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* Very high priority anti-airs that setup juggles | * Very high priority anti-airs that setup juggles | ||
* Strong at close, mid and long range unlike most incarnations of the character | * Strong at close, mid and long range unlike most incarnations of the character | ||
* Guard crush helps him immensely, as it allows him to have offensive pressure from full screen at all times | |||
* Gigantic air throw range that practically looks like a bug at times | * Gigantic air throw range that practically looks like a bug at times | ||
* Drills are incredibly fast with great pushback and can make him look like a divekick character at times | * Drills are incredibly fast with great pushback and can make him look like a divekick character at times | ||
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* Can act/air block after air teleports | * Can act/air block after air teleports | ||
* Teleport lets him bail out of bad activates | * Teleport lets him bail out of bad activates | ||
* Difficult to keep cornered due to teleport and a large array of air mobility options | |||
* Strong set of custom combos give him big burst potential and a strong reversal option | * Strong set of custom combos give him big burst potential and a strong reversal option | ||
* Can easily bully opponents into the corner for hadou rave pressure | * Can easily bully opponents into the corner for hadou rave pressure |
Latest revision as of 00:51, 22 May 2024
Introduction
Once again, Dhalsim fights to protect his family and the poor. After sensing a disturbance caused by the evil energy of the Psycho Drive, Dhalsim leaves his village to investigate further, but fears that by doing so, he will further the chances of him becoming corrupted with darkness.
Pros | Cons |
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