Super Street Fighter 2 Turbo/O. Dhalsim: Difference between revisions

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[[Super Street Fighter 2 Turbo|ST Main Page]]<br>
[[Super Street Fighter 2 Turbo#STCharacters|The Characters]]
[[Image:ODhalsim.png|right|Old Dhalsim's portrait in Super Turbo]]
[[Image:ODhalsim.png|right|Old Dhalsim's portrait in Super Turbo]]
{{TOClimit|3}}


==Introduction==
==Introduction==
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--[[User:Born2SPD|Born2SPD]]
--[[User:Born2SPD|Born2SPD]]
===Strengths And Weaknesses===
====Strengths====
*Very good throw range and tick throw setups
*His limbs reach very far which give him a very good zoning game
*Fantastic frame trap setups
*Great air mobility with his drills
*Has a lot of reliable anti-air options
====Weaknesses====
*Poor reversal options:
**All special moves no invulnerability or fast startup
**His teleport requires precise button input to perform, and thus is difficult to do as a reversal:
*** Even if successful, his teleport has quite a lot of recovery, and many characters can punish it on reaction with ease
*Low priority on his long range pokes
*Floaty jump speeds and a short jump arc
*Limited blockstring sequences


===New & Old Versions Comparison===
===New & Old Versions Comparison===
Line 32: Line 48:


==Moves Analysis==
==Moves Analysis==
<b>Disclaimer</b>: To better understand the diagrams, read [http://wiki.shoryuken.com/Super_Street_Fighter_2_Turbo#SSF2T.27s_Wiki_Diagram_Conventions this].
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].
===Normal Moves===
===Normal Moves===


====Ground Normals====
====Ground Normals====
*<b>Close Standing Jab:</b>
*<b>Close Standing Jab:</b> (Base max activation range: 21)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stcljab1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab3.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab1&5.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab4.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1 / +2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCell| 5}}
|}
|}
Elbow attack. Not that great a move. It can be used in simple combos such are cr.Jab, cl.Jab xx Cannon Spike, but Short is probably a better option.
One of your best standing anti-airs due to the low start-up frames. Not as effective for old Dhalsim as he has to be very close to use this move.


*<b>Far Standing Jab:</b>
*<b>Far Standing Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarjab1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab1&5.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab2&4.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes*}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +2}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
|}
A key move for O.Sim, because, unlike N.Sim, he can't use close crouching lp from far, so this ends up being the only decent answer for moves like Honda's headbutt for example.
 
*<b>Close Crouching Jab:</b> (Base max activation range: 47)
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}
Rapid-fire Jab that has very good priority (O.Cammy's arm is completely invulnerable), has good reach (for a Jab), but very low damage, as one would expect. It be mashed quickly to counter moves like Blanka's Ball or E.Honda's Headbutt.
Not as useuful with O.Sim because of the strict activation range, since you can't really use it as a defensive poke on neutral.


*<b>Crouching Jab:</b>
*<b>Far Crouching Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crjab1.png}} |{{STDiagramImageCell| 6 | OCammy_crjab2.png}} |{{STDiagramImageCell| 6 | OCammy_crjab3.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab1_crfarstrng1_crclfrc1_crfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
|}
|}
Rapid-fire ducking Jab. It can be used as a tick setup or mashed to ward off Blanka's Ball attack.
Mostly outclassed by far crouch mp, but this does less pushback, so can be ok if you need them at a specific range.  


*<b>Close Standing Strong:</b>
*<b>Close Standing Strong:</b> (Base max activation range: 48)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclstrng1&5_stclshrt1.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng2.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng3.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng4.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng1&5_stclshrt1.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes/No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4 / +7}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 2 | 5}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Lead hand uppercut. Fast start-up and recovery. It can be used in combos either as a link or a buffer into specials. Due to its good recovery, it works well as a meaty attack, which can be followed by another close Strong - to hit-confirm - by a low attack, by a Cannon Spike (frame trap-throw mash punish) or simply throw.  
Works as an anti air, and pretty fast to come out.  


*<b>Far Standing Strong:</b>
*<b>Far Standing Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng1&7_stfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng4.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1 / +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCellColSpan| 2 | 10}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng5.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng1&7_stfarfrc1.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 9}}
|}
Ok as a poke, can beat some attacks that are low on the ground.
 
*<b>Close Crouching Strong:</b> (Base max activation range: 47)
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell|  60}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 128: Line 191:
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +6}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}}
|}
|}
Straight punch. Good start-up and recovery, but it lacks priority and range to be of much use in footsies or anti-air.  
Less priority than close crouch lp, but more reach, can still be good to keep them out, as it has fast startup. Old Dhalsim has to be close to use it though, so it can be harder to use in some situations.


*<b>Crouching Strong:</b>
*<b>Far Crouching Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crstrng1.png}} |{{STDiagramImageCell| 6 | OCammy_crstrng2&4.png}} |{{STDiagramImageCell| 6 | OCammy_crstrng3.png}} |{{STDiagramImageCell| 6 | OCammy_crstrng2&4.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[0]}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab1_crfarstrng1_crclfrc1_crfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarstrng4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 148: Line 211:
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
|}
|}
A crouching jab punch with nice reach, but mediocre start-up. It may not look like much, but it has weird properties and actually beats a lot of ground moves that it looks like it shouldn't in the poking and footsie game. Due to the longer start-up, it is worse than N.Cammy's version.
This is a good low poke to pressure and punish with. It gives good frames upon landing, and forces them to block low. Gives Guile and DJ a lot of problems as it can safely punish their fireballs, you can even block them if you get up as the move ends.  


*<b>Close Standing Fierce:</b>
*<b>Close Standing Fierce:</b> (Base max activation range: 60)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclfrc1.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc2.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc3&5.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc4.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc3&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1] + 22[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16 + 10~16}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80 + 80}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes* / No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -6 / -3(-4)}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 2 | 7}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 17}}
|}
|}
Two-hand side punch. This is a prime combo move or meaty attack that buffers nicely into various special moves. O.Cammy's recover faster.
Does a huge amount of dizzy in the case that both hits land, and they do combo properly most of the time. Best to set this up after crossup drill, or meaty crossup slides. The old Dhalsim range restrictions don't hurt much here since you only want this move when close anyway.


*<b>Far Standing Fierce:</b>
*<b>Far Standing Fierce:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc1.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng1&7_stfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrc3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrc4.png}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes/No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -7 / -3}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCellColSpan| 2 | 10}}
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{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_stfarfrc5.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarfrc7.png}}
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 10}} |{{STDiagramCell| 8}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
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Lead hand punch with good range, but not any great priority.  
Good range, but is a little unsafe to whiff. Useful to punish moves like blanka ball, or to push the opponent back to a more ideal range. The old Dhalsim range restrictions don't negatively effect this movem much, since it's mainly only used from far away.


*<b>Crouching Fierce:</b>
*<b>Close/Far Crouching Fierce:</b>
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{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crfrc1.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc2.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc3.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc4.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc5.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[2]}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab1_crfarstrng1_crclfrc1_crfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclfrc4_crfarfrc4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -3}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 9}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 9}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 11}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 11}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}}
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Can be surprisingly-good anti-air against certain medium-height jumpers like Ryu, Ken, and Guile, along with the low-jumping Boxer. Although the Thrust Kick is usually used for that job, sometimes it's easier and faster just to bash this move out instead to save a split-second, especially if your reflexes aren't the greatest. Try it and see what you think.
Can still low profile under a lot of moves like the weaker variants, but has a much longer recovery. It has great reach, and good priority for a stretching normal, use carefully. This is his only crouch heavy punch normal, old Dhalsim lacks the close version that new Dhalsim gained.


*<b>Close Standing Short:</b>
*<b>Close Standing Short:</b> (Base max activation range: 51)
{{STDiagramHeader}}
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{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclstrng1&5_stclshrt1.png}} |{{STDiagramImageCell| 6 | OCammy_stclshrt2.png}} |{{STDiagramImageCell| 6 | OCammy_stclshrt3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +0}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
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Fast knee attack that can be cancelled into other Short kicks or specials. It can be used in combos and tick-throws. The speed makes it harder to react to, in comparison to close Strong or meaty Fierce. You can also cancel into low Short xx Cannon Spike to get throw mashers.  
Ok as an anti air. Just be careful as you need to be in activation range to use it.


*<b>Far Standing Short:</b>
*<b>Far Standing Short:</b>
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{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt1.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt2_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt4_stclfrwrd1&4.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes*}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -4}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 9}}
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A fast high side kick. Just might have the least range of any move in the game, haha. If you're sneaky, though, you can actually use this to your advantage to miss with it on purpose in certain tick throw setups -- the illusion of an attack can scare them into blocking, while the miss makes sure they don't get pushed back and stay in throw range.
Can be ok for checking some moves like chicken wing and scissor kicks, but usually far mk is a better move to use. Like far stand mk, old Dhalsim can also cancel this move, useful for locking opponents down.


*<b>Crouching Short:</b>
*<b>Close/Far Crouching Short:</b>
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{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crshrt1&3.png}} |{{STDiagramImageCell| 6 | OCammy_crshrt2.png}} |{{STDiagramImageCell| 6 | OCammy_crshrt1&3.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt1_crfarshrt1_crfarfrwrd1_crclrh1_crfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt2_crfarshrt2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt3_crfarshrt3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -6}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 2}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
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Crouching side kick with good priority, but just average reach. Tends to see action primarily as a tick setup.
This slide is not much use for anti fireball tactics, but can combo into most other normals if done meaty enough. Also useful for ticks into throw, and as an anti air. This is his only crouching light kick normal, he lacks the close version that New Dhalsim gained.


*<b>Close Standing Forward:</b>
*<b>Close Standing Forward:</b> (Base max activation range: 56)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt4_stclfrwrd1&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt2_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrwrd3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt4_stclfrwrd1&4.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +5}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
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High side kick. Misses crouching characters, so it is not of much use.  
Ok as a trade anti air, comes out pretty fast. Just make sure you know the activation range, so you don't get far mk by mistake.


*<b>Far Standing Forward:</b>
*<b>Far Standing Forward:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrwrd3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrwrd4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes*}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +1}}
|-
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 3 | 8}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 9}}
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A fast rear kick with good reach recovery. Has both speed and range and serves as one of Cammy's very best pokes. Works fine at hitting enemies out of projectiles and tagging desperation jump-ins.  
If there is a single reason to consider using O.Sim, this move is it. Notice how it is special cancelable? Great for locking opponents down.


*<b>Crouching Forward:</b>
*<b>Close Crouching Forward:</b> (Base max activation range: 60)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd2.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd3.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd4.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 328: Line 398:
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +5}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 7}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
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Crouching rear-leg kick. Is one of Cammy's best moves, period. Its good range and quick speed make it low-risk and a major part of Cammy's footsie game. You can combo this move with itself if you're close enough, but the timing is pretty tight. It also buffers well into special moves like Cannon Drills and Hooligan Rolls.  
Probably the best anti-ticking normal in the game due to the 1-frame startup. Mash on this to deter tick or walk-up throws. Still great, but now it only works when close, so it is less useful as a counter poke.


*<b>Close Standing Roundhouse:</b>
 
*<b>Far Crouching Forward:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh3.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh4.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh5.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh6.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh7.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh8.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh9.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh10.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh11_stfarrh8.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh12_stfarrh9.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt1_crfarshrt1_crfarfrwrd1_crclrh1_crfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd2_crclrh2&4_crfarrh2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
|-
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 348: Line 419:
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 1 + 7}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 7 | 14}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 16}} |{{STDiagramCell| 5}}
|}
|}
Looks like it would counter high-flying opponents, but I personally have never had much success using it for that (or anything else, for that matter). It can work as a trade anti-air, but the fact that it is a standing move ruins it. Just use close Strong punch instead.
Not used as much as his other slides, but can still set up mixups. Only works from far away, so less useful in general as old Dhalsim.
 
*<b>Close Standing Roundhouse:</b> (Base max activation range: 66)
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +6}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 8}}
|}
Underrated move, has great priority, it will beat a lot of attacks clean. You can do it as a meaty from far, and a lot of characters reversals will whiff or lose. Much harder to use effectively as it now has a range restriction as old Dhalsim.


*<b>Far Standing Roundhouse:</b>
*<b>Far Standing Roundhouse:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh6.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh7.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh11_stfarrh8.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh12_stfarrh9.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 368: Line 459:
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}}
|-
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 1 + 10}} |{{STDiagramCell| 6}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_stfarrh6.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarrh7.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarrh8.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 5 | 7}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 10}} |{{STDiagramCell| 8}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
|}
|}
A weird move with deceptively good range. It's unusual in that it has a lot of startup frames before it hits but not too many recovery frames. Most players don't use it very much, but it can see some important action in certain match-ups. It controls a good space in front of her, but its poor priority detracts greatly from the move.  
A little slow, but has great range. Very effective at punishing fireballs, and for an anti air if they jump from far away.  


*<b>Crouching Roundhouse:</b>
*<b>Close/Far Crouching Roundhouse:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}} |{{STDiagramImageCell| 6 | OCammy_crrh2.png}} |{{STDiagramImageCell| 6 | OCammy_crrh3.png}} |{{STDiagramImageCell| 6 | OCammy_crrh4.png}} |{{STDiagramImageCell| 6 | OCammy_crrh5.png}} |{{STDiagramImageCell| 6 | OCammy_crrh6.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[2]}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt1_crfarshrt1_crfarfrwrd1_crclrh1_crfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd2_crclrh2&4_crfarrh2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclrh3_crfarrh3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd2_crclrh2&4_crfarrh2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
|-
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 130}}
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{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 388: Line 486:
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
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{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -17}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 7}} |{{STDiagramCell| 6}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 18}} |{{STDiagramCell| 20}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 21}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | 21}}
|}
|}
Cammy's foot sweep which does good damage and knocks down. Try to be careful not to miss with it, because it has a lot of recovery frames that leave her vulnerable for a long time after the kick.
Great for punishing fireballs thanks to the long range, and the fact that it knocks down on hit. This is his only crouching heavy kick normal, he lacks the close version that new Dhalsim gained.


====Aerial Normals====
====Aerial Normals====
*<b>Neutral Jumping Jab:</b>
*<b>Neutral/Diagonal Jumping Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njjab1_djjab2.png}} |{{STDiagramImageCell| 4 | OCammy_njjab2.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[1]}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab3_djjab3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
Jump hp is much better to use, however this can hit in spaces where j hp could whiff.


 
*<b>Neutral/Diagonal Jumping Strong:</b>
*<b>Diagonal Jumping Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_njjab1_djjab2.png}} |{{STDiagramImageCell| 4 | OCammy_djjab3.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
Normally used as a tick-throw setup. With O.Cammy it can be used as an instant overhead.
Jump hp is flat out better, though this might hit in spaces where j hp would whiff.  


*<b>Neutral Jumping Strong:</b>
*<b>Neutral/Diagonal Jumping Fierce:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njstrng1_djstrng1.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng2_djstrng2.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng3.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng6_njfrc6_djshrt6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 3 | ∞}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
Ok range, but poor priority, can defend you from air to airs if you hit them early enough.


 
*<b>Neutral/Diagonal Jumping Short:</b>
*<b>Diagonal Jumping Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njstrng1_djstrng1.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng2_djstrng2.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng3.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[1]}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt3_djshrt3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 3 | ∞}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
A pretty amazing move with huge priority. It's considered to be one of Cammy's staple jumping attacks against grounded opponents, because the angle is favorable and it tends to fare relatively well against certain types of anti-air moves.
Jump mk is just flat out better, though this has a little more active frames.  


*<b>Neutral Jumping Fierce:</b>
*<b>Neutral/Diagonal Jumping Forward:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | OCammy_njfrc3.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng6_njfrc6_djshrt6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
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Beats a handful of moves if used at specific ranges, but still has poor priority.


 
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
*<b>Diagonal Jumping Fierce:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | OCammy_djfrc3.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 4 | ODhalsim_njrh1_djrh1.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh3_djrh3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh4_djrh4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh8_djrh8.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | ∞}}
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A solid punch that hits hard and lends itself well to big combos.
Good reach. This is useful for air to airs, and for beating walldive attempts vs Claw.
 
===Command Normals===


*<b>Neutral Jumping Short:</b>
It should be noted that all of his drills can hit low, and in some cases must be blocked low. They don't hit overhead like air normals, so it's usually best to crouch block drills.
 
*<b>Drill Zutsuki a.k.a. Mummy Drill:</b> (On air, ↙/↓/↘ + Fierce)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}} |{{STDiagramImageCell| 4 | OCammy_njshrt2.png}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[4]}} |{{STDiagramImageCell| 4 | ODhalsim_mummy1.png}} |{{STDiagramImageCell| 4 | ODhalsim_mummy2anm.gif}} |{{STDiagramImageCell| 4 | ODhalsim_mummy3_drill3.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| }}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1 + 5}} |{{STDiagramCell| }} |{{STDiagramCell| 7}}
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Quite useless. This move can be used in a different way, as a kind of aerial wall. For example, if you suspect Dictator might try to head stomp you, simply jump straight up and hit short and he should be repelled.
Useful because O.Sim can use it as a tick into Noogie.


*<b>Diagonal Jumping Short:</b>
*<b>Drill Kick:</b> (On air, ↙/↓/↘ + Roundhouse)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}} |{{STDiagramImageCell| 4 | OCammy_djshrt2.png}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng6_njfrc6_djshrt6.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[4]}} |{{STDiagramImageCell| 4 | ODhalsim_drill1.png}} |{{STDiagramImageCell| 4 | ODhalsim_drill2anm.gif}} |{{STDiagramImageCell| 4 | ODhalsim_mummy3_drill3.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br><br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 28}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1 + 5}} |{{STDiagramCell| ∞}} |{{STDiagramCell| 7}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 28}} |{{STDiagramCellColSpan| 4 | ∞}}
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Has both good range and an unusual hitbox and does double duty serving as Cammy's cross-up air attack. It requires reasonable accuracy to perform correctly, and your margin for error will vary depending on what opponent you're facing -- some of them are wider than others. Note that O.Cammy's j.short is different and can't cross up opponents.
O.Sim can only use the N.Sim Forward drill (though with the Roundhouse button), so he can't use the other drills to set up the opponent as much from up close, or as a reaction to a thrown fireball.


*<b>Neutral Jumping Forward:</b>
===Throws===
Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.
*<b>Grabs Throwboxes:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd1_djfrwrd1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCellColSpan| 3 | <b>Hold</b>}} |{{STDiagramCellColSpan| 2 | <b>Throw</b>}} |{{STDiagramImageCell| 5 | ODhalsim_throwb.png}} |{{STDiagramImageCell| 5 | ODhalsim_throw.png}} |{{STDiagramImageCell| 5 | ODhalsim_throwf.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| <u>26</u> + <u>4</u>*n}} |{{STDiagramCell| Damage}} |{{STDiagramCell| <u>34</u>}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCellColSpan| 2 | Set amount of hits}} |{{STDiagramCell| 6}} |{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 3 | Holds do no stun}} |{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
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{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 64}} |{{STDiagramCell| (from throwable box)}} |{{STDiagramCell| 29}}
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*<b>Yoga Smash a.k.a. Noogie:</b> (←/↖/↗/→ + Strong)
Dhalsim's Hold. This is his most damaging grab. It may be a good idea to try cheap out and loop this, depending on the opponent's reversal options and grab range. Against Dictator for example, it's possible to make it safe by spacing it out of his throw range, unless he has his super meter full, of course. Against Honda, you can followup with a Yoga Flame which he is pretty much forced to block.
 
*<b>Yoga Throw:</b> (←/↖/↗/→ + Fierce)
Dhalsim's Throw. It actually does a little more damage than most normal throws, a lot less than Chun's Strong throw though. Go for this throw when you want to keep a confortable distance from your oppponent or when you want to finish a round (the extra damage helps on this).
 
===Special Moves===
*<b>Yoga Fire:</b> (↓↘→ P)
<b>Detailed Input:</b> (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_fire1.png}} |{{STDiagramImageCell| 1 | ODhalsim_fire2.png}} |{{STDiagramImageCell| 1 | ODhalsim_fire3.png}} |{{STDiagramImageCell| 1 | ODhalsim_fire4.png}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| }}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
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Some acrobatic aerial roundhouse high kick that doesn't have a good priority.
*<b>Active:</b>
 
*<b>Jab Version:</b>
*<b>Diagonal Jumping Forward:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd1_djfrwrd1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 17[2]}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9jab.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| }}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9...}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 4 | }}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
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Hits higher than most jumping attacks. You might consider it for air-to-air encounters. Although you probably wouldn't guess it from its appearance, it has slightly less range than her j.short or j.RH.
*<b>Strong Version:</b>
 
*<b>Neutral Jumping Roundhouse:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | OCammy_njrh3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9strng.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br>}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9...}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
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*<b>Fierce Version:</b>
 
*<b>Diagonal Jumping Roundhouse:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_djrh1.png}} |{{STDiagramImageCell| 4 | OCammy_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | OCammy_djrh3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[3]}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9frc.png}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
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{{STDiagramCellColSpan| 2 | <br><br><br>}}
{{STDiagramCellColSpan| 2 | <br><br>}}
|-}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| }}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9...}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | }}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
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Is powerful and has good horizontal range. For example, you might use it to clip Ryu when you jump over his fireball from longe range.
Average frames in terms of startup and recovery, and has a small hitbox. However it has some great qualities, medium and heavy versions cause a hard knockdown, unlike Ryu's red fireballs, this can happen a any time, not just during the first few active frames. Jab version keeps them standing. Like Guile, you can throw one, and stay behind it, and try punish anything they do to avoid it. Dhalsim doesn't make himself nearly as vulnerable as most characters during startup, so it's not too hard to get this out sometimes.  


--[[User:Raisin|Raisin]] (April 30, 2007)
*<b>Yoga Flame:</b> (←↙↓↘→ P)
 
<b>Detailed Input:</b> (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
===Throws===
*<b>Startup:</b>
O.Cammy can throw using Strong, Fierce, Forward and Roundhouse. If in air, she can air throw with Fierce and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range which is a little bellow average and do 32 points of damage (22%), plus two more if behind in rounds. There's no known difference between the ground throws or any reason to favor one over the other. All her Aerial throws have the same horizontal range which happens to be the best aerial throw range in the game! Note that O.Cammy can not perform an air throw with Strong and Forward, only with Fierce and Roundhouse. Also, her punch air throw has worse vertical range than N.Cammy's.
*<b>Ground Normal Throws Throwboxes:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 32}} |{{STDiagramImageCell| 5 | OCammy_throwb.png}} |{{STDiagramImageCell| 5 | OCammy_throw.png}} |{{STDiagramImageCell| 5 | OCammy_throwf.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame1.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame2.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame3.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame4.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame5.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame6.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame7.png}}
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{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 7 | 13... (21)}}
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{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 42}}
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 17}}
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 7 | 14... (22)}}
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{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
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{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 7 | 16... (24)}}
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*<b>Hooligan Suplex a.k.a. Back Drop:</b> (←/→ + Strong/Fierce)
Cammy grabs the opponent by the waist and slams them backwards.
*<b>Frankensteiner a.k.a. Leg Flip:</b> (←/→ + Strong/Fierce)
Cammy uses her legs to hurl the opponent down.
*<b>Flying Neck Hunt a.k.a. Air Toss:</b> (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Fierce)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 42}} |{{STDiagramImageCell| 5 | OCammy_pairthrow.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame8.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame9.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame10.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame11.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame12.png}}
|-
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{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | ...8 (21)}}
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{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | ...8 (22)}}
|-
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{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 35}}
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | ...8 (24)}}
|}
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Cammy quickly throws her opponent to the ground. This air throw does more damage (around 29%) but its a bit harder to connect. It must be performed during a certain phase of Cammy's jump, anywhere between halfway up her ascendance to the peak of her jump, or if you prefer to think of it a different way, only around the second quarter of her jump duration. Note that with O.Cammy it is a bit harder to use this air throw because it has less vertical range.
*<b>Active:</b>
 
*<b>Jab Version:</b>
*<b>Air Frankensteiner a.k.a. Aerial Leg Flip:</b> (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Roundhouse)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 34}} |{{STDiagramImageCell| 5 | OCammy_kairthrow.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[7]}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
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{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
|-
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{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +16}}
|-
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{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 60}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
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{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 35}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 8 (32)}}
|}
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Cammy uses her legs to hurl the opponent down, just like its grounded version. This air throw does a lesser 23.5% of damage, but its window of opportunity is much larger and can be executed anytime Cammy is airborne unless she just left the ground or is just about to land, or in other words, around the middle 80% of her jump.
--[[User:Raisin|Raisin]] (April 1, 2007)
===Special Moves===
*<b>Cannon Drill / Spiral Arrow:</b> (↓↘→ + K)
<b>Detailed Input:</b> (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Short/Forward/Roundhouse)
<!-- Don't remove... -Born2SPD
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage (Short)}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_cd1.png}} |{{STDiagramImageCell| 6 | OCammy_cd2.png}} |{{STDiagramImageCell| 6 | OCammy_cd3.png}} |{{STDiagramCellRowSpan | 3 | S<br>h<br>t}} |{{STDiagramImageCell| 3 | OCammy_cd4shrtanm.png}} |{{STDiagramImageCell| 6 | OCammy_cd5.png}} |{{STDiagramImageCell| 6 | OCammy_cd6.png}} |{{STDiagramImageCell| 6 | OCammy_cd7.png}} |{{STDiagramImageCell| 6 | OCammy_cd8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame17.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame19.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
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{{STDiagramCell| Damage (Forward)}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCell| Damage (Rh)}} |{{STDiagramCell| ?+?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8... (32)}}
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{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}} |{{STDiagramCellRowSpan | 2 | F<br>w<br>d}} |{{STDiagramImageCell| 2 | OCammy_cd4frwrdanm.png}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (32)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCellColSpan| 2 | }} |{{STDiagramCell| R<br>h}} |{{STDiagramImageCell| 1 | OCammy_cd4rhanm.png}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
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{{STDiagramCellColSpan| 2 | Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8 (32)}}
|}
*<b>Strong Version:</b>
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[5] / 32[5]}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Short)}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 3 | 16}} |{{STDiagramCellColSpan| 4 | 28}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
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{{STDiagramCellColSpan| 2 | Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 15}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
|-
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{{STDiagramCellColSpan| 2 | Simplified (Forward)}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 3 | 22}} |{{STDiagramCellColSpan| 4 | 31}}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +16}}
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{{STDiagramCellColSpan| 2 | Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 17}} |{{STDiagramCell| 7}} |{{STDiagramCell| 4}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCellColSpan| 4 | 34}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 8 (48)}}
|}-->
|}
*<b>Short Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_cd1.png}} |{{STDiagramImageCell| 4 | OCammy_cd2.png}} |{{STDiagramImageCell| 4 | OCammy_cd3.png}} |{{STDiagramImageCell| 4 | OCammy_cd4shrtanm.png}} |{{STDiagramImageCell| 4 | OCammy_cd5.png}} |{{STDiagramImageCell| 4 | OCammy_cd6.png}} |{{STDiagramImageCell| 4 | OCammy_cd7.png}} |{{STDiagramImageCell| 4 | OCammy_cd8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame17.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame19.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8... (48)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | }}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (48)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 6}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCellColSpan| 4 | 28}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (48)}}
|}
|}
*<b>Forward Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_cd1.png}} |{{STDiagramImageCell| 4 | OCammy_cd2.png}} |{{STDiagramImageCell| 4 | OCammy_cd3.png}} |{{STDiagramImageCell| 4 | OCammy_cd4frwrdanm.png}} |{{STDiagramImageCell| 4 | OCammy_cd5.png}} |{{STDiagramImageCell| 4 | OCammy_cd6.png}} |{{STDiagramImageCell| 4 | OCammy_cd7.png}} |{{STDiagramImageCell| 4 | OCammy_cd8.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (48)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame35strng_41frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame36strng_40&42frc.png}}
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{{STDiagramCellColSpan| 2 | }}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 15}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | ...4 (48)}} |{{STDiagramCellColSpan| 2 | 4 (48)}}
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 22}} |{{STDiagramCellColSpan| 4 | 31}}
|}
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*<b>Roundhouse Version:</b>
<b>NOTE:</b> The higher damage value is for the last 4 active frames where the hitbox is bigger.
*<b>Fierce Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?+?}} |{{STDiagramImageCell| 4 | OCammy_cd1.png}} |{{STDiagramImageCell| 4 | OCammy_cd2.png}} |{{STDiagramImageCell| 4 | OCammy_cd3.png}} |{{STDiagramImageCell| 4 | OCammy_cd4rhanm.png}} |{{STDiagramImageCell| 4 | OCammy_cd5.png}} |{{STDiagramImageCell| 4 | OCammy_cd6.png}} |{{STDiagramImageCell| 4 | OCammy_cd7.png}} |{{STDiagramImageCell| 4 | OCammy_cd8.png}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 32[5]}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
|-
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{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
|-
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{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
|-
|-
{{STDiagramCellColSpan| 2 | }}
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +16}}
|-
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{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 17}} |{{STDiagramCell| 7}} |{{STDiagramCell| 4}}
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | 34}}
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 8 (63)}}
|}
|}
Cammy shoots forward as a human missile in a feet-first attack. Again, the short version travels the shortest and the roundhouse the farthest. The roundhouse Drill can also hit twice if performed at close range.<br>
The Cannon Drill has some very nice features: it's fast, does good damage, knocks down, and has high priority. Unfortunately, it also has drawbacks as well, namely the fact that it can still get stuffed by certain opponent moves and leaves Cammy vulnerable for a considerable amount of time afterwards. To help alleviate this danger, you can try to use it at precise distances so that just the end of the hitting frames strike the opponent and Cammy can hopefully recover in time to deal with any counterattacks. This can be one of Cammy's few, reliable ways of dealing chip damage relatively safely.
*<b>Thrust Kick / Cannon Spike:</b> (→↓↘ + K)
<b>Detailed Input:</b> (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Short/Forward/Roundhouse)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| }} |{{STDiagramImageCell| 1 | OCammy_tk1.png}} |{{STDiagramImageCell| 1 | OCammy_tk2.png}} |{{STDiagramImageCell| 1 | OCammy_tk3.png}} |{{STDiagramImageCell| 1 | OCammy_tk4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame17.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame19.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified|{{STDiagramCellColSpan| 4 | 4}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8... (63)}}
|}
|}
*<b>Active+Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage (Short)}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_tk5.png}} |{{STDiagramImageCell| 6 | OCammy_tk6.png}} |{{STDiagramImageCell| 6 | OCammy_tk7.png}} |{{STDiagramImageCell| 6 | OCammy_tk8&lands1.png}} |{{STDiagramImageCell| 6 | OCammy_tk9&lands2.png}} |{{STDiagramImageCell| 6 | OCammy_tk10&lands3.png}} |{{STDiagramImageCell| 6 | OCammy_tk11&lands4.png}} |{{STDiagramImageCell| 6 | OCammy_tk12&lands5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCell| Damage (Forward)}} |{{STDiagramCell| ?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Damage (Rh)}} |{{STDiagramCell| ?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCellColSpan| 2 | }}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 19}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Short)}} |{{STDiagramCellColSpan| 3 | 25}} |{{STDiagramCellColSpan| 5 | 18}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 24}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
|-
|}
{{STDiagramCellColSpan| 2 | Simplified (Forward)}} |{{STDiagramCellColSpan| 3 | 30}} |{{STDiagramCellColSpan| 5 | 23}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame39frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame36strng_40&42frc.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Rh)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 29}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Rh)}} |{{STDiagramCellColSpan| 3 | 35}} |{{STDiagramCellColSpan| 5 | 29}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | ...4 (63)}} |{{STDiagramCellColSpan| 2 | 4... (63)}}
|}
|}
*<b>Knockback:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| }} |{{STDiagramImageCell| 1 | OCammy_tk8&lands1.png}} |{{STDiagramImageCell| 1 | OCammy_tk9&lands2.png}} |{{STDiagramImageCell| 1 | OCammy_tk10&lands3.png}} |{{STDiagramImageCell| 1 | OCammy_tk11&lands4.png}} |{{STDiagramImageCell| 1 | OCammy_tk12&lands5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame35strng_41frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame36strng_40&42frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame43frc.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 10}} |{{STDiagramCell| 15}} |{{STDiagramCell| 14+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 45+}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | ...7 (63)}}
|}
|}
Cammy plants one foot and launches herself upward into the air while kicking with the other foot. The short version goes the lowest and most vertical, while the roundhouse model travels the highest and moves more horizontally. Hitting the opponent will knock them down, and after any sort of contact with them, she will rebound off in the opposite direction. This rebounding recovery is the same for all 3 versions. Cammy is totally vulnerable during the second, non-kicking part of the move.<br>
*<b>Recovery:</b>
The Thrust Kick has a lot of uses. First and foremost, it serves as Cammy's general-purpose anti-air weapon, deterring opponents from jumping. It's pretty reliable, although it sometimes trades hits. It also serves as a good reversal, especially since it has just a little bit of invulnerability at its startup. The most daring and risky employment is to use it ground-to-ground at just the right moment to try to beat the opponent's normal or special move, since it can stuff just about anything if timed right. Extreme caution is recommended with such tactics, since missing can lead to you being easily punished.<br>
Lots of Cammy players prefer to almost always use the Short version, hedging their bets for less recovery time if they happen to miss. You should employ this move with caution, because even if blocked, many characters have counters that can hit Cammy on her rebound.
 
*<b>Spin Knuckle:</b> (←↙→ + P)
<b>Detailed Input:</b> (← [0~6f] ↙ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| }} |{{STDiagramImageCell| 1 | OCammy_sk1.png}} |{{STDiagramImageCell| 1 | OCammy_sk2.png}} |{{STDiagramImageCell| 1 | OCammy_sk3.png}} |{{STDiagramImageCell| 1 | OCammy_sk4.png}} |{{STDiagramImageCell| 1 | OCammy_sk5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame29jab_37strng_45frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame31jab_39strng_47frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame33jab_41strng_49frc.png}}
|-
|-
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | 31... (42)}}
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 6 | 11... (19)}}
|-
|-
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 10}}
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | 32... (43)}}
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 6 | 11... (19)}}
|-
|-
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 12}} |{{STDiagramCell| 12}}
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 6 | 12... (20)}}
|-
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | 36... (47)}}
|}
|}
*<b>Active + Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage (Jab)}} |{{STDiagramCell| ?+?}} |{{STDiagramImageCell| 5 | OCammy_sk6.png}} |{{STDiagramImageCell| 5 | OCammy_sk7.png}} |{{STDiagramImageCell| 5 | OCammy_sk8.png}} |{{STDiagramImageCell| 5 | OCammy_sk9.png}} |{{STDiagramImageCell| 5 | OCammy_sk10.png}} |{{STDiagramImageCell| 5 | OCammy_sk11.png}} |{{STDiagramImageCell| 5 | OCammy_sk12.png}} |{{STDiagramImageCell| 5 | OCammy_sk13.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame35jab_43strng_51frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame37jab_45strng_53frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | ...8 (19)}}
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | ...8 (19)}}
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | ...8 (20)}}
|}
A great pressure tool, as it recovers almost instantly when it connects. If spaced from afar, most characters have no choice but to block, so in the corner you can use it to set up mixups into throw or low attacks. Useful in fireball wars to get the advantage.
 
*<b>Yoga Teleport:</b> (→↓↘/←↓↙ 3P/3K)
<b>Detailed Input:</b> (→/← [7~14f] ↓ [7~14f] ↘/↙ [7~14f] 3P/3K)
*<b>Before Teleporting:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport1.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport2.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.gif}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}}
|-
|-
{{STDiagramCell| Damage (Strong)}} |{{STDiagramCell| ?+?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 12}}
|-
|-
{{STDiagramCell| Damage (Fierce)}} |{{STDiagramCell| ?+?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 38}}
|}
*<b>After Teleporting:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.gif}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport22.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 9}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 26}} |{{STDiagramCell| 3}}
|}
Dhalsim's only true invincible reversal. Though it often still gets you punished. Vs chip kill attempts, or command grab ticks, this is your only option. In the corner, reversal teleport usually appears in the same spot, which does no good for you.
 
===Misc Animations===
====Jump Animations====
*<b>Neutral Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj2_nj2_fj2.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj4&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj5.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj4&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj8.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Jab)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 15}} |{{STDiagramCell| 17}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Jab)}} |{{STDiagramCellColSpan| 4 | ...11 (42)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 5 | 63}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
*<b>Back Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj2_nj2_fj2.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj4_fj6.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj5_fj5.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj6.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj8_fj8.png}} |{{STDiagramImageCell| 1 |  ODhalsim_bj1&9_nj1&9_fj1&9.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Strong)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 25}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Strong)}} |{{STDiagramCellColSpan| 4 | ...11 (43)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 5 | 64}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
*<b>Forward Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj2_nj2_fj2.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_fj4.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj5_fj5.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj4_fj6.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj8_fj8.png}} |{{STDiagramImageCell| 1 |  ODhalsim_bj1&9_nj1&9_fj1&9.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count (Fierce)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 24}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified (Fierce)}} |{{STDiagramCellColSpan| 4 | ...11 (47)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 5 | 63}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
|}
Cammy takes a quick hop-step and then punches outwards with the back of her hand. The Jab version travels the shortest and the Fierce the farthest. It will hit twice if you're close enough.<br>
Even though it may not look like, Dhalsim actually has the fastest prejump speed on the game (tied with Dictator and O.Sagat). On the other hand he has the overall longest jump duration on the game.<br>
A lot of players almost never use this move, and it requires sensitive handling due to its slowness and vulnerability during early stages. One idea for its employment is as a meaty attack, especially against characters or players who can't reverse well. Note that the Jab version of New Cammy's Spin Knuckle can travel through projectiles during the part where Cammy is spinning. The same is true for Old Cammy's Jab, Strong, and Fierce versions.<br>
Since this move has an unusual and unique input motion, and some people try to perform this move as a simple half-circle with punch. You might find this method slightly imprecise and inconsistent.


--[[User:Raisin|Raisin]] (May 6, 2007)
{{STSharedJumpDescription}}


==The Basics==
==The Basics==
If you're familiar with past/future incarnations of Sim where he used proximity based normals, this is basically that. You'll be using him like how he is used in CPS1 games for the most part. You will need to master spacing to use his anti airs effectively, as you can't always control which version of a normal you get. In some cases you may not have an anti air that works, so learn to avoid these ranges. His far mk/lk can cancel into specials, this is only useful on rare occasions, if you land far mk/lk you're usually far enough to safely fireball anyways. In general, it's a similar style to ST Sim, just you sometimes have less options.


==Advanced Strategy==
==Advanced Strategy==
Line 814: Line 964:
==Match-ups==
==Match-ups==


{{Super Turbo}}
{{Navbox-ST}}
[[Category:Super Street Fighter 2 Turbo]]

Latest revision as of 09:33, 18 October 2022

Old Dhalsim's portrait in Super Turbo

Introduction

Picking Old Dhalsim

To select O.Dhalsim, choose Dhalsim and then press ↓ ↑ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Dhalsim-old1.gif Dhalsim-old2.gif

--Born2SPD

Strengths And Weaknesses

Strengths

  • Very good throw range and tick throw setups
  • His limbs reach very far which give him a very good zoning game
  • Fantastic frame trap setups
  • Great air mobility with his drills
  • Has a lot of reliable anti-air options

Weaknesses

  • Poor reversal options:
    • All special moves no invulnerability or fast startup
    • His teleport requires precise button input to perform, and thus is difficult to do as a reversal:
      • Even if successful, his teleport has quite a lot of recovery, and many characters can punish it on reaction with ease
  • Low priority on his long range pokes
  • Floaty jump speeds and a short jump arc
  • Limited blockstring sequences

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: O.Dhalsim can not tech throws, does not have the Yoga Blast and Super;
  • O.Dhalsim Close Normals behave normally, while for N.Dhalsim they are activated by blocking while pressing the button. N.Dhalsim also received 3 new close crouching normals (that were missing for O.Dhalsim and/or to keep things consistent): Fierce, Short, and Roundhouse;
  • O.Dhalsim has some differences in some of his normals:
    • Far Standing Jab can be special canceled;
    • Close Standing Fierce first hit can be special canceled;
    • Far Standing Short can be special canceled;
    • Far Standing Forward can be special canceled (!);
    • Neutral Jumping Jab has new animation and properties;
    • Diagonal Jumping Strong has new animation and properties;
  • O.Dhalsim only have the Forward Drill Kick, which is actually activated with Roundhouse;
  • O.Dhalsim's teleport has a 1 frame longer startup, a different animation and it does not have a pushbox during the small period of time where Dhalsim's sprites are invisible and he is actually teleporting (i.e. shifting his position);

N.Dhalsim is often regarded as the best character in the game (excluding Akuma who is plain broken). O.Dhalsim isn't as good as his new counterpart, but he is very competitive and can be used against most characters without many problems.

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab: (Base max activation range: 21)
Damage 14[0] ODhalsim stcljab1.png ODhalsim stcljab2.png ODhalsim stcljab3.png ODhalsim stcljab4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes / No
Frame Advantage -1 / +2
Frame Count 2 3 6 5
Simplified 1 + 2 9 5

One of your best standing anti-airs due to the low start-up frames. Not as effective for old Dhalsim as he has to be very close to use this move.

  • Far Standing Jab:
Damage 12[0] ODhalsim stfarjab1.png ODhalsim stfarjab2&4.png ODhalsim stfarjab3.png ODhalsim stfarjab2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage +2
Frame Count 2 3 6 5
Simplified 1 + 5 6 5

A key move for O.Sim, because, unlike N.Sim, he can't use close crouching lp from far, so this ends up being the only decent answer for moves like Honda's headbutt for example.

  • Close Crouching Jab: (Base max activation range: 47)
Damage 14[1] ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crcljab2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +4
Frame Count 2 4 5
Simplified 1 + 2 4 5

Not as useuful with O.Sim because of the strict activation range, since you can't really use it as a defensive poke on neutral.

  • Far Crouching Jab:
Damage 12[0] ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9

Mostly outclassed by far crouch mp, but this does less pushback, so can be ok if you need them at a specific range.

  • Close Standing Strong: (Base max activation range: 48)
Damage 18[1] ODhalsim stclstrng1&5.png ODhalsim stclstrng2.png ODhalsim stclstrng3.png ODhalsim stclstrng4.png ODhalsim stclstrng1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +4 / +7
Frame Count 2 3 6 4 1
Simplified 1 + 2 9 5

Works as an anti air, and pretty fast to come out.

  • Far Standing Strong:
Damage 16[1] ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng3.png ODhalsim stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1 / +3
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarstrng5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng1&7 stfarfrc1.png
Frame Count 4 4 1
Simplified 9

Ok as a poke, can beat some attacks that are low on the ground.

  • Close Crouching Strong: (Base max activation range: 47)
Damage 18[1] ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crclstrng2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 3 5 7
Simplified 1 + 3 5 7

Less priority than close crouch lp, but more reach, can still be good to keep them out, as it has fast startup. Old Dhalsim has to be close to use it though, so it can be harder to use in some situations.

  • Far Crouching Strong:
Damage 16[0] ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarstrng4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9

This is a good low poke to pressure and punish with. It gives good frames upon landing, and forces them to block low. Gives Guile and DJ a lot of problems as it can safely punish their fireballs, you can even block them if you get up as the move ends.

  • Close Standing Fierce: (Base max activation range: 60)
Damage 22[1] + 22[1] ODhalsim stclfrc1.png ODhalsim stclfrc2&6.png ODhalsim stclfrc3.png ODhalsim stclfrc4.png ODhalsim stclfrc5.png ODhalsim stclfrc2&6.png
Stun 10~16 + 10~16
Stun Timer 80 + 80
Chain Cancel No
Special Cancel Yes* / No
Frame Advantage -6 / -3(-4)
Frame Count 2 3 3 8 10 7
Simplified 1 + 5 3 8 17

Does a huge amount of dizzy in the case that both hits land, and they do combo properly most of the time. Best to set this up after crossup drill, or meaty crossup slides. The old Dhalsim range restrictions don't hurt much here since you only want this move when close anyway.

  • Far Standing Fierce:
Damage 20[1] ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc3.png ODhalsim stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -7 / -3
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarfrc5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc7.png
Frame Count 10 8 1
Simplified 19

Good range, but is a little unsafe to whiff. Useful to punish moves like blanka ball, or to push the opponent back to a more ideal range. The old Dhalsim range restrictions don't negatively effect this movem much, since it's mainly only used from far away.

  • Close/Far Crouching Fierce:
Damage 20[2] ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crclfrc4 crfarfrc4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 3 4 4 6 10 9
Simplified 1 + 11 6 19

Can still low profile under a lot of moves like the weaker variants, but has a much longer recovery. It has great reach, and good priority for a stretching normal, use carefully. This is his only crouch heavy punch normal, old Dhalsim lacks the close version that new Dhalsim gained.

  • Close Standing Short: (Base max activation range: 51)
Damage 14[0] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclshrt2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +0
Frame Count 3 8 5
Simplified 1 + 3 8 5

Ok as an anti air. Just be careful as you need to be in activation range to use it.

  • Far Standing Short:
Damage 12[1] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt3.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt5.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage -4
Frame Count 2 3 8 4 4 1
Simplified 1 + 5 8 9

Can be ok for checking some moves like chicken wing and scissor kicks, but usually far mk is a better move to use. Like far stand mk, old Dhalsim can also cancel this move, useful for locking opponents down.

  • Close/Far Crouching Short:
Damage 12[1] ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crclshrt2 crfarshrt2.png ODhalsim crclshrt3 crfarshrt3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage -6
Frame Count 1 1 14 5
Simplified 1 + 2 14 5

This slide is not much use for anti fireball tactics, but can combo into most other normals if done meaty enough. Also useful for ticks into throw, and as an anti air. This is his only crouching light kick normal, he lacks the close version that New Dhalsim gained.

  • Close Standing Forward: (Base max activation range: 56)
Damage 18[0] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclfrwrd2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 8 5
Simplified 1 + 3 8 5

Ok as a trade anti air, comes out pretty fast. Just make sure you know the activation range, so you don't get far mk by mistake.

  • Far Standing Forward:
Damage 16[1] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarfrwrd2.png ODhalsim stfarfrwrd3.png ODhalsim stfarfrwrd4.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +1
Frame Count 2 3 8 4 5
Simplified 1 + 5 8 9

If there is a single reason to consider using O.Sim, this move is it. Notice how it is special cancelable? Great for locking opponents down.

  • Close Crouching Forward: (Base max activation range: 60)
Damage 18[2] ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png ODhalsim crclfrwrd2.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 1 8 5
Simplified 1 + 1 8 5

Probably the best anti-ticking normal in the game due to the 1-frame startup. Mash on this to deter tick or walk-up throws. Still great, but now it only works when close, so it is less useful as a counter poke.


  • Far Crouching Forward:
Damage 16[1] ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crfarfrwrd3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 4 16 5
Simplified 1 + 7 16 5

Not used as much as his other slides, but can still set up mixups. Only works from far away, so less useful in general as old Dhalsim.

  • Close Standing Roundhouse: (Base max activation range: 66)
Damage 22[1] ODhalsim stclrh1&7.png ODhalsim stclrh2&6.png ODhalsim stclrh3&5.png ODhalsim stclrh4.png ODhalsim stclrh3&5.png ODhalsim stclrh2&6.png ODhalsim stclrh1&7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 2 8 3 4 1
Simplified 1 + 8 8 8

Underrated move, has great priority, it will beat a lot of attacks clean. You can do it as a meaty from far, and a lot of characters reversals will whiff or lose. Much harder to use effectively as it now has a range restriction as old Dhalsim.

  • Far Standing Roundhouse:
Damage 20[1] ODhalsim stfarrh1.png ODhalsim stfarrh2.png ODhalsim stfarrh3.png ODhalsim stfarrh4.png ODhalsim stfarrh5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 1 2 3 4 6
Simplified 1 + 10 6
ODhalsim stfarrh6.png ODhalsim stfarrh7.png ODhalsim stfarrh8.png
Frame Count 10 8 1
Simplified 19

A little slow, but has great range. Very effective at punishing fireballs, and for an anti air if they jump from far away.

  • Close/Far Crouching Roundhouse:
Damage 20[2] ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclrh3 crfarrh3.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -17
Frame Count 3 4 18 20 1
Simplified 1 + 7 18 21

Great for punishing fireballs thanks to the long range, and the fact that it knocks down on hit. This is his only crouching heavy kick normal, he lacks the close version that new Dhalsim gained.

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 14[1] ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njjab3 djjab3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 3 4 16 4
Simplified 7 16

Jump hp is much better to use, however this can hit in spaces where j hp could whiff.

  • Neutral/Diagonal Jumping Strong:
Damage 18[1] ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njstrng3 djstrng3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 10 4
Simplified 7 10

Jump hp is flat out better, though this might hit in spaces where j hp would whiff.

  • Neutral/Diagonal Jumping Fierce:
Damage 24[2] ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njfrc3 djfrc3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 3 4 4 4
Simplified 7 4

Ok range, but poor priority, can defend you from air to airs if you hit them early enough.

  • Neutral/Diagonal Jumping Short:
Damage 14[1] ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njshrt3 djshrt3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 4 6 18 4
Simplified 10 18

Jump mk is just flat out better, though this has a little more active frames.

  • Neutral/Diagonal Jumping Forward:
Damage 18[1] ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njfrwrd3 djfrwrd3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 4 6 12 4
Simplified 10 12

Beats a handful of moves if used at specific ranges, but still has poor priority.

  • Neutral/Diagonal Jumping Roundhouse:
Damage 24[2] ODhalsim njrh1 djrh1.png ODhalsim njrh2 djrh2.png ODhalsim njrh3 djrh3.png ODhalsim njrh4 djrh4.png ODhalsim njrh5 djrh5.png ODhalsim njrh6 djrh6.png ODhalsim njrh7 djrh7.png ODhalsim njrh8 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 1 2 3 4 6 4 3
Simplified 10 6

Good reach. This is useful for air to airs, and for beating walldive attempts vs Claw.

Command Normals

It should be noted that all of his drills can hit low, and in some cases must be blocked low. They don't hit overhead like air normals, so it's usually best to crouch block drills.

  • Drill Zutsuki a.k.a. Mummy Drill: (On air, ↙/↓/↘ + Fierce)
Damage 18[4] ODhalsim mummy1.png ODhalsim mummy2anm.gif ODhalsim mummy3 drill3.png
Stun 10~16
Stun Timer 80



Frame Count 1 + 5 7

Useful because O.Sim can use it as a tick into Noogie.

  • Drill Kick: (On air, ↙/↓/↘ + Roundhouse)
Damage 18[4] ODhalsim drill1.png ODhalsim drill2anm.gif ODhalsim mummy3 drill3.png
Stun 10~16
Stun Timer 80



Frame Count 1 + 5 7

O.Sim can only use the N.Sim Forward drill (though with the Roundhouse button), so he can't use the other drills to set up the opponent as much from up close, or as a reaction to a thrown fireball.

Throws

Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.

  • Grabs Throwboxes:
Hold Throw ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Damage 26 + 4*n Damage 34
Set amount of hits 6 Stun 7~13
Holds do no stun Stun Timer 100
Range (from axis) 64 (from throwable box) 29
  • Yoga Smash a.k.a. Noogie: (←/↖/↗/→ + Strong)

Dhalsim's Hold. This is his most damaging grab. It may be a good idea to try cheap out and loop this, depending on the opponent's reversal options and grab range. Against Dictator for example, it's possible to make it safe by spacing it out of his throw range, unless he has his super meter full, of course. Against Honda, you can followup with a Yoga Flame which he is pretty much forced to block.

  • Yoga Throw: (←/↖/↗/→ + Fierce)

Dhalsim's Throw. It actually does a little more damage than most normal throws, a lot less than Chun's Strong throw though. Go for this throw when you want to keep a confortable distance from your oppponent or when you want to finish a round (the extra damage helps on this).

Special Moves

  • Yoga Fire: (↓↘→ P)

Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim fire1.png ODhalsim fire2.png ODhalsim fire3.png ODhalsim fire4.png
Frame Count 2 2 7 1
Simplified 12
  • Active:
  • Jab Version:
Damage 17[2] ODhalsim fire5.png ODhalsim fire6jab.png ODhalsim fire7jab.png ODhalsim fire8jab.png ODhalsim fire9jab.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40
  • Strong Version:
Damage 18[2] ODhalsim fire5.png ODhalsim fire6strng.png ODhalsim fire7strng.png ODhalsim fire8strng.png ODhalsim fire9strng.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40
  • Fierce Version:
Damage 20[3] ODhalsim fire5.png ODhalsim fire6frc.png ODhalsim fire7frc.png ODhalsim fire8frc.png ODhalsim fire9frc.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40

Average frames in terms of startup and recovery, and has a small hitbox. However it has some great qualities, medium and heavy versions cause a hard knockdown, unlike Ryu's red fireballs, this can happen a any time, not just during the first few active frames. Jab version keeps them standing. Like Guile, you can throw one, and stay behind it, and try punish anything they do to avoid it. Dhalsim doesn't make himself nearly as vulnerable as most characters during startup, so it's not too hard to get this out sometimes.

  • Yoga Flame: (←↙↓↘→ P)

Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim flame1.png ODhalsim flame2.png ODhalsim flame3.png ODhalsim flame4.png ODhalsim flame5.png ODhalsim flame6.png ODhalsim flame7.png
Frame Count (Jab) 2 2 3 2 2 1 1
Simplified (Jab) 13... (21)
Frame Count (Strong) 2 2 3 2 3 1 1
Simplified (Strong) 14... (22)
Frame Count (Fierce) 2 2 4 2 4 1 1
Simplified (Fierce) 16... (24)
ODhalsim flame8.png ODhalsim flame9.png ODhalsim flame10.png ODhalsim flame11.png ODhalsim flame12.png
Frame Count 1 2 1 3 1
Simplified (Jab) ...8 (21)
Simplified (Strong) ...8 (22)
Simplified (Fierce) ...8 (24)
  • Active:
  • Jab Version:
Damage 28[7] ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (32)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (32)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (32)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8 (32)
  • Strong Version:
Damage 28[5] / 32[5] ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (48)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (48) 4 (48)

NOTE: The higher damage value is for the last 4 active frames where the hitbox is bigger.

  • Fierce Version:
Damage 32[5] ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (63)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame39frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (63) 4... (63)
ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png ODhalsim flame43frc.png
Frame Count 3 1 3
Simplified ...7 (63)
  • Recovery:
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame29jab 37strng 45frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame31jab 39strng 47frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame33jab 41strng 49frc.png
Frame Count (Jab) 3 1 3 1 3
Simplified (Jab) 11... (19)
Frame Count (Strong) 3 1 3 1 3
Simplified (Strong) 11... (19)
Frame Count (Fierce) 1 3 1 3 1 3
Simplified (Fierce) 12... (20)
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame35jab 43strng 51frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame37jab 45strng 53frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png
Frame Count 1 3 1 1 2
Simplified (Jab) ...8 (19)
Simplified (Strong) ...8 (19)
Simplified (Fierce) ...8 (20)

A great pressure tool, as it recovers almost instantly when it connects. If spaced from afar, most characters have no choice but to block, so in the corner you can use it to set up mixups into throw or low attacks. Useful in fireball wars to get the advantage.

  • Yoga Teleport: (→↓↘/←↓↙ 3P/3K)

Detailed Input: (→/← [7~14f] ↓ [7~14f] ↘/↙ [7~14f] 3P/3K)

  • Before Teleporting:
ODhalsim teleport1.png ODhalsim teleport2.png ODhalsim teleport3&21.png ODhalsim teleport4&20.png ODhalsim teleport5&19.png ODhalsim teleport6&8&10&14&16&18anm.gif ODhalsim teleport12&13.png
Frame Count 2 3 3 3 3 12 12
Simplified 38
  • After Teleporting:
ODhalsim teleport12&13.png ODhalsim teleport6&8&10&14&16&18anm.gif ODhalsim teleport5&19.png ODhalsim teleport4&20.png ODhalsim teleport3&21.png ODhalsim teleport22.png
Frame Count 8 9 3 3 3 3
Simplified 26 3

Dhalsim's only true invincible reversal. Though it often still gets you punished. Vs chip kill attempts, or command grab ticks, this is your only option. In the corner, reversal teleport usually appears in the same spot, which does no good for you.

Misc Animations

Jump Animations

  • Neutral Jump:
ODhalsim bj1&9 nj1&9 fj1&9.png ODhalsim bj2 nj2 fj2.png ODhalsim nj3&7.png ODhalsim nj4&6.png ODhalsim nj5.png ODhalsim nj4&6.png ODhalsim nj3&7.png ODhalsim nj8.png ODhalsim bj1&9 nj1&9 fj1&9.png
Frame Count 1 1 15 8 8 15 17 1 7*
Simplified 1 1 63 1 7*
  • Back Jump:
ODhalsim bj1&9 nj1&9 fj1&9.png ODhalsim bj2 nj2 fj2.png ODhalsim bj3&7 fj3&7.png ODhalsim bj4 fj6.png ODhalsim bj5 fj5.png ODhalsim bj6.png ODhalsim bj3&7 fj3&7.png ODhalsim bj8 fj8.png ODhalsim bj1&9 nj1&9 fj1&9.png
Frame Count 1 1 15 8 8 8 25 1 7*
Simplified 1 1 64 1 7*
  • Forward Jump:
ODhalsim bj1&9 nj1&9 fj1&9.png ODhalsim bj2 nj2 fj2.png ODhalsim bj3&7 fj3&7.png ODhalsim fj4.png ODhalsim bj5 fj5.png ODhalsim bj4 fj6.png ODhalsim bj3&7 fj3&7.png ODhalsim bj8 fj8.png ODhalsim bj1&9 nj1&9 fj1&9.png
Frame Count 1 1 15 8 8 8 24 1 7*
Simplified 1 1 63 1 7*

Even though it may not look like, Dhalsim actually has the fastest prejump speed on the game (tied with Dictator and O.Sagat). On the other hand he has the overall longest jump duration on the game.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

The Basics

If you're familiar with past/future incarnations of Sim where he used proximity based normals, this is basically that. You'll be using him like how he is used in CPS1 games for the most part. You will need to master spacing to use his anti airs effectively, as you can't always control which version of a normal you get. In some cases you may not have an anti air that works, so learn to avoid these ranges. His far mk/lk can cancel into specials, this is only useful on rare occasions, if you land far mk/lk you're usually far enough to safely fireball anyways. In general, it's a similar style to ST Sim, just you sometimes have less options.

Advanced Strategy

Match-ups

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief