User:Hypergrav/sandbox: Difference between revisions

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|content3=
|content3=
{{Content Box|header=Assist Types (Example)|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Anti-Air Type
;Type α - Projectile Type
*Assist: {{hp}} Yoga Fire
*Assist: {{hp}} Yoga Fire
*Counter: {{hp}} Yoga Fire
*Counter: {{hp}} Yoga Fire
*Combination: Yoga Inferno
*Combination: Yoga Inferno
;Type β - Projectile Type
;Type β - Ground Type
*Assist: {{lp}} Yoga Flame
*Assist: {{lp}} Yoga Flame
*Counter: {{hp}} Yoga Flame
*Counter: {{hp}} Yoga Flame
*Combination: Yoga Inferno
*Combination: Yoga Inferno
;Type γ - Expansion Type
;Type γ - Anti-air Type
*Assist: {{lk}} Yoga Blast
*Assist: {{lk}} Yoga Blast
*Counter: {{hk}} Yoga Blast
*Counter: {{hk}} Yoga Blast
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{{MoveData
{{MoveData
|image=
|image=
|caption={{hp}} Shoryuken
|caption={{hp}} Yoga Fire
|name=Anti-air
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hp}} Shoryuken
  |AlphaCounter={{hp}} Yoha Fire
  |TeamHyperCombo=Shinryuken
  |TeamHyperCombo=Yoga Inferno
  |description= 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.
  |description= Standard fireball assist.
  }}
  }}
}}<br>
}}<br>
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{{MoveData
{{MoveData
|image=
|image=
|caption={{hp}} Fireball
|caption={{lp}} Yoga Flame
|name=Projectile
|name=Projectile
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hp}} Fireball
  |AlphaCounter={{hp}} Yoga Flame
  |TeamHyperCombo=Shoryureppa
  |TeamHyperCombo=Yoga Inferno
  |description= Basic fireball assist.
  |description= Yoga flame as an assist.
  }}
  }}
}}<br>
}}<br>
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{{MoveData
{{MoveData
|image=
|image=
|caption={{hk}} Hurricane Kick
|caption={{lk}} Yoga Blast
|name=Expansion
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}} Hurricane Kick
  |AlphaCounter={{hk}} Yoga Blast
  |TeamHyperCombo=Shoryureppa
  |TeamHyperCombo=Yoga Inferno
  |description= 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.
  |description= Yoga Blast as an assist.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Ken has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
-When grounded, Dhalsim has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.


==== Ground Normals ====
==== Ground Normals ====


{{MoveData
{{MoveData
|image=  
|image= MVC2_Dhalsim_Far_5LP_01.png
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= 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.
  |description=  
  }}
  }}
  }}<br>
  }}<br>

Revision as of 17:09, 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.

Dhalsim has a diverse toolkit which allows him to keep up with the strongest characters in the game. He can be quite capable as both a rushdown or runaway character, provided one's execution is up to snuff.

Strengths Weaknesses
  • 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.
  • 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.
MVC2 dhalsim art.png

Character Summary

Special Moves

Yoga Fire
  • Qcf.png+P.png Airok.png
Yoga Flame
  • Hcb.png+P.png
Yoga Blast
  • Hcb.png+K.png
Yoga Smash
  • Qcb.png+Hp.png
Yoga Teleport
  • Dp.png/Rdp.png+P.png/K.png Airok.png
Flight Mode
  • Qcb.png+Lk.pngHk.png Airok.png
Hyper Combos (Example)

Yoga Inferno
  • Qcf.png+Lp.pngHp.png Airok.png Steer with directional inputs
Yoga Strike
  • Qcf.png+Lk.pngHk.png
Assist Types (Example)

Type α - Projectile Type
  • Assist: Hp.png Yoga Fire
  • Counter: Hp.png Yoga Fire
  • Combination: Yoga Inferno
Type β - Ground Type
  • Assist: Lp.png Yoga Flame
  • Counter: Hp.png Yoga Flame
  • Combination: Yoga Inferno
Type γ - Anti-air Type
  • Assist: Lk.png Yoga Blast
  • Counter: Hk.png Yoga Blast
  • Combination: Yoga Inferno

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Yoha Fire Yoga Inferno

Standard fireball assist.


Projectile
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Yoga Flame Yoga Inferno

Yoga flame as an assist.


Expansion
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Yoga Blast Yoga Inferno

Yoga Blast as an assist.


Normal Moves

-When grounded, Dhalsim has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

Ground Normals

Light Punch
5Lp.png
MVC2 Dhalsim Far 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Pretty useless.


Heavy Punch
5Hp.png
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.


Light Kick
5Lk.png
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.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
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.


Heavy Kick
5Hk.png
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.


Crouching Light Punch
2Lp.png
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).


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
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.


Crouching Heavy Punch
2Hp.png
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.


Crouching Light Kick
2Lk.png
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.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
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.


Crouching Heavy Kick
2Hk.png
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 Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Bad range, doesn’t compare to J. LK at all.


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
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.


Air Heavy Punch
j.Hp.png
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.


Air Light Kick
j.Lk.png
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).


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
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.


Air Heavy Kick
j.Hk.png
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

Mae Geri
j.U.png+Mk.png
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.


Senpuu Kyaku
j.U.png+Hk.png
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.


Inazuma Kakto Wari
F.png+Hk.png
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

Universal Launcher (Punch)
3Hp.png
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.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
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.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Knee Bash throw. Mashable.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
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.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken's HK.


Special Moves

Hadouken
Qcf.png+P.png Airok.png
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.


Shoryuken
Dp.png+P.png Airok.png
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.


Tatsumaki Senpuu Kyaku
Qcb.png+K.png Airok.png
Ground Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken does 5 hits of his spinning kick. Lk.png is just off the ground, Hk.png goes at a 45 degree angle.

Air Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Ken does his spinning kicks in the air. Hk.png does more hits; follows your jump trajectory.

Doing jLk.png xx tatsu makes for a difficult to contest air string, especially for big characters. When done in an air combo, it will do huge damage on each hit. Also an integral part of his infinite.


Command Roll
Qcb.png+P.png
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

Shoryureppa
Qcf.png+Lp.pngHp.png
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.


Shinryuken
Qcf.png+Lk.pngHk.png
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.


Shippu Jinrai Kyaku
Qcb.png+Lk.pngHk.png
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: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-dhalsim.png



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