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Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
Click the character's portrait to open their Wiki page.
A.K.I.
Akuma

- OD Yoga Blast or Level 2 Super can beat Akuma's air fireball and demon flip approaches.
- Yoga Float can go over Akuma's air fireball, but he will probably DP you so be ready to teleport away.
Blanka

- They like to slide in neutral to beat your fireball and other pokes. 5MK can stuff it but isn't entirely consistent. Blocking and punishing is the most consistent counter.
- 4MP can combo into 63214HP if it anti-airs Rainbow Ball.
Cammy

Beating Cammy's SA3 Startup: Forward Teleport (6PPP) avoids it, allowing a fullscreen 5HP punish
- Useful if Cammy uses SA3 on reaction to your Drive Rush or attempts a Burnout chip kill
- Spin Knuckle will go cleanly through your fireballs, so be careful about throwing them out.
- Yoga Float is good for controlling the neutral here. Just watch out for Cannon Spike.
Chun-Li

- Chun will try to Hazanshu over your projectiles, but can get blown up by a DI in response.
Serenity Stream stance will low-profile the following moves:
- j.HK, 4MP, 236K (upward hit, point blank)
Dee Jay
Dhalsim

Memey mirror matchup. Dhalsim can counter himself pretty well.
- Standard anti-fireball tips apply. Use 2MK, 2HK, and 2HP, from Drive Rush if necessary. Yoga Float can go over them too, but be aware that Dhalsim is pretty good at countering Float.
- Yoga Float can be countered with 4HP and 5HK depending on height and distance. You'll probably have to cancel into them from Drive Rush. If you're the one floating, this can be avoided by teleporting away or quickly ending the float with j.LP.
- Watch for teleport spammers. You can do 4HK if they teleport high enough or just jab them if they teleport close to the ground.
Ed
E.Honda

Annoying matchup to deal with, but Dhalsim has the tools to keep Honda under control assuming that you know what they're going to do.
- Headbutt will get stuffed by fireballs, so be sure to throw those out.
- Once Honda respects your fireballs, you'll want to watch for OD headbutt which will go cleanly through them, but is punishable if blocked - no perfect parry required.
- Also watch for butt slams and regular jumps once they're afraid of your fireballs.
- Yoga Float can be good for avoiding headbutts, but you're susceptible to getting butt slammed.
- Butt slam can be avoided with 2MK and then punished with 1HP.
- It's important to use your pokes to keep Honda under control, but keep in mind that they will generally get stuffed by headbutt. 4MK can beat headbutt, but it has to be timed well.
- SF6 Dhalsim vs Honda basic matchup guide by b1ackspade_. Some stuff here is probably outdated.
Guile
Jamie

- Drink attempts in neutral can be punished by your normals depending on range. Always try to stay in range to poke Jamie, and chase him down if he starts to back away.
JP

OD Amnesia Bombs:
- After blocking/parrying the first bomb, Ground Teleport makes the second bomb whiff
- Be careful if JP is nearby, as he can hit you out of startup for a full combo
Juri

- Her divekick can be stuffed with 4HP. 4MP can combo into 63214HP if it anti-airs divekick as well.
Ken
Kimberly
Lily
Luke

- Sand Blast is too fast to counter with 2HP - you'll just get hit. Yoga Float can go over it but can get stuffed by Rising Uppercut or Impaler (overhead kick). Parrying is probably more preferable here than usual.
M.Bison

- j.HK is good for more consistently anti-airing Bison due to the way that he can alter his jump arc.
- Watch for Pyscho Crusher. The meterless versions negate 1 hit of a projectile (meaning that they lose to your OD or charged projectiles) and are punishable on block. The main threat is OD Psycho Crusher, which blows through any projectile (regardless of OD), and is safe on block (-1 to -3). Teleporting away from it can work if you're quick enough or have a good read. Psycho Crusher will also catch your Yoga Float if you do it too close to the ground.
- Bison's level 2 and 3 supers can also punish fireballs, but are very minus on block.
- Watch for his slide in neutral - it is far reaching and fast to come out, but is punishable on block (-6 to -15). Don't use Yoga Blast in your punish unless you force stand, since Bison will be in a crouching state.
- Bison has poor defense, having just his level 1 and 3 supers as reversals, so pressing your offense once you get a chance to do so is a good idea.
Mai
Manon

- Watch for Manon's sweep in neutral - it is far reaching and fast to come out but is punishable on block (-12). Don't use Yoga Blast in your punish unless you force stand, since Manon will be in a crouching state.
Marisa

Patience is key in this matchup, since Marisa has a poor neutral but can destroy you once she gets close.
- Phalanx can be anti-aired. 4MP is good for this.
- Marisa can't chase you well in the air, so using Yoga Floats along with air fireballs is a good way to control neutral.
Rashid
Ryu
Terry
Zangief

- Punish his overhead kick with 4MK. 1HP and 2MP are too slow and will get blocked (the kick is -5 to -9 on block). 5LK might be worth trying to punish with, too.
- Watch out for yolo Siberian Express attempts and be ready with a float punish.
- Watch out for occasional Tundra Storm (anti-kick move) attempts too. Some people like to do it to counter your 5HK.
- Respect his level 3 super. Zangiefs like to do it after an empty jump or in the middle of your blockstring pressure.
- Don't be afraid to go on offense. Zangief doesn't have great defense outside of level 3, and his lack of anti-zoning tools means that you can set up offense with fireballs more easily.