STREET FIGHTER 6
MAX DATABASE
ダルシム
67 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/1LK
Standing Medium Punch
5MP5M
Cancel -
Notes Long range poke; extends hurtbox 1f before active so it can be counterpoked
Standing Heavy Punch
5HP5H
Notes 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
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Extremely long range for a light normal, but has startup similar to a medium poke; DR cancel is delayed until after 2nd active frame
Standing Medium Kick
5MK5M
Standing Heavy Kick
5HK5H
Notes Only the closest hitbox can hit crouching opponents; mid-range hitbox whiffs on crouching opponents unless they extend a vertical hurtbox; the 2 farthest hitboxes whiff on all crouching opponents (even with an extended vertical hurtbox); 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
Crouching Light Punch
2LP2L
Crouching Medium Punch
2MP2M
Notes Long range cancelable poke; extends hurtbox 1f before active so it can be counterpoked
Crouching Heavy Punch
2HP2H
Notes Low Profile 11-46f (until recovery); can be used to punish projectiles from long range; 4f extra recovery on whiff and Perfect Parry
Crouching Light Kick
2LK2L
Notes Short range slide; semi-low profile 2-26f (until recovery)
Crouching Medium Kick
2MK2M
Notes Medium range slide; semi-low profile 10-30f; can lead to follow-up combos or pressure if well spaced; opponent has a different reeling animation when spaced to be +4 or better on hit
Long Sliding Kick
2HK2H
Notes 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)
Yoga Splash
2LPLK2LPL
Notes Throws opponent full screen; allows for a corner throw loop with manual timing (+10 after dash, or walk); a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Yoga Rise
HPHKHPH
Notes See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
Yoga Uppercut
4MP4M
Notes Forces stand on hit; good close-range anti-air but cannot hit cross-up; active frames 2-6 whiff on crouching opponents unless they extend a vertical hurtbox (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
Yoga Lance
4HP4H
Notes Whiffs on crouching opponents unless they extend a vertical hurtbox; 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
Divine Kick
4MK4M
Notes Important combo tool; good meaty option due to high active frame count and safety on block
Yoga Mountain
4HK4H
Notes 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
Back Taunt
4PPPKKK
Notes "I am in no hurry. Everything flows as one."
Yoga Flame
63214LP63214L
Cancel SA3
Notes 1-hit stationary projectile hitbox; on Perfect Parry, opponent only has 1f recovery despite no screen freeze; SA3 cancel has 2f startup to ensure combo consistency
63214MP63214M
Notes 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; SA3 cancel has 2f startup to ensure combo consistency
63214HP63214H
Notes 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; SA3 cancel has 2f startup to ensure combo consistency
Yoga Blast
63214LK63214L
Notes Strike hitbox with 1-hit projectile nullification; head hurtbox disappears on frames 3-44 (hurtbox shrinks even lower on frames 12-21 while active); useful anti-air that can hit cross-up; does not move during startup; puts opponent into limited juggle state on hit; whiffs on crouching opponents unless they extend a vertical hurtbox
63214MK63214M
Notes Strike hitbox with 1-hit projectile nullification; head hurtbox disappears on frames 3-44 (hurtbox shrinks even lower on frames 15-24 while active); useful anti-air that can hit cross-up; steps slightly forward during startup; puts opponent into limited juggle state on hit; whiffs on crouching opponents unless they extend a vertical hurtbox
63214HK63214H
Notes Strike hitbox with 1-hit projectile nullification; head hurtbox disappears on frames 3-44 (hurtbox shrinks even lower on frames 17-26 while active); useful anti-air that can hit cross-up; steps forward during startup; puts opponent into limited juggle state on hit; whiffs on crouching opponents unless they extend a vertical hurtbox; can always juggle into SA1 on hit (MP for damage, LP if spaced at max range for consistency)
63214KK
Cancel SA2 SA3
Notes Strike hitbox with 2-hit OD projectile nullification; head hurtbox disappears on frames 3-41 (hurtbox shrinks even lower on frames 12-21 while active); 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 unless they extend a vertical hurtbox
63214PP
Notes 5-hit OD projectile hitbox that launches opponent upward into a limited juggle state; 5f extra recovery on whiff/block; 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); SA3 cancel has 2f startup to ensure combo consistency; can juggle into immediate j.MP to extend the combo
Forward Taunt
6PPPKKK
Notes "Unleash your heart!"
Jumping Light Punch
j.LPj.L
Notes Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Cancelable into Float, Air Teleport, Yoga Comet, Drill Kick, or Yoga Mummy; 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; lower body projectile invuln 9-25f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs); when juggled into, puts opponent into a limited juggle state (has a higher Juggle Increase value mid-juggle); can be comboed into after OD Yoga Flame (then canceled into Yoga Mummy to keep the opponent juggled)
Jumping Heavy Punch
j.HPj.H
Notes 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); always safe on block if performed from Yoga Float; extends a large hurtbox in front and below Dhalsim during active frames 2-4 (projectile invuln farther back, allowing Dhalsim to punish fireballs more reliably while floating at close range)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as an instant overhead (no fuzzy setup required; works on all crouchers)
Jumping Medium Kick
j.MKj.M
Notes 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
Jumping Heavy Kick
j.HKj.H
Notes Great horizontal range at an upward angle for air-to-airs (especially out of Float); lower body projectile invuln 10-22f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Drill Kick
j.2LKj.2L
Notes 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; foot and lower body projectile invuln 9f~land; can be used after air-to-air j.MP to land safely
j.2MKj.2M
Notes 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; foot projectile invuln 9f~land; can be used after air-to-air j.MP to land safely
j.2HKj.2H
Notes 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; foot projectile invuln 9f~land; can be used after air-to-air j.MP to land safely
Yoga Comet
j.63214PP
Notes 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); if projectile hits the floor, creates a stationary hitbox that lasts 10f on the ground; can be performed from any jump direction
Aerial Yoga Teleport
4 or 6 + j.PPP/j.KKK
Notes 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
Yoga Arch
236LK236L
Notes 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
Yoga Fire
236P
Notes 1-hit projectile; can hold the button for charged 2-hit version (releasing the button before 27f throws the regular version with 9f additional startup); speed depends on button strength (LP slowest, MP mid, HP fastest); frame advantage increases significantly outside of close range
236KK
Notes 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)
236PP
Notes 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
Karma Kick
1HK1H
Notes Traditional sweep; can be difficult to punish if well spaced (much better block advantage than most sweeps)
Nirvana Punch
1HP1H
Notes 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
Agile Kick
1LK1L
Cancel Chn
Thrust Kick
1MK1M
Notes Acts like a standard cancelable 2MK but with below-average range; Range: 1.19; DR cancel is delayed until after active frames
Aerial Yoga Float
j.2KK
Notes 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; Movement Speed: 0.04 forward / 0.03 back
j.63214LPj.63214L
Notes 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
Yoga Inferno
236236LP236236L
Notes Flames are low to the ground with ~1/2 screen range; deals 792 recoverable damage on block; high pushback on block makes it useful for mid-range block pressure against most characters
Yoga Sunburst
214214K
Notes Button strength determines trajectory; 5-hit projectile; cannot hit crouching opponents on the way up unless they extend a vertical hurtbox (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
Merciless Yoga
236236K
Notes Cinematic time regenerates ~2 Drive bars for Dhalsim; 2f startup when canceled from 63214P; *Self-hitstop does not occur until 3rd active frame on block (incorrectly appears to have 7 active frames and 20f blockstun)