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{{MVC2 Character Intro|char= | {{MVC2 Character Intro|char= dhalsim|full=Dhalsim|short=SIM|content= | ||
== Introduction == | == Introduction == | ||
Dhalsim is a Yoga Master from India, possessing the ability to stretch his limbs and spit fire. though generally a pacifist, he will fight to help his village, or to defeat great evil when he encounters it. | |||
'''TO-DO''': Add frame data, as well as missing sprites | '''TO-DO''': Add frame data, as well as missing sprites | ||
== Gameplay == | == Gameplay == | ||
Though unpopular, many consider Dhalsim to be one of the best point characters in MvC2. His great air dash, teleports, and long limbs make him a menace in neutral for many characters, and his rushdown can be quite effective with the corner or the right assists. | |||
On paper, Dhalsim has the tools to win almost any matchup, though his low health, assist dependency, and high execution requirements often mean it's much easier said than done. | |||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | *'''Flexable playstyle:''' Dhalsim's toolkit allows him to play both rushdown and zoning playstyles effectively, adjusting which to focus on depending on character or player matchup. | ||
* ''' | *'''Great mobility:''' Dhalsim is tied with magneto for fastest air dash in the game. This, combined with his dash that low-crushes, above average flight, and teleports that reset his air actions give him an ability to navigate the screen very effectively. His run away and stall potential is rivaled only by Storm. | ||
* ''' | *'''Long reach:''' Dhalsim's long limbs are great for poking or walling out the opponent both on the ground and in the air. | ||
* ''' | *'''Long, flashy Combos:''' Dhalsim's access to air dashes, good jump normals, and a solo FSD relaunches mean that even by himself, Dhalsim can often score lots of hits with a good launcher, or end his combos with an unblockable super reset for big damage. On top of this, his divekicks force him into normal jump mode, meaning he can extend with assists after a super jump for better damage or easy super confirms. | ||
* ''' | *'''Unblockable setups:''' Dhalsim's yoga strike super does not cause a guard frame, which enables unblockable DHCs for characters like Iron man, even from full screen. | ||
|cons= | |cons= | ||
* ''' | *'''Low life:''' Dhalsim takes 13% bonus damage, the same defense modifier as Psylocke, meaning that he can't afford to take stray hits in neutral. | ||
* ''' | *'''Executionally demanding:''' Getting the most mileage out of Dhalsim requires precise execution in both neutral and combos; a poorly timed drill or super will often mean death for Sim. | ||
* ''' | *'''Not a team player:''' Dhalsim's assist dependency, mediocre DHCs, and lackluster assists of his own mean that teams generally have to be constructed around Dhalsim being your point. He's also generally a sitting duck if he's your last character left. | ||
}} | }} | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube> | <center><youtube>https://youtu.be/S5PUqNrNn-Y?si=EUOTLXvS23gxYCwp</youtube></center> | ||
}} | }} | ||
}} | }} | ||
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{{3 Column Flex | {{3 Column Flex | ||
|content1= | |content1= | ||
{{Content Box|header=Special Moves | {{Content Box|header=Special Moves|content= | ||
; | ;Yoga Fire | ||
*{{qcf}}+{{p}} {{airok}} | *{{qcf}}+{{p}} {{airok}} | ||
; | ;Yoga Flame | ||
*{{ | *{{hcb}}+{{p}} | ||
; | ;Yoga Blast | ||
*{{qcb}}+{{k}} {{airok}} | *{{hcb}}+{{k}} | ||
; | ;Yoga Smash | ||
*{{qcb}}+{{ | *{{qcb}}+{{hp}} | ||
;Yoga Teleport | |||
*{{dp}}/{{rdp}}+{{p}}/{{k}} {{airok}} | |||
;Flight Mode | |||
*{{qcb}}+{{lk}}{{hk}} {{airok}} | |||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|header=Hyper Combos (Example)|content= | {{Content Box|header=Hyper Combos (Example)|content= | ||
; | ;Yoga Inferno | ||
*{{qcf}}+{{lp}}{{hp}} | *{{qcf}}+{{lp}}{{hp}} {{airok}} Steer with directional inputs | ||
; | ;Yoga Strike | ||
*{{qcf}}+{{lk}}{{hk}} | *{{qcf}}+{{lk}}{{hk}} | ||
}} | }} | ||
|content3= | |content3= | ||
{{Content Box|header=Assist Types (Example)|content= | {{Content Box|header=Assist Types (Example)|content= | ||
;Type α - Anti-Air Type | ;Type α - Anti-Air Type | ||
*Assist: {{hp}} | *Assist: {{hp}} Yoga Fire | ||
*Counter: {{hp}} | *Counter: {{hp}} Yoga Fire | ||
*Combination: | *Combination: Yoga Inferno | ||
;Type β - Projectile Type | ;Type β - Projectile Type | ||
*Assist: {{ | *Assist: {{lp}} Yoga Flame | ||
*Counter: {{hp}} | *Counter: {{hp}} Yoga Flame | ||
*Combination: | *Combination: Yoga Inferno | ||
;Type γ - Expansion Type | ;Type γ - Expansion Type | ||
*Assist: {{ | *Assist: {{lk}} Yoga Blast | ||
*Counter: {{hk}} | *Counter: {{hk}} Yoga Blast | ||
*Combination: | *Combination: Yoga Inferno | ||
}} | }} | ||
}} | }} | ||
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First row: {{lp}}, {{hp}}, {{a1}}. Second row: {{lk}}, {{hk}}, {{a2}}. | First row: {{lp}}, {{hp}}, {{a1}}. Second row: {{lk}}, {{hk}}, {{a2}}. | ||
[[Image:Mvc2- | [[Image:Mvc2-dhalsim.png]] | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category: Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Revision as of 17:01, 15 August 2024
Introduction
Dhalsim is a Yoga Master from India, possessing the ability to stretch his limbs and spit fire. though generally a pacifist, he will fight to help his village, or to defeat great evil when he encounters it.
TO-DO: Add frame data, as well as missing sprites
Gameplay
Though unpopular, many consider Dhalsim to be one of the best point characters in MvC2. His great air dash, teleports, and long limbs make him a menace in neutral for many characters, and his rushdown can be quite effective with the corner or the right assists.
On paper, Dhalsim has the tools to win almost any matchup, though his low health, assist dependency, and high execution requirements often mean it's much easier said than done.
Ken is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Yoga Fire
+
- Yoga Flame
+
- Yoga Blast
+
- Yoga Smash
+
- Yoga Teleport
/
+
/
- Flight Mode
+
- Yoga Inferno
+
Steer with directional inputs
- Yoga Strike
+
- Type α - Anti-Air Type
- Assist:
Yoga Fire
- Counter:
Yoga Fire
- Combination: Yoga Inferno
- Type β - Projectile Type
- Assist:
Yoga Flame
- Counter:
Yoga Flame
- Combination: Yoga Inferno
- Type γ - Expansion Type
- Assist:
Yoga Blast
- Counter:
Yoga Blast
- Combination: Yoga Inferno
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Shinryuken |
Fully invincible on the way up. Very effective at interrupting opponents offense. Strong counter call and because opponents have to wait until his attack is over, it is difficult to counter call an assist back. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Shoryureppa |
Basic fireball assist. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Shoryureppa |
Easy hit confirms, great to combo off of, but requires a little timing. The large amount of hits and time the assist takes make it very useful for setting up more elaborate combos. |
Normal Moves
-When grounded, Ken has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Decent Priority most likely, only real use is to prevent starter from jumping away which will most likely only help against cable, beware timing should be stricter than mags since he is shorter and it comes out one from later than his. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Pretty useless. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Makes a shoryureppa combo more damaging but you will have to use d. lk, standing hp on a crouching opponent since adding a mk will cause S. HP to whiff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His fastest far reaching normal, barring priority again I would have to say this is one of his better normals the ability to hit any crouching opponent and it’s good range make it very abuseable especially since it should combo into down + MK at a little less than max range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Hits twice , easy to combo off of hits so high you would’ve liked that you could use it instead of s. lp against starting match jumpers. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His farthest reaching normal outside of foward + HK think of it as Psylocke’s standing HP except much slower but will hit crouching opponents. Overall i never use this move , ever. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A all purpose rush in attack when your goal is not to apply pressure to a blocking opponent but instead trying to beat out their light attacks (which isn’t a good idea against most rush in top tiers, personally i have not experimented with this move). |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Nice range easy to combo into but does not hit low, which makes it second to d+MK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His main launcher , below average horizontal range nice vertical range and priority but slow to come out, always use df+HP version if you feel suicidal and want to beat out a jump in. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His fastest low hitting move and important tool in his pressure, you never know when you may hit a opponent low. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The far reaching shoto d+MK this move is vital to ken’s mixups , has nice reach and will usually combo into hadoken xxx shoryureppa (more on this later since the shoryureppa doesn’t do enough on it’s own) and ALWAYS combo into shoryureppa. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The “Shoto Sweep” and the worst version too, coming out the slowest of all the shotos (losing to ryu’s by 1 frame) but still useful if you can make juggle off of it, namely off of psylocke sweep xxx snapout can be useful. |
Air Normals
-When in the Normal Jump state, Ken has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Bad range, doesn’t compare to J. LK at all. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Rivals j. lk as one of the better air normals despite being a “Middle” move. You can wait the longest time to cancel your last attack into this, this move is the reason why you can do his jumping infinite nice damage and range too i suppose but really it’s the long long window to combo into it that makes it useful especially in infinites. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Used in the air as pressure and a way to get around by cancelling into a hurricane kick this move has it’s uses. 2nd most hit stun of his air fierces. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The greatest j. normal he has. it hits behind him, comboes into j. mk which also hits behind him nice range stays out there for ever and because of how the hit box is so low you can use the instant over head method with this move (more on that later). |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Has cross up capabilities like j. lk, hard to land it as a cross up though but don’t count it out it’s still very good. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Fastest air fierce he has also has the least stun. But it also pushes the enemy the least back which makes it the best choice to use in sentinal standing infinites (even though the timing is stricter you get more hits and more hits means a better chance to get them to the corner and finish the infinite) |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Only available during magic series chains. This move is only used for the infinite, strict window to cancel it off of anything so use with discretion. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
The slowest of his air fierces but with the most stun, you should definitely consider ending a corner infinite on sentinel with this so you can land and combo into shoryu reppa xx hail. it has nice horizontal range so it may be a good candidate to use against sentinel but then again so may j. HK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
2 hit overhead kick. His farthest reaching normal, the down side to that is that if you do it at max range you get only 1 hit instead of two leaving you with only 5 damage. All in all it’s a overhead and that in itself is useful enough. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
It’s the same as D+HP except 1 frame is shaved off. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ken rolls and tosses his opponent, carrying them to the other end of the screen. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Knee Bash throw. Mashable. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The roll throws the opponent down when done in the air. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ken's HK. |
Special Moves
Ground | Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Ken fires a slow fireball. Useable in a grounded combo only from up close, otherwise will uncombo. | ||||||
Air | Damage | Startup | Active | Recovery | Guard | |
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Ken fires a slow fireball in the air. Causes flying screen. Slows air momentum, allowing stalling in the air. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Fully invincible uppercut on the way up. HP version can be cancelled into super if you input the super before he leaves the ground. |
Ground | Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Ken does 5 hits of his spinning kick. | ||||||
Air | Damage | Startup | Active | Recovery | Guard | |
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Ken does his spinning kicks in the air. Doing j |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ken rolls forward, he can cross up opponents this way. Combined with his dash he can mix up opponents, especially when used in conjunction with an assist. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Instant start up, invincible for the first uppercut was made to be really easy to combo into, you can dhc AFTER the last hit. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Instant start up, invincible all the way up, can avoid a whole hail storm, great reversal if you miss dhc you’ll have alot of time to while your opponent can’t really do anything. Mashable with attack buttons. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Invincible on start invincible and early in the super (the first kick maybe second kick) it’s very good and doesn’t leave you as open as shoryu reppa/shinryuken. Mashable with kick buttons. |
Taunt
Colors
First row: ,
,
. Second row:
,
,
.