(→Links) |
m (→Combos: Updated combos to adhere to numpad notation except for hcb simply because it's shorter than 63214.) |
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{{MVC2 Character Subnav|char= dhalsim|full=Dhalsim|short=SIM|sub=1}} | {{MVC2 Character Subnav|char= dhalsim|full=Dhalsim|short=SIM|sub=1}} | ||
== Combo Notation == | == Combo Notation == | ||
motion inputs other than half circles are notated with numpad notation. | |||
f. = far standing normal | f. = far standing normal | ||
c. = | c. = close | ||
j. = | j. = jumping normal | ||
SJ = Super Jump | SJ = Super Jump | ||
Line 14: | Line 14: | ||
> = chain combo route | > = chain combo route | ||
AD# = Air Dash and direction | |||
fly = 214KK, used to indicate entering flight mode. | |||
==Midscreen== | ==Midscreen== | ||
-Dash | -Dash 2LK > 5LP, slight pause, 236+KK (without pause the super will whiff, technically will combo reset but it is inescapable.) | ||
-Dash hcb + HK, dash c. | -Dash hcb + HK, dash c.2LK > 5LP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HK | ||
-Dash hcb + HK xx | -Dash hcb + HK xx 236+PP (hold up to steer super correctly.) | ||
==Corner Only== | ==Corner Only== | ||
- | -c.6HK, dash c.2LK > 5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP > j.HK > j.2+HP > j.2+HK | ||
- | -236+LP, dash(x2) 5LK > 5MK > 5HK xx hcb + LK xx 236+PP | ||
==Jump-in Starter== | ==Jump-in Starter== | ||
-j.HP, dash | -j.HP, dash 3HP xx SJ, j.LP > j.LK > j.MP > j.MK, j.6+HP | ||
-j. | -j.2LK > j.HK, dash c.5LP > c.5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP/HK | ||
-j. | -j.2LK > j.LP > j.HP, c.2LK > 2MK > 2HK xx 236+PP | ||
==Links== | ==Links== | ||
- | -c.2MP links into the following: | ||
* | * f.5LK | ||
* | * f.5LP | ||
--f.5LK has more range but a tighter link window, f.5LP is stubbier but a more lenient link window. | |||
- | -Dash, c.2LP > c.2MP, f.5LK > 5MK > 5HK | ||
-Dash, | -Dash, c.2LP > c.2MP, f.5LP > 5MK > 5HK | ||
- | --c.5LP can link into itself up to 2 times, then link into far 5LP | ||
- | -c.5LP(x3), f.5LP > c.HK, (OTG) c.2LK > 5LP x SJ... | ||
- | --c.5HP can link into c.5LP | ||
- | -c.5HP, 5LP xx SJ, j.LK > j.MK > j.HK | ||
- | --j.c.MK can link into j.LK | ||
--j. | --j.HK can link into itself | ||
- | -3HP x SJ, j.LK > j.c.MK x AD8, j.LK > j.MK > j.HK, j.HK (while falling) | ||
--j.MP can link into | --j.MP can link into j.LP | ||
- | -2LP > 5MP x SJ, j.LK > j.MP, j.LP > hold 7 + j.f.LP > j.LK > j.HK (far normals should account for backwards drift) | ||
--Fly Combos | --Fly Combos | ||
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-Dhalsim can use his flight mode and links together to extend combos and maximize damage. | -Dhalsim can use his flight mode and links together to extend combos and maximize damage. | ||
- | -c.2LP > c.5LP x SJ, j.LK X Fly, j.LK > j.MK > j.HK, j.LK x Fly, j.LK > j.MK, j.LK > j.MK > j.HK xx Fly, j.LK > j.LK > j.HK | ||
-Source Video and Timestamp: https://youtu.be/dRAd5brVUmU?si=8erVXSRDkKHpXdZ4&t=448 | -Source Video and Timestamp: https://youtu.be/dRAd5brVUmU?si=8erVXSRDkKHpXdZ4&t=448 |
Revision as of 01:20, 1 October 2024
Combo Notation
motion inputs other than half circles are notated with numpad notation.
f. = far standing normal
c. = close
j. = jumping normal
SJ = Super Jump
xx = cancel
> = chain combo route
AD# = Air Dash and direction
fly = 214KK, used to indicate entering flight mode.
Midscreen
-Dash 2LK > 5LP, slight pause, 236+KK (without pause the super will whiff, technically will combo reset but it is inescapable.)
-Dash hcb + HK, dash c.2LK > 5LP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HK
-Dash hcb + HK xx 236+PP (hold up to steer super correctly.)
Corner Only
-c.6HK, dash c.2LK > 5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP > j.HK > j.2+HP > j.2+HK
-236+LP, dash(x2) 5LK > 5MK > 5HK xx hcb + LK xx 236+PP
Jump-in Starter
-j.HP, dash 3HP xx SJ, j.LP > j.LK > j.MP > j.MK, j.6+HP
-j.2LK > j.HK, dash c.5LP > c.5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP/HK
-j.2LK > j.LP > j.HP, c.2LK > 2MK > 2HK xx 236+PP
Links
-c.2MP links into the following:
- f.5LK
- f.5LP
--f.5LK has more range but a tighter link window, f.5LP is stubbier but a more lenient link window.
-Dash, c.2LP > c.2MP, f.5LK > 5MK > 5HK
-Dash, c.2LP > c.2MP, f.5LP > 5MK > 5HK
--c.5LP can link into itself up to 2 times, then link into far 5LP
-c.5LP(x3), f.5LP > c.HK, (OTG) c.2LK > 5LP x SJ...
--c.5HP can link into c.5LP
-c.5HP, 5LP xx SJ, j.LK > j.MK > j.HK
--j.c.MK can link into j.LK
--j.HK can link into itself
-3HP x SJ, j.LK > j.c.MK x AD8, j.LK > j.MK > j.HK, j.HK (while falling)
--j.MP can link into j.LP
-2LP > 5MP x SJ, j.LK > j.MP, j.LP > hold 7 + j.f.LP > j.LK > j.HK (far normals should account for backwards drift)
--Fly Combos
-Dhalsim can use his flight mode and links together to extend combos and maximize damage.
-c.2LP > c.5LP x SJ, j.LK X Fly, j.LK > j.MK > j.HK, j.LK x Fly, j.LK > j.MK, j.LK > j.MK > j.HK xx Fly, j.LK > j.LK > j.HK
-Source Video and Timestamp: https://youtu.be/dRAd5brVUmU?si=8erVXSRDkKHpXdZ4&t=448
Magnetro's Dhalsim Hitbox Combo Tutorial.
Older Dhalsim Videos (Visual Quality may be low)