Marvel vs Capcom 2/Dhalsim/Combos: Difference between revisions

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m (→‎Combos: Updated combos to adhere to numpad notation except for hcb simply because it's shorter than 63214.)
m (→‎Jump-in Starter: corrected multiple combos and reorganized to make the routing options more obvious.)
 
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==Midscreen==
==Midscreen==
-Dash 2LK > 5LP, slight pause, 236+KK (without pause the super will whiff, technically will combo reset but it is inescapable.)
*Dash 2LK > 5MP, slight pause, 236+KK  
**This is an inescapable grab reset! You must pause in order to let the opponent leave hitstun due to 236+KK being a grab.


-Dash hcb + HK, dash c.2LK > 5LP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HK
*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.)
*hcb + HK xx 236+PP (hold up to steer super correctly.)
 
*hcb + HK, OTG 2LP > 5MP xx SJ, j.LP > j.LK > j.MK, j.HP
**Usually you don't actually do Yoga Flame in neutral. Occasionally your opponent will run into it but most of your offense starts in the air


==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
*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
*236+LP, dash(x2) 5LK > 5MK > 5HK xx hcb + LK xx 236+PP


==Jump-in Starter==
==Jump-in Starter==
-j.HP, dash 3HP xx SJ, j.LP > j.LK > j.MP > j.MK, j.6+HP
*j.HP, 3HP xx SJ, j.LP > j.LK > j.MK > j.HP


-j.2LK > j.HK, dash c.5LP > c.5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP/HK
*j.HP, 3HP xx SJ, j.LP > j.LK > j.MP > j.MK, j.2+HP


-j.2LK > j.LP > j.HP, c.2LK > 2MK > 2HK xx 236+PP
*j.2LK, j.HK, dash 5LP > 5MP xx SJ, j.LP > j.LK > j.MK > j.HP


==Links==
*j.2LK > j.HK, dash c.5LP > c.5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP/HK
-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.
*j.2LK > j.LP > j.HP, dash c.2LK > 2MK > 2HK xx 236+PP


-Dash, c.2LP > c.2MP, f.5LK > 5MK > 5HK
==Links==
*c.2MP links into the following:
** f.5LK
** f.5LP


-Dash, c.2LP > c.2MP, f.5LP > 5MK > 5HK
*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 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.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


--c.5HP can link into c.5LP
*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)


-c.5HP, 5LP xx SJ, j.LK > j.MK > j.HK
*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)


--j.c.MK can link into j.LK
==Fly/Unfly Combos==


--j.HK can link into itself
*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


-3HP x SJ, j.LK > j.c.MK x AD8, j.LK > j.MK > j.HK, j.HK (while falling)
-Source Video and Timestamp: https://youtu.be/dRAd5brVUmU?si=8erVXSRDkKHpXdZ4&t=448


--j.MP can link into j.LP
*When Dhalsim has Unfly he can combo after 214+KK
**[2LK > 5MP] or 3HP, 214+KK, hold 8, j.LK(x11) rhythmically until you get to the ceiling, j.HK


-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)
-Source: posted by user Mr. Nannie, https://archive.supercombo.gg/t/the-mvc2-dhalsim-thread/8029/50?page=3


--Fly Combos
==Flying Screen Deterioration==
*Dhalsim can break the Flying Screen with his j.HK, landing, pausing slightly, and then he can OTG. This allows for Dhalsim to get an OTG launch where he would normally be forcing a hard knockdown.


-Dhalsim can use his flight mode and links together to extend combos and maximize damage.
*Example FSD combo from SRK forum users Chrisis (https://archive.supercombo.gg/t/the-mvc2-dhalsim-thread/8029/53?page=3):
 
**SJ, AD6 j.HP > j.HK, land, 3HP xx SJ, j.LP > j.LK > j.MK > j.MP xx AD7, j.LK > j.f.LK > j.f.MK > j.f.HK, j.f.HK, land, OTG FSD 2LK > 2MP > 3HP xx SJ, j.LP > j.LK > j.MK, j.LK > j.MP xx AD7, j.LK > j.f.MK > j.f.HK > j.f.HK, land, 5LK > 5MK > 5HK
-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.==
*This video is a practical demonstration of Dhalsim's ability to cause Flying Screen Deterioration.  
<youtube>TIS0_JveDus</youtube>
**<youtube>TIS0_JveDus</youtube>


==Older Dhalsim Videos (Visual Quality may be low)==
==Older Dhalsim Videos (Visual Quality may be low)==

Latest revision as of 01:19, 7 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 > 5MP, slight pause, 236+KK
    • This is an inescapable grab reset! You must pause in order to let the opponent leave hitstun due to 236+KK being a grab.
  • hcb + HK, dash c.2LK > 5LP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HK
  • hcb + HK xx 236+PP (hold up to steer super correctly.)
  • hcb + HK, OTG 2LP > 5MP xx SJ, j.LP > j.LK > j.MK, j.HP
    • Usually you don't actually do Yoga Flame in neutral. Occasionally your opponent will run into it but most of your offense starts in the air

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, 3HP xx SJ, j.LP > j.LK > j.MK > j.HP
  • j.HP, 3HP xx SJ, j.LP > j.LK > j.MP > j.MK, j.2+HP
  • j.2LK, j.HK, dash 5LP > 5MP xx SJ, j.LP > j.LK > j.MK > j.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, dash 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/Unfly 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

  • When Dhalsim has Unfly he can combo after 214+KK
    • [2LK > 5MP] or 3HP, 214+KK, hold 8, j.LK(x11) rhythmically until you get to the ceiling, j.HK

-Source: posted by user Mr. Nannie, https://archive.supercombo.gg/t/the-mvc2-dhalsim-thread/8029/50?page=3

Flying Screen Deterioration

  • Dhalsim can break the Flying Screen with his j.HK, landing, pausing slightly, and then he can OTG. This allows for Dhalsim to get an OTG launch where he would normally be forcing a hard knockdown.
  • Example FSD combo from SRK forum users Chrisis (https://archive.supercombo.gg/t/the-mvc2-dhalsim-thread/8029/53?page=3):
    • SJ, AD6 j.HP > j.HK, land, 3HP xx SJ, j.LP > j.LK > j.MK > j.MP xx AD7, j.LK > j.f.LK > j.f.MK > j.f.HK, j.f.HK, land, OTG FSD 2LK > 2MP > 3HP xx SJ, j.LP > j.LK > j.MK, j.LK > j.MP xx AD7, j.LK > j.f.MK > j.f.HK > j.f.HK, land, 5LK > 5MK > 5HK