Street Fighter 6/Dhalsim/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Dhalsim HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Dhalsim Portrait.png 10000 0.8 0.028 0.025 25 23 1.467 1.00 4+68+3 2.04 1.768 2.178

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 8 14 +4 -1 LH Chn Sp SA 13
5MP 700 14 3 19 35 -2 -5 LH -
5HP 1000 16 4 27 46 -6 -11 LH -
5LK 300 9 4 11 23 +2 -6 LH Sp SA 14
5MK 600 12 3 18 32 -2 -6 LH -
5HK 800 17 3 20 39 +1 -6 LH Sp SA 20
2LP 300 5 3 9 16 +4 -1 LH Chn Sp SA 15
2MP 600 12 3 16 30 0 -4 LH Sp SA 15
2HP 800 19 4 24 46 -1 -12 L -
2LK 200 4 7 16 26 -5(+1) -10(-4) L -
2MK 500 10 13 14 36 -3(+9) -10(+2) L -
2HK 900 12 16 20 47 HKD +22(+37) -16(-1) L -
j.LP 300 4 4 3 land - - - H -
j.MP 700 9 6 3 land - - - LH Sp
j.HP 800 13 4 3 land - - - H -
j.LK 300 6 4 3 land - - - H -
j.MK 500 11 6 3 land - - - H -
j.HK 800 10 10 3 land - - - H -
4MP 700 8 6 16 29 +2 -3 LH Sp SA 19
4HP 900 14 7 29 49 -9 -16 LH Sp SA 21
4MK 600 7 4 17 27 +3 0 LH Sp SA 16
4HK 1000 14 6 20 39 0 -9 LH -
1HP 800 10 4 20 33 +3 -3 LH Sp SA 18
1LK 200 5 3 10 17 +1 -5 L Chn
1MK 500 8 3 20 30 -3 -7 L Sp SA 13
1HK 900 9 3 22 33 HKD +33 -7 L -
j.2LP 500 10 until land 9 land - -18(+8) -22(+4) LH Sp 24~
j.2LK 500 9 until land 6(11) land - -23(+12) -30(+5) LH -
j.2MK 500 9 until land 6(11) land - -15(+10) -20(+5) LH -
j.2HK 500 9 until land 6(11) land - -17(+10) -22(+5) LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -9 +5 0 15 10 9
5MP +2 -20 20 17 11
5HP KD +32 -29 25 20 13
5LK 10% Starter +6 -13 +6 -2 17 9 9
5MK +2 -19 19 15 11
5HK +21 Stagger -21 +10 -3 24 17 13
2LP 10% Starter +8 -10 +6 +1 16 11 9
2MP +4 -17 +9 +5 19 15 11
2HP +3 -26 27 16 13
2LK -1(+5) -21(-15) 18 13 9
2MK 20% Starter +1+13 -25(-13) 24 17 11
2HK HKD +37(+52) -34(-19) 20 13
j.LP -2 17 9 9
j.MP 20% Starter -2 17 11 11
j.HP 20% Starter -2 23 19 13
j.LK -2 12 9 9
j.MK 20% Starter -2 17 13 11
j.HK 20% Starter -2 19 15 13
4MP +6 -20 +11 +6 24 19 11
4HP 20% Starter -5 (KD) -34 +17 +10 27 20 13
4MK +7 -19 +14 +11 24 21 11
4HK +4 -24 26 17 13
1HP +7 -22 +17 +11 27 21 13
1LK 10% Starter +5 -11 14 8 9
1MK 20% Starter +1 -21 +8 +4 20 16 9
1HK HKD +48 -23 18 13
j.2LP -14(+12) -34(-8) 18 14 13
j.2LK 20% Starter -19(+16) -42(-6) 20 13 11
j.2MK 20% Starter -11(+14) -32(-6) 18 13 11
j.2HK 20% Starter -13(+14) -35(-6) 18 13 11

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [6000] 2000 500 (350) 250 (125)
5HP 5000 [8000] 2500 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [6000] 2000 500 (350) 250 (125)
5HK 4000 [8000] 2500 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 2000 500 (350) 250 (125)
2HP 4000 [8000] 2500 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [3000] 1000 500 (350) 250 (125)
2HK 4000 [7000] 2000 1000 (700) 500 (250)
j.LP 1500 [2000] 750 300 (210) 150 (75)
j.MP 3000 [4000] 1500 500 (350) 250 (125)
j.HP 5000 [6000] 2500 1000 (700) 500 (250)
j.LK 1500 [2000] 750 300 (210) 150 (75)
j.MK 3000 [4000] 1500 500 (350) 250 (125)
j.HK 5000 [6000] 2500 1000 (700) 500 (250)
4MP 3000 [4000] 1500 500 (350) 250 (125)
4HP 5000 [8000] 2500 1000 (700) 500 (250)
4MK 3000 [4000] 1500 500 (350) 250 (125)
4HK 6000 [10000] 3000 1000 (700) 500 (250)
1HP 5000 [8000] 2000 1000 (700) 500 (250)
1LK 500 [2000] 250 300 (210) 150 (75)
1MK 3000 [4000] 1500 500 (350) 250 (125)
1HK 5000 [10000] 2500 1000 (700) 500 (250)
j.2LP 3000 [4000] 1500 500 (350) 250 (125)
j.2LK 3000 [4000] 1500 500 (350) 250 (125)
j.2MK 3000 [4000] 1500 500 (350) 250 (125)
j.2HK 3000 [4000] 1500 500 (350) 250 (125)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP 11-39 Projectile (Upper Body)
2LK Projectile 4-10 (Upper Body)
2MK Projectile 10-22 (Upper Body), 10-28 (Foot)
2HK Projectile 8-27 (Upper Body)
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
4MP 8-13 Air (Head/Arm)
4HP
4MK
4HK 14-27 Air (Leg)
1HP
1LK
1MK
1HK
j.2LP Until Land (FKD)
j.2LK Until Land (FKD)
j.2MK Until Land (FKD)
j.2HK Until Land (FKD)

input Notes
input Notes
5LP Chains into 5LP/2LP/1LK
5MP Long range poke; extends hurtbox 1f before active so it can be counterpoked
5HP 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
5LK Extremely long range for a light normal, but has startup similar to a medium poke; DR cancel is delayed until after 2nd active frame
5MK Long range poke; extends hurtbox 1f before active so it can be counterpoked
5HK 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
2LP Chains into 5LP/2LP/1LK
2MP Long range cancelable poke; extends hurtbox 1f before active so it can be counterpoked
2HP Low Profile 11-46f (until recovery); can be used to punish projectiles from long range
2LK Short range slide; semi-low profile 2-26f (until recovery)
2MK Medium range slide; semi-low profile 10-30f; can lead to follow-up combos or pressure if well spaced
2HK 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)
j.LP Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only
j.MP 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
j.HP 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)
j.LK Cross-up; can be used as an instant overhead (no fuzzy setup required; works on all crouchers)
j.MK 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
j.HK Great horizontal range at an upward angle for air-to-airs (especially out of Float)
4MP 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
4HP 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
4MK Important combo tool; good meaty option due to high active frame count and safety on block
4HK 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
1HP 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
1LK Chains into 5LP/2LP/1LK
1MK Acts like a standard cancelable 2MK but with below-average range; Range: 1.19; DR cancel is delayed until after active frames
1HK Traditional sweep; can be difficult to punish if well spaced (much better block advantage than most sweeps)
j.2LP Cancelable into Air Teleport or Yoga Comet until the final 6 active frames before landing; can come out on 8th airborne jump frame at the earliest
j.2LK Shallow trajectory; advantage depends on connect height; 5f extra landing recovery on whiff; Dhalsim is in a crouching state during landing recovery; can come out on 8th airborne jump frame at the earliest
j.2MK Medium trajectory; advantage depends on connect height; 5f extra landing recovery on whiff; Dhalsim is in a crouching state during landing recovery; can come out on 8th airborne jump frame at the earliest
j.2HK Steep trajectory; advantage depends on connect height; 5f extra landing recovery on whiff; Dhalsim is in a crouching state during landing recovery; can come out on 8th airborne jump frame at the earliest

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +31 - T
4LPLK 1200 (2040) 5 3 23 30 KD +19 - T
2LPLK 1200 (2040) 5 3 23 30 KD +35 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 250x2 recoverable 20 3(6)3 26(32) 57(63) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +31
4LPLK 20% Immediate HKD +19
2LPLK 20% Immediate HKD +35
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 62,63 recoverable KD +23 -27 30 total 4,16
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
2LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
2LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 (2nd) 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK 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
4LPLK Side switch; no meaty throw after throwing opponent into corner, but can meaty with 2MK (0 oB) or DR 4MK (+6 oB)
2LPLK Throws opponent full screen; allows for a corner throw loop with manual timing (+10 after dash, or walk)
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 2 hits, 6f extra recovery on hit; see Drive Reversal; if 1st hit is Perfect Parried, opponent can interrupt with a move 7f or faster
MPMK 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.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.471 (min/throw), 1.787 (min/block), 2.700 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236P 600 15(11) - 33 48 -2 -6 LH SA3 4
236[P] 400x2 45 - 32 77 KD +49 -3 LH SA3 11
236PP 500x2 13 - 32 45 KD +49 -3 LH SA2 SA3 11
236LK 600 18 [81+10] 27 45 +1 -1 LH SA3 11
236KK 500x2 18 [190+10] 27 45 +1 -3 LH SA2 SA3 11
63214LP 800 16 15 15 45 KD +33 -4 LH SA3 21
63214MP 450x2 20 15 17 51 KD +33 -4 LH SA3 26
63214HP 400x3 26 17 16 58 KD +45(+47) -4(-2) LH SA3 32
63214PP 100x2,200x3 (800) 18 5,5,5,5,5 24 66 KD +50 -11 LH SA2 SA3 27
63214LK 1000 12 10 23 44 KD +39 -6 LH SA3 13
63214MK 1200 15 10 20 44 KD +42 -3 LH SA3 13
63214HK 1200 15 10 20 44 KD +42 -3 LH SA3 15
63214KK 500x2 12 10 20 41 KD +42 0 LH SA2 SA3 15
j.63214LP 800 30 [~55] 8 land - -4~ -2~ LH -
j.63214PP 600x2 30 [~80] 3 land - +5~ +6~ LH -
2KK or 3KK - 36 (85) 20+3 land - - - - -
j.2KK - 15 (81) 18+3 land - - - - -
4 or 6 + PPP/KKK - 4 - 24(31) 39(46) - - - -
4 or 6 + j.PPP/j.KKK - 9 - 15(19) (3 land) - - - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236P 150 +2 -23 28 8
236[P] 200x2 KD +49 -11 30(22) 8,8
236PP 125x2 KD +49 -11 30(22) 8,8
236LK 150 +5 -17 27 8
236KK 125x2 20% Starter; Combo (2 hits) +5 -6 25 total 7,7
63214LP 200 KD +33 -29 26 10
63214MP 112x2 KD +33 -41 28 total 4,6
63214HP 100x3 KD +45(+47) -30(-28) 29 total 4,4,6
63214PP 25x2,50x2 (150) KD +50 -38 38 total 3,3,3,3
63214LK 250 KD +39 -31 27 8
63214MK 300 KD +42 -28 27 8
63214HK 300 KD +42 -28 27 8
63214KK 125x2 20% Starter KD +42 -21 30 3
j.63214LP 200 0~ -26~ 35 8
j.63214PP 150x2 20% Starter +9~ -10~ 38 total 6,6
2KK or 3KK
j.2KK
4 or 6 + PPP/KKK
4 or 6 + j.PPP/j.KKK

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236P 4000 [3000] 2000 600 (420) 300 (150)
236[P] 2000x2 [1500x2] 1000x2 400x2 (280x2) 200x2 (100x2)
236PP 2000x2 [2500x2] -20000 400x2 (280x2) 200x2 (100x2)
236LK 4000 [3000] 2000 600 (420) 300 (150)
236KK 1250x2 [2500x2] -20000 400x2 (280x2) 200x2 (100x2)
63214LP 4000 [5000] 2000 900 (630) 450 (225)
63214MP 2500x2 [2500x2] 1200x2 500x2 (350x2) 250x2 (125x2)
63214HP 2000x3 [1500,2000] 900x3 350x2,400 (245x2,280) 175x2,200 (87x2,100)
63214PP 1000x4 [1000x5] -20000 200x4,300 (140x4,210) 100x4 (50x4)
63214LK 6000 [6000] 3000 1200 (840) 600 (300)
63214MK 6000 [6000] 3000 1200 (840) 600 (300)
63214HK 6000 [6000] 3000 1200 (840) 600 (300)
63214KK 2500x2 [2500x2] -20000 600x2 (420x2) 300x2 (150x2)
j.63214LP 4000 [3000] 2000 1000 (700) 500 (250)
j.63214PP 2000x2 [2500x2] -20000 500x2 (350x2) 250x2 (125x2)
2KK or 3KK
j.2KK
4 or 6 + PPP/KKK
4 or 6 + j.PPP/j.KKK

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236P
236[P]
236PP
236LK
236KK
63214LP
63214MP
63214HP
63214PP
63214LK 3-44 Head
63214MK 3-44 Head
63214HK 3-44 Head
63214KK 3-41 Head
j.63214LP
j.63214PP
2KK or 3KK 23~ Projectile (Legs) 13~Land (FKD)
j.2KK 1~ Projectile (Legs) Until Land (FKD)
4 or 6 + PPP/KKK 5-15 Full
4 or 6 + j.PPP/j.KKK 10-15 Full Until Land (FKD)

input Notes
input Notes
236P 1-hit projectile; can hold the button for charged 2-hit version (releasing the button early throws the regular version with 11f startup); speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range
236[P] 2-hit projectile; speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range
236PP 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
236LK 1-hit projectile thrown upward before coming down; button strength determines projectile speed and max distance (LK short, MK mid, HK far); upon hitting the floor, creates a larger stationary hitbox that lasts 10f; frame advantage refers to point blank upward hit
236KK 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)
63214LP 1-hit stationary projectile hitbox; on Perfect Parry, opponent only has 1f recovery despite no screen freeze
63214MP 2-hit stationary projectile hitbox (both hits come out even if final active frame connects); on Perfect Parry, opponent only has 1f recovery despite no screen freeze
63214HP 3-hit projectile hitbox (only 1-hit if final active frame connects, otherwise all 3 hits come out); hitbox range increases until reaching max range on 3rd active frame; slightly better advantage at max range; on Perfect Parry, opponent only has 1f recovery despite no screen freeze
63214PP 5-hit OD projectile hitbox that launches opponent upward into a limited juggle state; causes free juggle state if only the 5th hit connects vs. airborne opponent; 5th hit does not connect on grounded opponents (only 4 hits on block)
63214LK 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
63214MK 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 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 Strike hitbox with 2-hit OD projectile nullification; useful anti-air that can hit cross-up; steps forward during startup; puts opponent into limited juggle state on hit; both hits come out even if final active frame connects; whiffs on crouching opponents
j.63214LP Button strength affects projectile speed (LP slowest, HP fastest); frame advantage refers to close range minimum height version; can come out on 2nd airborne jump frame at the earliest; disappears after 55f if no contact is made; if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground (more likely to happen with faster versions); the last 5f of landing recovery is in a crouching state; can be performed from any jump direction
j.63214PP 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); disappears after 80f if no contact is made; if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground; can be performed from any jump direction
2KK or 3KK Can use aerial normals/specials and move left/right after 36f rising animation; 3KK versions moves Dhalsim forward before rising; Counter-hit state on frame 1 until landing; active time refers to the airborne period in which Dhalsim can move (can input air attacks during his 20f descent); crouching state on final landing frame
j.2KK 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
4 or 6 + PPP/KKK 6PPP version crosses up (but cannot switch sides with fully cornered opponent); 6KKK version stays on same side next to opponent; 4PPP and 4KKK versions are identical; 7f extra recovery on backward version
4 or 6 + j.PPP/j.KKK Punish Counter state until landing; recovery refers to vulnerable air recovery time before Dhalsim can act (air moves can be used after 29f forward, 35f back); total recovery time depends on activation height; j.6PPP version crosses up (but cannot switch sides with fully cornered opponent); j.6KKK version stays on same side; j.4KKK version travels back slightly farther (2.5 units) than j.4PPP version (1.5 units); 4f extra air recovery on backward version

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236LP 160x12 (1920) 10 104 20 133 KD +24 -15 LH
236236MP 175x12 (2100) 10 104 20 133 KD +24 -15 LH
236236HP 170x12 (2040) 10 84 40 133 KD +27 -22 LH
214214K 450x4,1000 (2800) 7 [142+20] 60 67 KD +50 -4 LH
214214{K} 400x6,700 (3100) 23~70 [142+20] 58 81~128 KD - LH
214214[K] 375x8,1000 (4000) 71~91 [142+20] 58 129~148 KD - LH
236236K 4000 10 5 75 89 HKD +19 -62 LH
236236K 4500 10 5 75 89 HKD +19 -62 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236LP 41x12 (492) 30% Minimum KD +24 -36 109 total 7x12
236236MP 41x12 (492) 30% Minimum KD +24 -36 109 total 7x12
236236HP 41x12 (492) 30% Minimum KD +27 -36 102 total 7x12
214214K 150x5 (750) 40% Minimum KD +50 -4 61(57) total 8x5
214214{K} 105x6,120 (750) 40% Minimum KD - 75 total 8x7
214214[K] 80x8,110 (750) 40% Minimum KD - 89 total 8x9
236236K 1000 50% Minimum; 10% Immediate (Sp) HKD +19 -78 18* 20
236236K 1250 50% Minimum; 10% Immediate (Sp) HKD +19 -78 18 20

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236LP 210x12 (2520) 420x12 (5040) -10000 -10000
236236MP 210x12 (2520) 420x12 (5040) -10000 -10000
236236HP 210x12 (2520) 420x12 (5040) -10000 -10000
214214K 500x5 2000x5 -20000 -20000
214214{K} 500x7 2000x7 -20000 -20000
214214[K] 500x9 2000x9 -20000 -20000
236236K 7500 15000 -30000 -30000
236236K 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236LP 1-11 Throw Break
236236MP 1-11 Throw Break
236236HP 1-11 Throw Break
214214K 1-9 Full Break 1 6,6,6,6,100
214214{K} 1-9 Full Break 1 6,6,6,6,100
214214[K] 1-9 Full Break 1 6,6,6,6,100
236236K 1-14 Full Break
236236K 1-14 Full Break

input Notes
input Notes
236236LP Flames are low to the ground with ~1/2 screen range
236236MP Shorter range than LP version (~1/3 screen), ends with upward angled flame and deals more damage
236236HP The flames are aimed upward making it a great anti-air, but whiffs on crouching opponents
214214K Button strength determines trajectory; 5-hit projectile; cannot hit crouching opponents on the way up (opponent can safely pressure Dhalsim with a crouching meaty attack); automatically releases if the hitbox above Dhalsim's head connects; can hold the button to charge into a more powerful version; upon hitting the floor, creates a larger stationary hitbox that lasts 20f; [] refers to active projectile time after release
214214{K} 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] 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 Cinematic time regenerates ~2 Drive bars for Dhalsim; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun)
236236K Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Dhalsim



SF6 Navigation

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