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
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- 0:12Dhalsim combos, okay. For Dhalsim's
- 0:15combos, honestly, it's tough for
- 0:17beginners, but you absolutely must
- 0:19master hit-confirming. The thing with
- 0:22Dhalsim is that the optimal combo
- 0:23changes depending on whether the
- 0:25opponent is standing or crouching.
- 0:28It’s a bit of a hassle compared to
- 0:29other characters, but you’ll just
- 0:31have to accept it. You really need to
- 0:34learn to hit-confirm. Otherwise, you
- 0:36won't get any damage. I always struggle
- 0:39with this. When making
- 0:40beginner-friendly videos. But you have
- 0:42to hit-confirm. Please do it. Yeah.
- 0:44First, I'll go over the combos that
- 0:46don't need hit-confirming. Basically,
- 0:48your light attack combos. This works.
- 0:51Yes. From light punch to OD Fire, then
- 0:56after connecting the OD Fire, use the
- 0:59teleport I taught you earlier, or just
- 1:01back up and throw a projectile. And
- 1:08there's also light punch, light punch
- 1:10into medium SA1. Dhalsim has weak,
- 1:13medium, and strong SA1s. The medium one
- 1:16deals the most damage. When comboing
- 1:19from a move, this is basically the only
- 1:21choice. I really want you to practice
- 1:24this. If you don't, you won't be able
- 1:26to combo when you're out of Drive Gauge
- 1:28, so hang in there. Yes. Now, another
- 1:32one is the Drive Rush route.
- 1:35>> Wait? Light punch into Drive Rush.
- 1:40>> Into weak Blast. After this, use what I
- 1:43said before. This one. Or, you could
- 1:48connect to SA1. SA1. Or just SA. The
- 1:53rest of Dhalsim's combos are super
- 1:55simple. Like Yoga Gale or Yoga Fire,
- 1:58you just connect into Rush Yoga Flame.
- 2:00Yoga Gale, Drive Rush, Yoga Flame. Yoga
- 2:03Flame, Drive Rush, Yoga Flame. Except
- 2:05for light attacks, it's all this.
- 2:07Basically. And after this, please do
- 2:09the hit-confirm. Yes. This is during
- 2:12the Drive Rush. Drive Rush. This goes
- 2:14into a stable setup, right? At this
- 2:16moment, check if the opponent is
- 2:17standing or crouching. If they are
- 2:19standing, use strong Blast; if they are
- 2:22crouching, use medium Flame. Do this.
- 2:26I'm being strict about this. Do it. For
- 2:30Drive Rush, honestly, you don't need to
- 2:32memorize anything else. Yeah. Seriously
- 2:37, just Drive Rush; if they're standing,
- 2:39extend it. That's it; if they're
- 2:42crouching, just do this. If standing,
- 2:46finish with a strong Blast. If
- 2:48crouching, finish with a medium Flame.
- 2:50Is that really all there is? That's it.
- 2:53That covers the bread-and-butter combos
- 2:55. Seriously. Next, let's look at punish
- 2:59counter combos. For punish counters,
- 3:02start with heavy and go into a heavy
- 3:04blast. Well, if you're aiming for
- 3:06higher damage, I'd say a drive rush
- 3:11blast. And then,
- 3:16>> this.
- 3:20>> Remember that starting with a drive
- 3:22rush makes the damage really high. When
- 3:26you get a punish counter off a light
- 3:27punch, light kick is fine. Just light
- 3:30kick is fine. You should try to confirm
- 3:36it, but even here, confirming the hit
- 3:38and linking it is ideal, but if that's
- 3:40a hassle, a medium or even a heavy
- 3:42frame is fine. Just check that if
- 3:49you're aiming for high-level play. Next
- 3:52, drive impact punish counter. For
- 3:54drive impact punish counters,
- 3:57>> basically, you'll link it into a heavy
- 3:59blast.
- 4:03>> Wait, let me double-check. Actually, a
- 4:05medium blast. Or, for drive impact,
- 4:10>> medium blast into SA1 is the only
- 4:12choice. It does 3700 damage, and if you
- 4:14try to extend it awkwardly, you lose
- 4:16damage, so when you have SA1, this is
- 4:18the only option. Definitely the only
- 4:19option. Something like that. Yes. For
- 4:23stun combos, there's just one way to go
- 4:25. Float into heavy.
- 4:28>> This is fine. This is enough. It’s
- 4:30the only choice. Yes. I don't use
- 4:32anything else. As for corner combos,
- 4:33you don't need to memorize them. Wait,
- 4:36there is one when you land a heavy
- 4:37blast in the corner.
- 4:40>> When you land a heavy blast in the
- 4:41corner,
- 4:42>> heavy blast into light blast is best,
- 4:44but you don't really need to memorize
- 4:46stuff like that. Yes. Seriously, that's
- 4:48all you need for combos. Don't bother
- 4:50memorizing more. Just focus on trying
- 4:52your best to confirm your hits. That's
- 4:54just the kind of character this is, so
- 4:56thanks for that. Now, mind if I take a
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- 8:23as always. Everyone. I want to know
- 8:27some setplay. Okay. I'll teach you some
- 8:29JP setplay. Well, the setplay everyone
- 8:32should learn first is definitely the
- 8:34one after a throw. From this forward
- 8:38throw, a Drive Rush medium spike
- 8:40overlaps. And on block, it's plus five.
- 8:43Well, you can't really defend against
- 8:46back jumps after this, so it's not that
- 8:48strong, but when JP has extra meter—
- 8:50like when you have five or six bars or
- 8:52a full gauge—this forward throw into
- 8:55Drive Rush medium spike is a common way
- 8:57to keep up the pressure. Oh, and you
- 8:59can just buffer the Drive Rush medium
- 9:01spike from here. Yeah, when you have
- 9:05excess meter, forward throw into Drive
- 9:07Rush medium spike is okay, but there
- 9:09are people who will try to mash with a
- 9:12normal throw. Actually, this...
- 9:15>> You can beat that by Drive Rushing and
- 9:17waiting. Right, and against people who
- 9:20parry after the rush, you can...
- 9:23>> Drive Rush into a light spike, whiff it
- 9:25, then throw, or get a punish counter
- 9:27here and go for a throw.
- 9:29>> You can actually play mind games like
- 9:31this, so it's decent. And here's
- 9:36another forward throw setup—this
- 9:38might actually be the most important
- 9:39one—when the forward throw gets a
- 9:41punish counter.
- 9:44>> If you do a light spike, it's 100%
- 9:46guaranteed, and since you're plus five
- 9:48frames here...
- 9:50>> From here, a throw will perfectly
- 9:52overlap, so...
- 9:54>> From a light slide, you can walk back
- 9:56to shimmy and bait a throw tech, so
- 9:58it's super strong. Sometimes, people do
- 10:01a drive rush throw after a punish
- 10:03counter, but you should never do that,
- 10:05it's way too weak. Other than that,
- 10:07usually in the middle of the screen,
- 10:09just go for a back throw. It's the same
- 10:11for Dhalsim players. Unless you have 5
- 10:13or 6 bars of gauge or hit a punish
- 10:15counter, the back throw is your go-to.
- 10:18Wait, what should I do after a back
- 10:20throw in the middle? There's basically
- 10:22no oki, so just start zoning from there
- 10:24.
- 10:24>> When you're low on meter, you want to
- 10:26recover it, right? Since meter is
- 10:28important for Dhalsim, in those cases,
- 10:30just throw them back and go straight
- 10:31into shooting mode.
- 10:32>> Well, doing things like this or just
- 10:34crouching and waiting works too.
- 10:36Basically, use a forward throw when you
- 10:38want to keep up the pressure. And for
- 10:40the back throw,
- 10:42>> use it when you want to create distance
- 10:44and bring them to a range where Dhalsim
- 10:46has the advantage. Corner throw mix-ups
- 10:48have tons of variety. Honestly, it's
- 10:50top-tier. First, the corner forward
- 10:52throw.
- 10:53>> After this, two light punches make you
- 10:55plus five, so
- 10:59>> the light punch into a normal throw
- 11:01lands perfectly.
- 11:02>> And another one is
- 11:05>> in the corner, hit one light punch and
- 11:07shimmy. Actually, after two light
- 11:09punches,
- 11:11>> you can't shimmy. Since you can't
- 11:14shimmy while walking back, if you want
- 11:16to shimmy, hit one light punch, shimmy,
- 11:18and punish with an uppercut.
- 11:20>> And another one is
- 11:25>> this is plus eight.
- 11:27>> And this is plus three, right? Plus two
- 11:29, I mean. You use this when you
- 11:31accidentally land a normal throw
- 11:32against someone like JP. It's to watch
- 11:34out for things like JP's SA1. You might
- 11:37use it then, but it's not that strong.
- 11:40It's really not that strong. It’s
- 11:42okay if you want to meaty with a strike
- 11:44, but since there's no space,
- 11:45>> it's like a reverse heavy arch. It's
- 11:48plus three, so you can do this too. But
- 11:50the real deal is the corner back throw.
- 11:52It's the best. Seriously, the best.
- 11:55Dhalsim beginners don't really use the
- 11:57back throw. I'm telling you, the back
- 11:59throw is really strong. The frame
- 12:01advantage after a back throw is
- 12:02stupidly long, so even if you hit a jab
- 12:05and walk into a throw, you'll make it
- 12:07in time. The great thing about the back
- 12:09throw is the corner strike pressure.
- 12:11First one. This back throw into light
- 12:14fire. This is the strongest fireball
- 12:18meaty. They can't interrupt the light
- 12:20fire into drive rush jab. And if it
- 12:23hits, there you go. You can buffer it
- 12:29all, and if it hits, it automatically
- 12:31turns into a combo, so it's super
- 12:33strong. From here, do this,
- 12:35>> Well, you can do this too, and it’s
- 12:37super strong. So, against JP, you
- 12:40should basically stick to down-throws.
- 12:43Next, let’s talk about throw loops.
- 12:45For throws, go with a down-throw into
- 12:48slide. This is plus-three on
- 12:50counter-hit, so it’s plus-three on
- 12:52hit. Well, there are other options too.
- 13:00>> Like this one. Another one is
- 13:02down-throw into light punch, slide.
- 13:04Since this is a low attack and plus-two
- 13:06, use it to mix things up if they’re
- 13:08fishing for stand perfect parries. The
- 13:12return on hit is high, so it’s okay
- 13:14to do occasionally. After a throw,
- 13:18let's look at OD Yoga Fire. OD Yoga
- 13:20Fire is also really important.
- 13:23Basically, with Dhalsim, you link light
- 13:26attacks into OD Yoga Fire, but the
- 13:28follow-up setup is...
- 13:31>> This one, the delayed teleport.
- 13:36There’s a trick to it—don’t time
- 13:38it to their landing, just watch their
- 13:40motion and teleport when they bounce
- 13:41off the floor. This is still plus-three
- 13:47, so it leads into your strike-throw
- 13:49game. There is also a safe jump from OD
- 13:52Yoga Fire. But you don’t need to
- 13:55learn it. It’s difficult, so don’t
- 13:57bother with it. Next, the setup used
- 14:00most frequently is after Heavy Yoga
- 14:02Blast, I guess? After Heavy Yoga Blast.
- 14:06There are many options after this, but
- 14:08the main one you should remember is
- 14:10this.
- 14:11>> Heavy Blast, medium punch, heavy punch.
- 14:13Why is this strong? Because after the
- 14:16medium punch, they can’t jump.
- 14:18Exactly, you force them to block it at
- 14:20the very least. You can land the heavy
- 14:23punch or make them block it to chip
- 14:24damage, and if they block, your Drive
- 14:26Gauge recovers. If they block this, you
- 14:29get about half a bar of Drive Gauge
- 14:31back. Just treat this whole thing as
- 14:32one set. This part is a set. There’s
- 14:38one more sequence related to Heavy Yoga
- 14:40Blast; when you use it after an
- 14:41uppercut,
- 14:45>> in that case, use crouching medium
- 14:47punch into Heavy Yoga Fire.
- 14:49>> From here, you can do a drive rush. And
- 14:53if they jump over this Heavy Fire, you
- 14:55can anti-air them.
- 14:57>> Like this.
- 14:59>> It’s fast enough. Even against
- 15:00Luke’s heavy jump-in, it’s plenty
- 15:02of time. From here, you can do a heavy
- 15:05slide,
- 15:08>> or link into SA1, and there’s also a
- 15:10safe jump. If you are at plus-11 on
- 15:13block, you’ve succeeded.
- 15:15>> Ah, that worked. But, well, you don't
- 15:17really have to do that. There are some
- 15:19situations where it's good to pull off.
- 15:21The difficulty of executing it
- 15:22correctly is high. You have to memorize
- 15:24the timing yourself. You don't need to
- 15:26aim for it much at first. For Dhalsim,
- 15:28something secretly important is what
- 15:30you do after a perfect parry. After a
- 15:34perfect parry, you have the option to
- 15:36switch sides like this. I think they'll
- 15:39get hit by it the first time. The
- 15:42return when this hits is huge, so it's
- 15:44good if you can do it. Also, when the
- 15:47opponent tries to mash out with a 4-
- 15:49frame move, I'll go into a combo from a
- 15:54drive rush. Isn't this amazing?
- 15:59>> You really shouldn't mash here. Isn't
- 16:01this basically super strong? I highly
- 16:04recommend this. And after this heavy
- 16:07kick punish counter, there's this
- 16:09sequence,
- 16:12>> what makes this strong is that if they
- 16:14try to tech the throw, you get a punish
- 16:16counter plus frame,
- 16:20>> so things like this will connect. Also,
- 16:23this,
- 16:25>> after a light blast, what's the
- 16:26strongest thing to do in the corner?
- 16:30>> Ah, this is basically the only choice.
- 16:34After this, a medium blast perfectly
- 16:36meaties for a throw,
- 16:37>> and you can shimmy too, so yeah,
- 16:39basically this is the one. It's
- 16:41stronger to just go for the honest
- 16:4250/50 between a shimmy and a throw.
- 16:44Torimeshi-san also said this is
- 16:46basically the way to go. There are
- 16:47various options for this. Actually
- 16:49there are a lot, like light punch blast
- 16:56>> there's this one too,
- 17:00>> and this one, but as for this one...
- 17:03>> Seriously, this is it. Wait, I had one
- 17:06more. After hitting a medium blast,
- 17:11>> delay the drive rush. It can't be
- 17:14immediate. Delay the rush to match
- 17:16their wakeup timing. Like this. And if
- 17:21you do this, surprisingly,
- 17:25>> yes, you can shimmy. Yes. It's
- 17:27incredibly strong. However, a medium
- 17:30blast only connects on a standing
- 17:31opponent, so you have to confirm if
- 17:33they are standing. To use this,
- 17:35everyone should practice confirming
- 17:37standing hits with Dhalsim. If you do,
- 17:39you can use the strongest sequence.
- 17:41This is it, it's the strongest,
- 17:43seriously. By the way, if they back
- 17:45roll,
- 17:47>> you can shimmy directly. Yes. It's
- 17:49strong. You can't do it against a
- 17:51normal wakeup, though. That’s about
- 17:53all you need for setplay. Besides that,
- 17:57just sandwiching them with a teleport
- 17:59after a fire, or an OD Arch into a
- 18:00teleport like this—if you keep doing
- 18:02things like that, you’ll win a fair
- 18:04amount. Sandwich them with a projectile
- 18:07. If you do this, you’ll be fine.
- 18:09Shoot a projectile from long range and
- 18:11sandwich them. You can follow up an OD
- 18:13Comet with this, and then touch them
- 18:14like this. By the way, this is
- 18:16legitimately strong. OD Comet into
- 18:19teleport is just plain strong. It’s a
- 18:21true blockstring, you know. The
- 18:23opponent can’t interrupt it. If you
- 18:24just remember this range, you can fight
- 18:26. I mean, this is basically all I do.
- 18:29Mostly.
- 18:30>> What should Dhalsim do when the
- 18:31opponent is burned out? Well, there are
- 18:33burnout combos. Actually, Dhalsim is
- 18:35quite strong when you force the
- 18:36opponent into burnout. The strongest
- 18:38thing to do when they are in burnout is
- 18:40this.
- 18:41>> This right here. Basically, you only
- 18:43need to aim for this. Once you burn
- 18:45them out.
- 18:46>> Light Fire.
- 18:46>> Teleporting, or doing an Arch into
- 18:48teleport, or sandwiching them with a
- 18:50projectile into a teleport is super
- 18:52strong. When they’re burned out, if
- 18:54you’re at a range where you can't
- 18:55shoot a projectile, like at this
- 18:57distance, they have jumps, right? And
- 18:59you can’t shoot a projectile. In
- 19:00those situations, Medium Slide. During
- 19:03burnout, block stun increases by 4
- 19:05frames. So even if you commit, you’re
- 19:07at advantage. If you see them blocking,
- 19:09just toss out a Medium Slide, then chip
- 19:11away with jabs and carry them to the
- 19:13corner. This is super strong. Well,
- 19:15Drill is also strong. Drill is strong,
- 19:17too. Because you can get frame
- 19:18advantage even without hitting their
- 19:20feet. Drill and Slide—using these to
- 19:22carelessly pressure them is quite
- 19:24strong. During burnout. Also, don't use
- 19:26flame for chip damage during burnout.
- 19:28Don't buffer it. It doesn't chip much,
- 19:31and it lets the opponent's drive gauge
- 19:33recover quickly. Instead of buffering
- 19:36flame, force them to block with these,
- 19:38then hit them with jab strings, shimmy,
- 19:41or throws.
- 19:42>> Opening them up this way has a higher
- 19:44expected value. That’s how Dhalsim
- 19:46should act when the opponent is in
- 19:48burnout. Drill Kick—how should I even
- 19:51use it? I use it on instinct, but I
- 19:53don't really get it. Okay, so Drill
- 19:55Kick is hard to land, right? If you
- 19:57miss, you get punished, and it’s
- 19:59disadvantageous; it’s tough. That’s
- 20:02why you use it in setplay when it's
- 20:03difficult. So, you use it in
- 20:05predetermined situations. In short.
- 20:08Like this, for example: 3 jabs into a
- 20:10back-jump Light Drill. Exactly. This is
- 20:13strong, and it's simple. It hits their
- 20:16feet, too. This is what ends up
- 20:20happening. You can kick over things
- 20:22like medium kicks. You can crush them
- 20:24with this. Or you could do two light
- 20:26punches into a back jump medium drill.
- 20:28Using it in these kinds of set
- 20:29situations is strong. Also, the heavy
- 20:32version works well on wake-up. Like
- 20:35this. This is strong. Basically, it's a
- 20:37move that targets throws, so if the
- 20:39opponent tries to meat a throw, you get
- 20:41a punish counter and are plus three. I
- 20:43mean, you know how teching works, right
- 20:45? This is a throw tech. Honestly, you
- 20:47can't really set anything up off a
- 20:48throw tech. But this move lets you
- 20:50actually get a return against throw
- 20:52attempts. Of course, it loses to
- 20:53strikes, but having an option that nets
- 20:55a return against throws is powerful.
- 20:57And there's another strong point to
- 20:59this, which is when they try to shimmy
- 21:01you like this. You can step on their
- 21:05feet and actually get an advantage.
- 21:07Sometimes you can even beat both throw
- 21:09meaties and shimmies. That's why a
- 21:12heavy "L" mash is pretty strong. No,
- 21:14it's super strong. The drill kick is
- 21:17best for the corner. I mean, you can
- 21:19use it mid-screen too. Basically, after
- 21:22the drill kick, you can follow up with
- 21:24things like OD Comet or Teleport. So
- 21:28you can swap sides like this, or do it
- 21:31directly, or start an offense from here
- 21:33. The drill kick has a high degree of
- 21:37freedom, so you can use it for trickery
- 21:39or to force your way out when you're
- 21:41stuck in the corner. There's definitely
- 21:46risk involved, but the many options let
- 21:48you scramble the opponent.
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This page contains the full transcript of 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】 by 牙キバル@VTuber, generated from the public captions YouTube serves with the video. The transcript has 3,516 words across 538 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
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