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これでお前もダルシム使い!とりこれコンボ・セットプレイまとめました【スト6/ダルシム/切り抜き】 — Transcript

by 牙キバル@VTuber · 3,516 words · 538 segments · language en · Watch on YouTube

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  1. 0:12Dhalsim combos, okay. For Dhalsim's
  2. 0:15combos, honestly, it's tough for
  3. 0:17beginners, but you absolutely must
  4. 0:19master hit-confirming. The thing with
  5. 0:22Dhalsim is that the optimal combo
  6. 0:23changes depending on whether the
  7. 0:25opponent is standing or crouching.
  8. 0:28It’s a bit of a hassle compared to
  9. 0:29other characters, but you’ll just
  10. 0:31have to accept it. You really need to
  11. 0:34learn to hit-confirm. Otherwise, you
  12. 0:36won't get any damage. I always struggle
  13. 0:39with this. When making
  14. 0:40beginner-friendly videos. But you have
  15. 0:42to hit-confirm. Please do it. Yeah.
  16. 0:44First, I'll go over the combos that
  17. 0:46don't need hit-confirming. Basically,
  18. 0:48your light attack combos. This works.
  19. 0:51Yes. From light punch to OD Fire, then
  20. 0:56after connecting the OD Fire, use the
  21. 0:59teleport I taught you earlier, or just
  22. 1:01back up and throw a projectile. And
  23. 1:08there's also light punch, light punch
  24. 1:10into medium SA1. Dhalsim has weak,
  25. 1:13medium, and strong SA1s. The medium one
  26. 1:16deals the most damage. When comboing
  27. 1:19from a move, this is basically the only
  28. 1:21choice. I really want you to practice
  29. 1:24this. If you don't, you won't be able
  30. 1:26to combo when you're out of Drive Gauge
  31. 1:28, so hang in there. Yes. Now, another
  32. 1:32one is the Drive Rush route.
  33. 1:35>> Wait? Light punch into Drive Rush.
  34. 1:40>> Into weak Blast. After this, use what I
  35. 1:43said before. This one. Or, you could
  36. 1:48connect to SA1. SA1. Or just SA. The
  37. 1:53rest of Dhalsim's combos are super
  38. 1:55simple. Like Yoga Gale or Yoga Fire,
  39. 1:58you just connect into Rush Yoga Flame.
  40. 2:00Yoga Gale, Drive Rush, Yoga Flame. Yoga
  41. 2:03Flame, Drive Rush, Yoga Flame. Except
  42. 2:05for light attacks, it's all this.
  43. 2:07Basically. And after this, please do
  44. 2:09the hit-confirm. Yes. This is during
  45. 2:12the Drive Rush. Drive Rush. This goes
  46. 2:14into a stable setup, right? At this
  47. 2:16moment, check if the opponent is
  48. 2:17standing or crouching. If they are
  49. 2:19standing, use strong Blast; if they are
  50. 2:22crouching, use medium Flame. Do this.
  51. 2:26I'm being strict about this. Do it. For
  52. 2:30Drive Rush, honestly, you don't need to
  53. 2:32memorize anything else. Yeah. Seriously
  54. 2:37, just Drive Rush; if they're standing,
  55. 2:39extend it. That's it; if they're
  56. 2:42crouching, just do this. If standing,
  57. 2:46finish with a strong Blast. If
  58. 2:48crouching, finish with a medium Flame.
  59. 2:50Is that really all there is? That's it.
  60. 2:53That covers the bread-and-butter combos
  61. 2:55. Seriously. Next, let's look at punish
  62. 2:59counter combos. For punish counters,
  63. 3:02start with heavy and go into a heavy
  64. 3:04blast. Well, if you're aiming for
  65. 3:06higher damage, I'd say a drive rush
  66. 3:11blast. And then,
  67. 3:16>> this.
  68. 3:20>> Remember that starting with a drive
  69. 3:22rush makes the damage really high. When
  70. 3:26you get a punish counter off a light
  71. 3:27punch, light kick is fine. Just light
  72. 3:30kick is fine. You should try to confirm
  73. 3:36it, but even here, confirming the hit
  74. 3:38and linking it is ideal, but if that's
  75. 3:40a hassle, a medium or even a heavy
  76. 3:42frame is fine. Just check that if
  77. 3:49you're aiming for high-level play. Next
  78. 3:52, drive impact punish counter. For
  79. 3:54drive impact punish counters,
  80. 3:57>> basically, you'll link it into a heavy
  81. 3:59blast.
  82. 4:03>> Wait, let me double-check. Actually, a
  83. 4:05medium blast. Or, for drive impact,
  84. 4:10>> medium blast into SA1 is the only
  85. 4:12choice. It does 3700 damage, and if you
  86. 4:14try to extend it awkwardly, you lose
  87. 4:16damage, so when you have SA1, this is
  88. 4:18the only option. Definitely the only
  89. 4:19option. Something like that. Yes. For
  90. 4:23stun combos, there's just one way to go
  91. 4:25. Float into heavy.
  92. 4:28>> This is fine. This is enough. It’s
  93. 4:30the only choice. Yes. I don't use
  94. 4:32anything else. As for corner combos,
  95. 4:33you don't need to memorize them. Wait,
  96. 4:36there is one when you land a heavy
  97. 4:37blast in the corner.
  98. 4:40>> When you land a heavy blast in the
  99. 4:41corner,
  100. 4:42>> heavy blast into light blast is best,
  101. 4:44but you don't really need to memorize
  102. 4:46stuff like that. Yes. Seriously, that's
  103. 4:48all you need for combos. Don't bother
  104. 4:50memorizing more. Just focus on trying
  105. 4:52your best to confirm your hits. That's
  106. 4:54just the kind of character this is, so
  107. 4:56thanks for that. Now, mind if I take a
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  192. 8:23as always. Everyone. I want to know
  193. 8:27some setplay. Okay. I'll teach you some
  194. 8:29JP setplay. Well, the setplay everyone
  195. 8:32should learn first is definitely the
  196. 8:34one after a throw. From this forward
  197. 8:38throw, a Drive Rush medium spike
  198. 8:40overlaps. And on block, it's plus five.
  199. 8:43Well, you can't really defend against
  200. 8:46back jumps after this, so it's not that
  201. 8:48strong, but when JP has extra meter—
  202. 8:50like when you have five or six bars or
  203. 8:52a full gauge—this forward throw into
  204. 8:55Drive Rush medium spike is a common way
  205. 8:57to keep up the pressure. Oh, and you
  206. 8:59can just buffer the Drive Rush medium
  207. 9:01spike from here. Yeah, when you have
  208. 9:05excess meter, forward throw into Drive
  209. 9:07Rush medium spike is okay, but there
  210. 9:09are people who will try to mash with a
  211. 9:12normal throw. Actually, this...
  212. 9:15>> You can beat that by Drive Rushing and
  213. 9:17waiting. Right, and against people who
  214. 9:20parry after the rush, you can...
  215. 9:23>> Drive Rush into a light spike, whiff it
  216. 9:25, then throw, or get a punish counter
  217. 9:27here and go for a throw.
  218. 9:29>> You can actually play mind games like
  219. 9:31this, so it's decent. And here's
  220. 9:36another forward throw setup—this
  221. 9:38might actually be the most important
  222. 9:39one—when the forward throw gets a
  223. 9:41punish counter.
  224. 9:44>> If you do a light spike, it's 100%
  225. 9:46guaranteed, and since you're plus five
  226. 9:48frames here...
  227. 9:50>> From here, a throw will perfectly
  228. 9:52overlap, so...
  229. 9:54>> From a light slide, you can walk back
  230. 9:56to shimmy and bait a throw tech, so
  231. 9:58it's super strong. Sometimes, people do
  232. 10:01a drive rush throw after a punish
  233. 10:03counter, but you should never do that,
  234. 10:05it's way too weak. Other than that,
  235. 10:07usually in the middle of the screen,
  236. 10:09just go for a back throw. It's the same
  237. 10:11for Dhalsim players. Unless you have 5
  238. 10:13or 6 bars of gauge or hit a punish
  239. 10:15counter, the back throw is your go-to.
  240. 10:18Wait, what should I do after a back
  241. 10:20throw in the middle? There's basically
  242. 10:22no oki, so just start zoning from there
  243. 10:24.
  244. 10:24>> When you're low on meter, you want to
  245. 10:26recover it, right? Since meter is
  246. 10:28important for Dhalsim, in those cases,
  247. 10:30just throw them back and go straight
  248. 10:31into shooting mode.
  249. 10:32>> Well, doing things like this or just
  250. 10:34crouching and waiting works too.
  251. 10:36Basically, use a forward throw when you
  252. 10:38want to keep up the pressure. And for
  253. 10:40the back throw,
  254. 10:42>> use it when you want to create distance
  255. 10:44and bring them to a range where Dhalsim
  256. 10:46has the advantage. Corner throw mix-ups
  257. 10:48have tons of variety. Honestly, it's
  258. 10:50top-tier. First, the corner forward
  259. 10:52throw.
  260. 10:53>> After this, two light punches make you
  261. 10:55plus five, so
  262. 10:59>> the light punch into a normal throw
  263. 11:01lands perfectly.
  264. 11:02>> And another one is
  265. 11:05>> in the corner, hit one light punch and
  266. 11:07shimmy. Actually, after two light
  267. 11:09punches,
  268. 11:11>> you can't shimmy. Since you can't
  269. 11:14shimmy while walking back, if you want
  270. 11:16to shimmy, hit one light punch, shimmy,
  271. 11:18and punish with an uppercut.
  272. 11:20>> And another one is
  273. 11:25>> this is plus eight.
  274. 11:27>> And this is plus three, right? Plus two
  275. 11:29, I mean. You use this when you
  276. 11:31accidentally land a normal throw
  277. 11:32against someone like JP. It's to watch
  278. 11:34out for things like JP's SA1. You might
  279. 11:37use it then, but it's not that strong.
  280. 11:40It's really not that strong. It’s
  281. 11:42okay if you want to meaty with a strike
  282. 11:44, but since there's no space,
  283. 11:45>> it's like a reverse heavy arch. It's
  284. 11:48plus three, so you can do this too. But
  285. 11:50the real deal is the corner back throw.
  286. 11:52It's the best. Seriously, the best.
  287. 11:55Dhalsim beginners don't really use the
  288. 11:57back throw. I'm telling you, the back
  289. 11:59throw is really strong. The frame
  290. 12:01advantage after a back throw is
  291. 12:02stupidly long, so even if you hit a jab
  292. 12:05and walk into a throw, you'll make it
  293. 12:07in time. The great thing about the back
  294. 12:09throw is the corner strike pressure.
  295. 12:11First one. This back throw into light
  296. 12:14fire. This is the strongest fireball
  297. 12:18meaty. They can't interrupt the light
  298. 12:20fire into drive rush jab. And if it
  299. 12:23hits, there you go. You can buffer it
  300. 12:29all, and if it hits, it automatically
  301. 12:31turns into a combo, so it's super
  302. 12:33strong. From here, do this,
  303. 12:35>> Well, you can do this too, and it’s
  304. 12:37super strong. So, against JP, you
  305. 12:40should basically stick to down-throws.
  306. 12:43Next, let’s talk about throw loops.
  307. 12:45For throws, go with a down-throw into
  308. 12:48slide. This is plus-three on
  309. 12:50counter-hit, so it’s plus-three on
  310. 12:52hit. Well, there are other options too.
  311. 13:00>> Like this one. Another one is
  312. 13:02down-throw into light punch, slide.
  313. 13:04Since this is a low attack and plus-two
  314. 13:06, use it to mix things up if they’re
  315. 13:08fishing for stand perfect parries. The
  316. 13:12return on hit is high, so it’s okay
  317. 13:14to do occasionally. After a throw,
  318. 13:18let's look at OD Yoga Fire. OD Yoga
  319. 13:20Fire is also really important.
  320. 13:23Basically, with Dhalsim, you link light
  321. 13:26attacks into OD Yoga Fire, but the
  322. 13:28follow-up setup is...
  323. 13:31>> This one, the delayed teleport.
  324. 13:36There’s a trick to it—don’t time
  325. 13:38it to their landing, just watch their
  326. 13:40motion and teleport when they bounce
  327. 13:41off the floor. This is still plus-three
  328. 13:47, so it leads into your strike-throw
  329. 13:49game. There is also a safe jump from OD
  330. 13:52Yoga Fire. But you don’t need to
  331. 13:55learn it. It’s difficult, so don’t
  332. 13:57bother with it. Next, the setup used
  333. 14:00most frequently is after Heavy Yoga
  334. 14:02Blast, I guess? After Heavy Yoga Blast.
  335. 14:06There are many options after this, but
  336. 14:08the main one you should remember is
  337. 14:10this.
  338. 14:11>> Heavy Blast, medium punch, heavy punch.
  339. 14:13Why is this strong? Because after the
  340. 14:16medium punch, they can’t jump.
  341. 14:18Exactly, you force them to block it at
  342. 14:20the very least. You can land the heavy
  343. 14:23punch or make them block it to chip
  344. 14:24damage, and if they block, your Drive
  345. 14:26Gauge recovers. If they block this, you
  346. 14:29get about half a bar of Drive Gauge
  347. 14:31back. Just treat this whole thing as
  348. 14:32one set. This part is a set. There’s
  349. 14:38one more sequence related to Heavy Yoga
  350. 14:40Blast; when you use it after an
  351. 14:41uppercut,
  352. 14:45>> in that case, use crouching medium
  353. 14:47punch into Heavy Yoga Fire.
  354. 14:49>> From here, you can do a drive rush. And
  355. 14:53if they jump over this Heavy Fire, you
  356. 14:55can anti-air them.
  357. 14:57>> Like this.
  358. 14:59>> It’s fast enough. Even against
  359. 15:00Luke’s heavy jump-in, it’s plenty
  360. 15:02of time. From here, you can do a heavy
  361. 15:05slide,
  362. 15:08>> or link into SA1, and there’s also a
  363. 15:10safe jump. If you are at plus-11 on
  364. 15:13block, you’ve succeeded.
  365. 15:15>> Ah, that worked. But, well, you don't
  366. 15:17really have to do that. There are some
  367. 15:19situations where it's good to pull off.
  368. 15:21The difficulty of executing it
  369. 15:22correctly is high. You have to memorize
  370. 15:24the timing yourself. You don't need to
  371. 15:26aim for it much at first. For Dhalsim,
  372. 15:28something secretly important is what
  373. 15:30you do after a perfect parry. After a
  374. 15:34perfect parry, you have the option to
  375. 15:36switch sides like this. I think they'll
  376. 15:39get hit by it the first time. The
  377. 15:42return when this hits is huge, so it's
  378. 15:44good if you can do it. Also, when the
  379. 15:47opponent tries to mash out with a 4-
  380. 15:49frame move, I'll go into a combo from a
  381. 15:54drive rush. Isn't this amazing?
  382. 15:59>> You really shouldn't mash here. Isn't
  383. 16:01this basically super strong? I highly
  384. 16:04recommend this. And after this heavy
  385. 16:07kick punish counter, there's this
  386. 16:09sequence,
  387. 16:12>> what makes this strong is that if they
  388. 16:14try to tech the throw, you get a punish
  389. 16:16counter plus frame,
  390. 16:20>> so things like this will connect. Also,
  391. 16:23this,
  392. 16:25>> after a light blast, what's the
  393. 16:26strongest thing to do in the corner?
  394. 16:30>> Ah, this is basically the only choice.
  395. 16:34After this, a medium blast perfectly
  396. 16:36meaties for a throw,
  397. 16:37>> and you can shimmy too, so yeah,
  398. 16:39basically this is the one. It's
  399. 16:41stronger to just go for the honest
  400. 16:4250/50 between a shimmy and a throw.
  401. 16:44Torimeshi-san also said this is
  402. 16:46basically the way to go. There are
  403. 16:47various options for this. Actually
  404. 16:49there are a lot, like light punch blast
  405. 16:56>> there's this one too,
  406. 17:00>> and this one, but as for this one...
  407. 17:03>> Seriously, this is it. Wait, I had one
  408. 17:06more. After hitting a medium blast,
  409. 17:11>> delay the drive rush. It can't be
  410. 17:14immediate. Delay the rush to match
  411. 17:16their wakeup timing. Like this. And if
  412. 17:21you do this, surprisingly,
  413. 17:25>> yes, you can shimmy. Yes. It's
  414. 17:27incredibly strong. However, a medium
  415. 17:30blast only connects on a standing
  416. 17:31opponent, so you have to confirm if
  417. 17:33they are standing. To use this,
  418. 17:35everyone should practice confirming
  419. 17:37standing hits with Dhalsim. If you do,
  420. 17:39you can use the strongest sequence.
  421. 17:41This is it, it's the strongest,
  422. 17:43seriously. By the way, if they back
  423. 17:45roll,
  424. 17:47>> you can shimmy directly. Yes. It's
  425. 17:49strong. You can't do it against a
  426. 17:51normal wakeup, though. That’s about
  427. 17:53all you need for setplay. Besides that,
  428. 17:57just sandwiching them with a teleport
  429. 17:59after a fire, or an OD Arch into a
  430. 18:00teleport like this—if you keep doing
  431. 18:02things like that, you’ll win a fair
  432. 18:04amount. Sandwich them with a projectile
  433. 18:07. If you do this, you’ll be fine.
  434. 18:09Shoot a projectile from long range and
  435. 18:11sandwich them. You can follow up an OD
  436. 18:13Comet with this, and then touch them
  437. 18:14like this. By the way, this is
  438. 18:16legitimately strong. OD Comet into
  439. 18:19teleport is just plain strong. It’s a
  440. 18:21true blockstring, you know. The
  441. 18:23opponent can’t interrupt it. If you
  442. 18:24just remember this range, you can fight
  443. 18:26. I mean, this is basically all I do.
  444. 18:29Mostly.
  445. 18:30>> What should Dhalsim do when the
  446. 18:31opponent is burned out? Well, there are
  447. 18:33burnout combos. Actually, Dhalsim is
  448. 18:35quite strong when you force the
  449. 18:36opponent into burnout. The strongest
  450. 18:38thing to do when they are in burnout is
  451. 18:40this.
  452. 18:41>> This right here. Basically, you only
  453. 18:43need to aim for this. Once you burn
  454. 18:45them out.
  455. 18:46>> Light Fire.
  456. 18:46>> Teleporting, or doing an Arch into
  457. 18:48teleport, or sandwiching them with a
  458. 18:50projectile into a teleport is super
  459. 18:52strong. When they’re burned out, if
  460. 18:54you’re at a range where you can't
  461. 18:55shoot a projectile, like at this
  462. 18:57distance, they have jumps, right? And
  463. 18:59you can’t shoot a projectile. In
  464. 19:00those situations, Medium Slide. During
  465. 19:03burnout, block stun increases by 4
  466. 19:05frames. So even if you commit, you’re
  467. 19:07at advantage. If you see them blocking,
  468. 19:09just toss out a Medium Slide, then chip
  469. 19:11away with jabs and carry them to the
  470. 19:13corner. This is super strong. Well,
  471. 19:15Drill is also strong. Drill is strong,
  472. 19:17too. Because you can get frame
  473. 19:18advantage even without hitting their
  474. 19:20feet. Drill and Slide—using these to
  475. 19:22carelessly pressure them is quite
  476. 19:24strong. During burnout. Also, don't use
  477. 19:26flame for chip damage during burnout.
  478. 19:28Don't buffer it. It doesn't chip much,
  479. 19:31and it lets the opponent's drive gauge
  480. 19:33recover quickly. Instead of buffering
  481. 19:36flame, force them to block with these,
  482. 19:38then hit them with jab strings, shimmy,
  483. 19:41or throws.
  484. 19:42>> Opening them up this way has a higher
  485. 19:44expected value. That’s how Dhalsim
  486. 19:46should act when the opponent is in
  487. 19:48burnout. Drill Kick—how should I even
  488. 19:51use it? I use it on instinct, but I
  489. 19:53don't really get it. Okay, so Drill
  490. 19:55Kick is hard to land, right? If you
  491. 19:57miss, you get punished, and it’s
  492. 19:59disadvantageous; it’s tough. That’s
  493. 20:02why you use it in setplay when it's
  494. 20:03difficult. So, you use it in
  495. 20:05predetermined situations. In short.
  496. 20:08Like this, for example: 3 jabs into a
  497. 20:10back-jump Light Drill. Exactly. This is
  498. 20:13strong, and it's simple. It hits their
  499. 20:16feet, too. This is what ends up
  500. 20:20happening. You can kick over things
  501. 20:22like medium kicks. You can crush them
  502. 20:24with this. Or you could do two light
  503. 20:26punches into a back jump medium drill.
  504. 20:28Using it in these kinds of set
  505. 20:29situations is strong. Also, the heavy
  506. 20:32version works well on wake-up. Like
  507. 20:35this. This is strong. Basically, it's a
  508. 20:37move that targets throws, so if the
  509. 20:39opponent tries to meat a throw, you get
  510. 20:41a punish counter and are plus three. I
  511. 20:43mean, you know how teching works, right
  512. 20:45? This is a throw tech. Honestly, you
  513. 20:47can't really set anything up off a
  514. 20:48throw tech. But this move lets you
  515. 20:50actually get a return against throw
  516. 20:52attempts. Of course, it loses to
  517. 20:53strikes, but having an option that nets
  518. 20:55a return against throws is powerful.
  519. 20:57And there's another strong point to
  520. 20:59this, which is when they try to shimmy
  521. 21:01you like this. You can step on their
  522. 21:05feet and actually get an advantage.
  523. 21:07Sometimes you can even beat both throw
  524. 21:09meaties and shimmies. That's why a
  525. 21:12heavy "L" mash is pretty strong. No,
  526. 21:14it's super strong. The drill kick is
  527. 21:17best for the corner. I mean, you can
  528. 21:19use it mid-screen too. Basically, after
  529. 21:22the drill kick, you can follow up with
  530. 21:24things like OD Comet or Teleport. So
  531. 21:28you can swap sides like this, or do it
  532. 21:31directly, or start an offense from here
  533. 21:33. The drill kick has a high degree of
  534. 21:37freedom, so you can use it for trickery
  535. 21:39or to force your way out when you're
  536. 21:41stuck in the corner. There's definitely
  537. 21:46risk involved, but the many options let
  538. 21:48you scramble the opponent.

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