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Street Fighter 6: Dhalsim Move List & Guide
Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.
In this entry, we’ll be focusing on the limb-stretching Indian mystic Dhalsim, who practices the ancient fighting art of Yoga but now in a new getup. The children’s skulls necklace was probably a bit much.
Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia.
Info & video credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom, Reversal
Dhalsim can stretch his limbs pretty far, meaning he can hit you from almost full-screen if he feels like it. As such, he’s the game’s best zoner, able to keep people away from him while he dishes out the hits from a safe distance. He has projectiles like Yoga Fire and arching Yoga Arch, Yoga Flame as knockback moves, and teleport to get away from trouble.
He now has a Yoga Flame that he can shoot downward from the air, adding way more keepaway moves to pressure opponents from afar and winning via Time Out. He can still do Drive Rush combos, but they’re aren’t as potent and practical as how his Street Fighter 5 offense was. If you are playing Dhalsim and you’re mostly next to your opponent, you’re playing him completely wrong.
Play If: You prefer taking the fight from full screen and keeping people away from you, you hate grapplers & slow characters with a passion.
Avoid If: You prefer rushdown or grapplers, don’t like poking people from full-screen for 99% of the match.
Yoga Fire: 236P. Standard projectile. Keeps opponents away.
Yoga Arch: 236K. Arching fireball like his SF5 fireball. Think of it as a mortar to keep opponents from jumping too much.
Yoga Flame: 63214P. Combo-ender move.
Yoga Blast: 63214K. Anti-air and combo-ender. Can also juggle if OD version is used.
Yoga Comet: While in air during a jump, 63214P. Downward fireball that pushes Dhalsim back.
Yoga Float: 2PP or 3PP. Rise in the air and float for a moment. You can use jumping attacks and aerial special moves while in this state.
Aerial Yoga Float: During a jump, 2KK. Transition to a Yoga Float while airborne.
Yoga Teleport: 4PPP/KKK or 6PPP/KKK (Air OK). Teleports to either left or right side of screen depending on directional input. Invincible on startup. Can also be done in the air during a jump.
Yoga Inferno (Level 1): 236236P. Good for counterattack or as a combo ender.
Yoga Sunburst (Level 2): 214214K. Hold to change effect. Shoots out a mass of flame that goes up and downward like a floating ball. Used as anti-air or in combos. You can move around safely while the Sunburst is active because your opponent may be scared to do anything while it’s out.
Merciless Yoga (Level 3): 236236K. Can be used as an anti-air or during a combo.
Yoga Uppercut: 4MP. Anti-air, can be canceled to special moves.
Yoga Lance: 4HP. Diagonal anti-air from afar.
Nirvana Punch: 1HP. Low attack. Can be cancelled to special moves.
Agile Kick: 1LP. Must be blocked low.
Divine Kick: 4MK. Can be cancelled into special moves. Good combo starter.
Thrust Kick: 1MK. Low attack. Can be cancelled to special moves.
Yoga Mountain: 4HP
Karma Kick: 1HK. Knocks opponents down; a low sweep.
Yoga Mummy: During a jump, 2LP. Air drill move. Slow dive kick.
Drill Kick: During a jump, 2K. Slow dive kick. The trajectory and distance of the divekick is dependent on the strength of the kick button.
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Street Fighter 6: All Characters Move List & Starter Guide | Kakuchopurei
May 22, 2023 at 5:30 pm
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