[Top 10] SF6 Dhalsim Combos Showcase And Best Combo List

sf6 dhalsim combos
Updated:
11 Dec 2023

What are the best Street Fighter 6 Dhalsim combos?

Dhalsim is a Yoga master from India who can spit fire and perform several superhuman feats, such as stretching his limbs, teleporting, and even floating in the air.

Sim has been a mainstay in Street Fighter in Street Fighter II: The World Warrior and has gone through several changes over the years, going from a full-on zoner archetype to a devastating rushdown-zoner hybrid in Street Fighter V.
Dhalsim is back in Street Fighter 6, and he has never had so many ways to spew fire at his foes. He wasn’t in the Beta version so people could not test how far his combos can go, but albeit limited, here’s the list of the best SF6 Dhalsim combos so far.

 

10. Classic Throw

Start at: 0:10

This is not a combo per se, but it is iconic enough to get its spot on this list, given the limited information we have.

Dhalsim floats and then teleports into what seems to be his jumping short, using it as a tick throw.

Now, obviously, a throw is not a true combo, but it still does have combo-counting hits. It’s really fun to see that Dhalsim’s old throw animation has been reintroduced, and he grabs you and knuckles your head before slapping you away.

When to use this combo: Off a tick-throw scenario.

 

9. Double-Hitting Fireball

Start at: 0:07

Again this is not a true combo in the traditional sense as there is only one input to pull it off, but it is really important to mention it.

Dhalsim can alter the timing of his Yoga Fire by holding down the button.

If he does, not only is the timing different, but Yoga Fire comes out as a 2-Hit fireball, without using any meter.

When to use this combo: During a fireball war

 

8. Bounce Back

Start at: 0:12

SFV’s version of Yoga Fire is back, but this type is a different move called Yoga Arch. 

The OD Version is similar to the V-Skill 2 version in SFV, where the arched fireball bounces back on the ground.

Sim can shoot it to the back of the opponent to have it bounce back against them, having a lot of time to mix them up and threaten with Yoga Teleport. It is clear from the video that the hit stun is enough to convert into a high-damaging combo.

When to use this combo: This is probably best used in your okizeme.

 

7. Yoga Drilling

Start at: 0:17

This is a very simple yet effective combo, which shows how Yoga Drill Kick can be converted into a light string combo.

You can end it on a knockdown with OD Yoga Fire which can then be followed with pressure.

In the video, it is converted off a punish counter, but Sim has been able to do crouch jab off the well-spaced drill kick, so we can safely assume you don’t need the counter for the conversion.

When to use this combo: Off of Yoga Drill Kick in neutral.

 


6. Yoga Sunburst

Start at: 0:34

This is basically the same move Dhalsim had for his SFV Critical Art.

As so, you can probably hold down the button for an improved version and it is also very likely that you can do it while airbourne.

In any case, because he throws such a massive fireball at the opponent, he can initiate all sorts of mix-ups from it, like with his Yoga Catastrophe in SFIV. As we know, this type of move is simultaneously a combo started, extender, and ender for Sim.

When to use this combo: It is widely dynamic regarding how it can be incorporated into combos.

 


5. From The Skies

Start at: 2:00

This combo starts from the skies as an airborne Dhalsim spits his Yoga Comet toward his opponent.

Before the fireball hits the opponent, Sim appears from behind using his Yoga Teleport, creating an instant cross-up scenario and making the opponent gets hit by the Comet.

Dhalsim can then combo from the fireball into the jump fierce and start a full combo from there.

When to use this combo: As a full-screen mix-up.

 


4. Overdrive Comet

Start at: 0:24

From what we can see on the Dhalsim move showcase, Dhalsim still performs an aerial attack after using the Overdrive version of Yoga Comet.

We can see Dhalsim spewing the air fireball and immediately coming down with it using Yoga Drill Kick.

In the video, the combo stops there, but we know already that Dhalsim can convert from his Drill Kick if it hits below the knees, so this can be extremely scary.

When to use this combo: As an unconventional and overwhelming type of jump-in.

 


3. Anti-Air

Start at: 0:28

Jumping on Dhalsim has always been a bad idea in every game he’s in, as he’s always equipped with a fantastic set of anti-air options.

In Street Fighter 6, he regained an old move, the Yoga Blast, which is basically an upward Yoga Flame. It is faster than ever, and it has been shown to end combos.

The dangerous thing here is that he can probably cancel it into one of the 3 versions of his Level 1 Super Art, the Yoga Inferno for big damage out of an anti-air.

When to use this combo: You can probably cancel Yoga Blast into Yoga Inferno for big damage off an anti-air.

 


2. Roundhouse From Across the World

Start at: 2:15

This is where things get really interesting for Dhalsim in Street Fighter 6.

Whilst SFIV Sim was a full-on zoner, SFV added many offensive tools to the character, allowing him to play rushdown up close. But now, Sim can still do extended, damaging combos, whilst benefiting from playing at long range.

Here we see Dhalsim hit a roundhouse from full-screen and able to convert it into a Level 1 Super combo, thanks to the use of Drive Rush.

When to use this combo: You can use this combo as a full-screen conversion.

 


1. Level 3 Nirvana

Start at: 3:39

After a shimmy, Sim goes into crouch fierce, which initiates the combo.

He even gets a Punish Counter due to shimmy having the opponent whiff his move.

This is a simple and straightforward combo, as Dhalsim goes from crouch fierce to Yoga Flame to Level 3 Super Art, which is probably the best-looking super Dhalsim has ever had.

When to use this combo: With full Super meter when you have the chance to kill after a successful shimmy or punish.

 

Street Fighter 6 Dhalsim looks really exciting and his newly extended tool kit makes him a menace from anywhere on the screen.

He can now fuse his already slippery movement with all kinds of fireballs, and he’s always ready to convert from them or mix you up like crazy.

Again, as Dhalsim is yet to be played and explored, there are likely dozens of new combos that will be available once the game is out, but right now, with the limited knowledge we have, these are the best Dhalsim (potential) combos.

 

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Gamer Since:
2003
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Street Fighter V: Champion Edition
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