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== Combos == | == Combos == | ||
-d.c.LK > s.LP XX qcf + KK | |||
-Jump HP \/ d.df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP | |||
-Jump d + LK > HK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP/HK | |||
-((f,f) hcb + HK, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK | |||
-Corner When close, f + HK, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK > sj.d + HP > sj.d + HK | |||
-(f,f) hcb + HK XX qcf + PP (hold u) | |||
-Jump d + LK > LP > HP \/ c.LK > c.LK > c.HK XX qcf + PP | |||
-Corner qcf + LP, (f,f, f,f) d.s.LK > s.LK > s.HK XX hcb + LK XX qcf + PP | |||
= Advanced Strategy = | = Advanced Strategy = |
Revision as of 17:14, 20 January 2016


Introduction
Watch Magneto's Dhalsim DVD which can be found here: http://zachd.com/mvc2/#sim
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Command normals
8-way airdash
Drill Zutsuki (aironly): d + hp
Drill Kick (aironly): d + k
Special Moves
Super Moves
Assist Moves
The Basics
Combos
-d.c.LK > s.LP XX qcf + KK
-Jump HP \/ d.df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP
-Jump d + LK > HK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP/HK
-((f,f) hcb + HK, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK
-Corner When close, f + HK, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK > sj.d + HP > sj.d + HK
-(f,f) hcb + HK XX qcf + PP (hold u)
-Jump d + LK > LP > HP \/ c.LK > c.LK > c.HK XX qcf + PP
-Corner qcf + LP, (f,f, f,f) d.s.LK > s.LK > s.HK XX hcb + LK XX qcf + PP
Advanced Strategy
Unblockable glitch
Sim's throw super does not by itself cause an opponent's block frame. Thus you can DHC from the throw super to any instant super and have it hit.