Level 3 ender without spending Drive Gauge. WIP
DI, 4HP > 63214HK, 214214K Corner 4200 WIP Easy Level 2 ender without spending Drive Gauge. Corner only. WIP
DI, 4HP > 63214PP, 2HK/236236MP Anywhere 2780/3500 WIP Easy WIP
DI, 4HP > 63214KK > 214214HK Anywhere WIP WIP Easy Level 2 ender that can be done anywhere but costs Drive Gauge. WIP

Teleport Openers

Basic Teleport Combo
Medium


8PPP/KKK (instant), 6LP, 4MK>63214HK/63214MP

Teleport approximately one frame above jump, the air jab provides enough advantage for divine kick into special move

Drive Impact Counter

Punch it out
Medium


(in-air) 2LK/MK/HK in front of opponent or at tip of feet, 2LP, 2LP, 2LP

If anticipating drive impact, drill kick to front of opponent and jab it out


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