[SF6] Dhalsim Countermeasures Guide [Win Just by Reading]

Comprehensive Dhalsim countermeasures for SF6 (Street Fighter 6).

Neutral Basics (Awareness Priority)

  • Walk forward
    • Unless you have a specific reason like whiff punishing or leveraging your character’s strengths, don’t walk back
    • Whiff punishing is difficult and doesn’t yield much return, so basically focus on walking forward
  • Commit to walk-forward crouch Block
    • Walk forward while properly Blocking
    • The timing to walk forward is after Blocking Dhalsim’s normals
  • Don’t walk back against Yoga Fire
    • Walking back against Yoga Fire increases Dhalsim’s Advantage frames, making the situation harder
    • Also try Just Parry into strike
  • Use forward step
    • If walk Block is too difficult, consider using forward step
    • Best timing for forward step is after Blocking a normal
  • Don’t Block Yoga Arch
    • Blocking it starts Dhalsim’s offense turn with Teleport
    • When you see Yoga Arch, dodge with walk forward or Rush
  • Forward jump against Yoga Comet
    • Dhalsim has long recovery after Yoga Comet, so forward jump isn’t punished
  • Punish Teleport
    • The biggest concern is Dhalsim safely escaping with Teleport after being cornered
    • For low Teleport, don’t try to anti-air with specials — use standing jab and convert to a situation-appropriate combo
    • For high Teleport, use special anti-air or an upward-hitting normal anti-air
  • When you have a life lead, keep timeout in mind
    • Dhalsim’s offense isn’t very strong — watching for Teleport and Rush makes his offense easy to avoid
    • When you have a life lead with D Gauge to spare and timeout is viable, walking back and turtling is fine
  • Don’t act on reversal timing
    • At actionable moments like after throw tech, you’ll want to raw Rush, but most Dhalsim players buffer backdash — don’t raw Rush or jump
    • If you have a way to punish the backdash buffer, go for it
    • Or if you confirm the buffer, delayed Rush is also fine

63214P

Dhalsim’s special move used as a combo ender.

  • 63214LP
    • Dhalsim is -4F on Block
  • 63214MP
    • Dhalsim is -4F on Block
  • 63214HP
    • Dhalsim is -4F on Block
  • 63214PP
    • Dhalsim is -11F on Block

Conclusion (Recommended Counter)

  • After Blocking Flame, you’ll want to Rush using your Advantage, but backdash buffer is possible so don’t raw Rush or jump

236P

Dhalsim’s slow fireball. He uses 6PPP timed with your Block to continue offense. This creates a left/right mixup, so always Parry to minimize unnecessary damage.

  • 236LP
    • Slowest projectile speed
  • 236MP
    • Medium speed
  • 236HP
    • Fastest projectile speed

Conclusion (Recommended Counter)

  • When you see 236P, walk forward and Block
    • If you see Teleport, depending on distance a standing light can interrupt — Punish
    • If the distance is too far to create a gap with standing light, recognize that walking forward more changes the situation
  • When you see 236P, walk back and Block
    • If too far to create a light gap by walking forward, walk back instead and wait for Teleport to punish
    • At worst, eating 236P is fine — if you can knock down 6PPP, it’s your offense turn
  • During Burnout, forward jump when you see Teleport before Blocking 236P
    • The above two counters don’t work during Burnout, so forward jump when you see Teleport

6PPP

Dhalsim’s movement tool that can switch sides. After moving, land a standing attack for a Punish. If you were watching 6PPP, land a higher-damage Punish, but if you weren’t watching, 4F is still sufficient return — don’t overcommit.

Also, attacks on Hit count as Punish Counter, so use Punish Counter combos.

236K

Blocking Yoga Arch starts Dhalsim’s offense. When you do Block it, Dhalsim’s common actions are:

  • Slide
  • Teleport

236MKHK

Know that the following setplay with MK+HK OD Arch is extremely strong:

Full screen: Yoga Fire > MK+HK OD Arch > Teleport creates a left/right mixup. After Yoga Blast: MK+HK OD Arch > HP Slide > +6 on Block.

Conclusion (Recommended Counter)

HP

Dhalsim’s longest-range normal. Dhalsim is -11F on Block.

Conclusion (Recommended Counter)

Since Dhalsim is -11F, even if the next normal is thrown out consecutively, you can walk forward and Block for a long time. Walk 15-20F then walk/forward step Block. After getting a normal Blocked, Dhalsim is often watching, so try not to include forward jump as an option after Block.

When Applying Oki

Remember that safe jumps have high expected value when applying Oki to Dhalsim. Here are Dhalsim’s reversal options:

  • 236236LP
    • No invincibility
  • 214214K
    • Can be avoided by crouching
    • If you dodge the attack, punish with throw or a cinematic-lock move
    • When Punishing, don’t throw at fastest — wait until you confirm the fireball has been released from Dhalsim
  • 236236K
    • 10F Startup
  • Drive Reversal
    • Universal system mechanic
  • [Jumping] 2LK
    • Can get a return against your throw

Conclusion (Recommended Counter) Change your options based on opponent’s gauge and HP situation.

  • When Dhalsim has lots of Drive Gauge
    • Medium meaty that can Block Drive Reversal
  • When SA2 is stocked
    • Meaty with a crouching attack
  • When SA3 is stocked
    • 9F safe meaty
  • When SA3 or SA2 is stocked with lots of Drive Gauge
    • Delayed upward-hitting strike
    • Also applies risk to [Jumping] 2LK

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