Capcom vs SNK 2/Dhalsim: Difference between revisions

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= Introduction =
== Introduction ==
[[File:Dhalsim_CvS2_colors.png]]
{{CvS2 Character Subnav|char=Dhalsim|short=Dhalsim}}
==Frame Data==
<div>
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
[[File:CVS2_Dhalsim_Data.png|right|500px]]
|- 
 
!  |
== Story ==
! align="center"  | Block
'''Dhalsim''' is a powerful Yoga master. He is capable of stretching his body out to immense lengths, and conjuring fire from his mouth. He can also teleport, and later on learns how to float. He starts out fighting to raise money for his village, as he cares deeply for those who live there. Although, he has to contradict his natural pacifist beliefs. Throughout many of the games, he finds himself conflicted between his pacifist lifestyle and having to use his great powers to fight for his village. After the events of Street Fighter II: World Warrior, Dhalsim retires from fighting. That is, until S.I.N. in Street Fighter IV builds a dam that bars water from getting into Dhalsim's village. He is once again forced to choose between his pacifist beliefs and the need to fight.
! align="center"  |
 
! align="center"  |
== Gameplay ==
! align="center"  |
Dhalsim is the original long-arms zoner. He has stretchy normals that allow him to cover plenty of angles, but has to carefully pick and choose which one he needs for what situation, as they all hit at specific and precise angles. While Dhalsim is infamously powerful in other games like Super Turbo and Alpha 3, CvS2 Dhalsim is quite underwhelming. Many characters are dominant in neutral already, and his extended hurtboxes end up hurting him a lot more. His weak defense makes Grooves with hop and run dismantle him, and he struggles to properly zone them at all. His normally powerful fireball is beaten out by CvS2's roll cancel glitch, as are many of his zoning tools in general, and his offensive mixup is much worse than normal. Overall, Dhalsim is a low tier that has to win neutral every single time in order to win.
! align="center"  |
 
! align="center"  |
Dhalsim does still have very powerful zoning tools however. His normals, namely ones like 5LK and 5HP, control a bunch of grounded space. 5HK and 4MP are great anti-airs, and his divekicks help him be aggressive and mobile. He has fairly useful supers for zoning and chipping. He has a risky but strong reversal in his teleports, and it can be hard to properly punish them as well. Dhalsim has powerful neutral tools, but not much else. You have to win neutral more than anyone else to win, and one time of losing it can spell the end. You can be winning for the majority of the match, but one good hit from the opponent can spell your doom.
! align="center"  |
 
! align="center"  | Frames
=== Groove Selection ===
! align="center"  |
'''Best - C:''' C-Dhalsim is the best Groove for Dhalsim, plain and simple. Airblock makes his horrible floaty jump a lot safer, lots of access to his supers makes his damage, reversal, and chip out game a lot more solid, and Alpha Counters give him a MUCH needed defensive option. Roll cancel lets him RC his fire specials to make them much harder to contest and much more annoying in neutral. While his roll isn't great, it can be appreciated as a risky escape tool. C-Groove gives Dhalsim the defensive options he needs and lots of access to his supers: all that he needs to perform well.
!  |
 
|-
'''Useful - A/S:''' A-Dhalsim is a bit of a lesser C-Dhalsim. Losing airblock hurts a lot, but you get Custom Combo in return. While this isn't necessarily a bad trade, Dhalsim's CC isn't the greatest, and he would rather just have his supers. Still, you get the basic defense of C-Groove plus a decent reversal combo tool with big damage potential: it could be a lot worse. S-Dhalsim is a lot more gimmicky. While charging doesn't actively hurt his gameplan, getting hit while charging can end the round for Dhalsim. He has no access to supers for a majority of the round, which doesn't hurt too bad, but at low health having infinite level 1's makes him a bit scarier.
!  | Move Name
 
! align="center"  | HL
'''Worst - K/N/P:''' K-Dhalsim is strange to play. Dhalsim having run and hop isn't as beneficial to his gameplan as you might think, since his offense isn't very rewarding for how much risk it carries. Rage does make his normal poke strategy much scarier however, and a good punish into a level 3 still hurts, so K-Dhalsim with Rage has some merit. N-Dhalsim is a worse version of K-Dhalsim. His level 1's are solid but not good enough to live on just level 1 supers alone, and he doesn't have a good enough RC special for N-Groove. P-Dhalsim is the worst way to play him. Dhalsim has very weak punishes, meaning parries do very little, though he can almost always at least punish thanks to his range. Only having roughly one level 3 super per round hurts, and the lack of any other good options is a major sacrifice.
! align="center"  | Damage
 
! align="center"  | Stun
{{StrengthsAndWeaknesses
! align="center"  | Cancel Ability
|intro=
! align="center"  | Startup
---------------------------
! align="center"  | Active
'''Dhalsim''' is a fragile long-arm zoner who relies on massive range normals to keep opponents out. However, if he fails, he often dies in one or two interactions. Dhalsim is best in '''C-Groove'''.
! align="center"  | Recovery
 
! align="center"  | On Guard
'''Difficulty''': Hard<br>'''Tier''': C
! align="center"  | On Hit
|pros=
! align="center"  | Notes
* '''Normals:''' Dhalsim's massive normals list gives him a tool for most situations, and he can zone very effectively with good usage of his tools
|- 
* '''Unique Mobility:''' Despite his jump and slow walkspeed and run, he can be surprisingly mobile, with multiple teleports, divekicks, and slides
|  |Stand [[File:Jab.gif]]
* '''Zoning:''' Combining the two above strengths, Dhalsim can keep his opponents out for a majority of the round
| align="center"  |HL
* '''Cash out damage:''' Dhalsim can do massive damage in certain situations and anti-air when he has full meter
| align="center"  |400
 
| align="center"  |4
|cons=
| align="center"  |su
* '''Low Health:''' If the opponent gets one clean hit, Dhalsim hurts a lot, and it leads into a knockdown which gets the opponent in, opening him up for another big punish, and likely killing him
| align="center"  |6
* '''Extended Hurtboxes:''' All of Dhalsim's normals extend hurtboxes with them, meaning invincible moves or moves with a bunch of active frames will hit him even from fullscreen away
| align="center"  |3
* '''Bad Punishes:''' Dhalsim's combos are weak and don't do much damage, especially without meter outside the corner
| align="center"  |5
* '''Large Toolset:''' Learning Dhalsim can be very hard, as his normals all cover specific uses and he has a LOT of normals. Getting used to all of the different situations to use all of his different tools is key to winning with him
| align="center"  |+3
}}
| align="center"  |+3
 
| align="center"  |-
=== Players to Watch ===
|  |
{| class="wikitable"
|-
|  |Stand [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |14
| align="center"  |6
| align="center"  |16
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
|  |
|-
|  |Stand [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |12
| align="center"  |8
| align="center"  |26
| align="center"  |-11
| align="center"  |-11
| align="center"  |-
|  |
|-
|  |Stand [[File:Short.gif]]
| align="center"  |HL
| align="center"  |400
| align="center"  |4
| align="center"  |-
| align="center"  |9
| align="center"  |6
| align="center"  |16
| align="center"  |+3
| align="center"  |+3
| align="center"  |-
|  |
|-
|  |Close [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |13
| align="center"  |8
| align="center"  |20
| align="center"  |-8
| align="center"  |-8
| align="center"  |-
|  |
|-
|  |Close [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |14
| align="center"  |6
| align="center"  |22
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
|  |
|-
|  |[[File:Left.gif]] + [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |300
| align="center"  |3
| align="center"  |sp/su[su]
| align="center"  |3
| align="center"  |9
| align="center"  |6
| align="center"  |+0
| align="center"  |+0
| align="center"  |[] Refers to later active frames
|  |
|-
|  |[[File:Left.gif]] +  [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |800[600]
| align="center"  |8[6]
| align="center"  |sp/su[su]
| align="center"  |4
| align="center"  |8
| align="center"  |6
| align="center"  |+5
| align="center"  |+5
| align="center"  |[] Refers to later active frames
|  |
|-
|  |[[File:Left.gif]] +  [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |800*600
| align="center"  |8*6
| align="center"  |sp/su*-/su
| align="center"  |5
| align="center"  |3*7
| align="center"  |23
| align="center"  |-6
| align="center"  |-6
| align="center"  |-
|  |
|-
|  |[[File:Left.gif]] +  [[File:Short.gif]]
| align="center"  |HL
| align="center"  |300
| align="center"  |3
| align="center"  |sp/su
| align="center"  |5
| align="center"  |6
| align="center"  |9
| align="center"  |+0
| align="center"  |+0
| align="center"  |-
|  |
|-
|  |[[File:Left.gif]] +  [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |sp/su
| align="center"  |6
| align="center"  |8
| align="center"  |11
| align="center"  |+1
| align="center"  |+1
| align="center"  |-
|  |
|-
|  |[[File:Left.gif]] +  [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |1200
| align="center"  |12
| align="center"  |sp/su
| align="center"  |7
| align="center"  |16
| align="center"  |14
| align="center"  |-6
| align="center"  |-6
| align="center"  |-
|  |
|-
|  |crouch [[File:Jab.gif]]
| align="center"  |L
| align="center"  |400
| align="center"  |4
| align="center"  |-
| align="center"  |12
| align="center"  |6
| align="center"  |13
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
|  |
|-
|  |crouch [[File:Strong.gif]]
| align="center"  |L
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |13
| align="center"  |6
| align="center"  |16
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
|  |
|-
|  |crouch [[File:Fierce.gif]]
| align="center"  |L
| align="center"  |1200
| align="center"  |12
| align="center"  |-
| align="center"  |15
| align="center"  |6
| align="center"  |24
| align="center"  |-6
| align="center"  |-6
| align="center"  |-
|  |
|-
|  |crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |300
| align="center"  |3
| align="center"  |sp/su[su]
| align="center"  |3
| align="center"  |9
| align="center"  |10
| align="center"  |-4
| align="center"  |-4
| align="center"  |[] Refers to later active frames
|  |
|-
|  |crouch [[File:Forward.gif]]
| align="center"  |L
| align="center"  |600
| align="center"  |6
| align="center"  |sp/su[su]
| align="center"  |7
| align="center"  |10
| align="center"  |14
| align="center"  |-4
| align="center"  |-4
| align="center"  |[] Refers to later active frames
|  |
|-
|  |crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |1000
| align="center"  |10
| align="center"  |-
| align="center"  |10
| align="center"  |12
| align="center"  |21
| align="center"  |-9
| align="center"  |-
| align="center"  |Knockdown
|  |
|-
|  |[[File:Downleft.gif]] [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |300
| align="center"  |3
| align="center"  |sp/su
| align="center"  |5
| align="center"  |3
| align="center"  |9
| align="center"  |+3
| align="center"  |+3
| align="center"  |-
|  |
|-
|  |[[File:Downleft.gif]] [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |600
| align="center"  |6
| align="center"  |sp/su
| align="center"  |5
| align="center"  |4
| align="center"  |10
| align="center"  |+6
| align="center"  |+6
| align="center"  |-
|  |
|-
|  |[[File:Downleft.gif]] [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1200
| align="center"  |12
| align="center"  |su
| align="center"  |6
| align="center"  |4
| align="center"  |12
| align="center"  |+8
| align="center"  |+8
| align="center"  |-
|  |
|-
|  |[[File:Downleft.gif]] [[File:Short.gif]]
| align="center"  |HL
| align="center"  |400
| align="center"  |4
| align="center"  |sp/su
| align="center"  |5
| align="center"  |4
| align="center"  |10
| align="center"  |+1
| align="center"  |+1
| align="center"  |-
|  |
|-
|  |[[File:Downleft.gif]] [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |700
| align="center"  |7
| align="center"  |sp/su
| align="center"  |6
| align="center"  |4
| align="center"  |13
| align="center"  |+3
| align="center" |+3
| align="center"  |-
|  |
|-
|-
|  |[[File:Downleft.gif]] [[File:Roundhouse.gif]]
! Name !! Country !! Groove !! Accounts !! Notes
| align="center"  |HL
| align="center"  |1100
| align="center"  |11
| align="center"  |su
| align="center"  |8
| align="center"  |4
| align="center"  |24
| align="center"  |-4
| align="center"  |-
| align="center"  |Knockdown
|  |
|-
|-
|   |Jump [[File:Jab.gif]]
| Iyo || Japan || N/C-Groove || N/A || The Dhalsim God. A player who gained immense respect in his day for being this good with Sim, and unfortunately does not play anymore. <br> [https://www.youtube.com/watch?v=AJVc0gMtxkI&list=PLxbMixYdhJ4Y8K9LW-ChZJzpckAFJyGb_&index=14&ab_channel=psychorarity N-Groove Sample Match] <br> [https://www.youtube.com/watch?v=lZZ6FmRDZZM&list=PLxbMixYdhJ4Y8K9LW-ChZJzpckAFJyGb_&index=2&ab_channel=diewplz C-Groove Sample Match]
| align="center"  |H
| align="center"  |500
| align="center"  |5
| align="center"  |-
| align="center"  |16
| align="center"  |16
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|-
|  |Jump [[File:Strong.gif]]
| align="center"  |H
| align="center"  |700
| align="center"  |8
| align="center"  |-
| align="center"  |16
| align="center"  |18
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |1100
| align="center"  |11
| align="center"  |-
| align="center"  |11
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Short.gif]]
| align="center"  |H
| align="center"  |500
| align="center"  |5
| align="center"  |-
| align="center"  |9
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Forward.gif]]
| align="center"  |H
| align="center"  |7
| align="center"  |7
| align="center"  |-
| align="center"  |12
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |1200
| align="center"  |12
| align="center"  |-
| align="center"  |13
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Left.gif]] + [[File:Jab.gif]]
| align="center"  |H
| align="center"  |500
| align="center"  |5
| align="center"  |-
| align="center"  |4
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Left.gif]] + [[File:Strong.gif]]
| align="center"  |H
| align="center"  |800
| align="center"  |80
| align="center"  |-
| align="center"  |5
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Left.gif]] + [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |1200
| align="center"  |12
| align="center"  |-
| align="center"  |5
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Left.gif]] + [[File:Short.gif]]
| align="center"  |H
| align="center"  |600
| align="center"  |6
| align="center"  |-
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Left.gif]] + [[File:Forward.gif]]
| align="center"  |H
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |8
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Left.gif]] + [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |1300
| align="center"  |13
| align="center"  |-
| align="center"  |9
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Down.gif]] + [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |900
| align="center"  |9
| align="center"  |-
| align="center"  |9
| align="center"  |Until Ground
| align="center"  |After Landing 7F
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Down.gif]] + [[File:Short.gif]]
| align="center"  |HL
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |9
| align="center"  |Until Ground
| align="center"  |After Landing 7F
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Down.gif]] + [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |9
| align="center"  |Until Ground
| align="center"  |After Landing 7F
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump [[File:Down.gif]] + [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |900
| align="center"  |9
| align="center"  |-
| align="center"  |9
| align="center"  |Until Ground
| align="center"  |After Landing 7F
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Throw [[File:Right.gif]] or [[File:Left.gif]] + [[File:Fierce.gif]]
| align="center"  |52px
| align="center"  |2000
| align="center"  |-
| align="center"  |-
| align="center"  |6
| align="center"  |1
| align="center"  |3
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Throw [[File:Right.gif]] or [[File:Left.gif]] + [[File:Roundhouse.gif]]
| align="center"  |52px
| align="center"  |800+200x(2~14)
| align="center"  |-
| align="center"  |-
| align="center"  |3
| align="center"  |1
| align="center"  |3
| align="center"  |-
| align="center"  |-
| align="center"  |Spin Stick and mash buttons to increase number of hits. Opponent can counter mash to reduce hits.
|  |
|-
|  |Yoga Fire [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |700
| align="center"  |7
| align="center"  |-
| align="center"  |15
| align="center"  |-
| align="center"  |42 (Total 56)
| align="center"  |-7
| align="center"  |-7
| align="center"  |Forces Stand, Projectile Hitbox
|  |
|-
|  |Yoga Fire [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |800
| align="center"  |8
| align="center"  |-
| align="center"  |15
| align="center"  |-
| align="center"  |43 (Total 57)
| align="center"  |-8
| align="center"  |-
| align="center"  |Forces Stand, Projectile Hitbox
|  |
|-
|  |Yoga Fire [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |900
| align="center"  |9
| align="center"  |-
| align="center"  |15
| align="center"  |-
| align="center"  |44 (58)
| align="center"  |-9
| align="center"  |-
| align="center"  |Forces Stand, Projectile hitbox
|  |
|-
|  |Yoga Flame [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |1400[1200]
| align="center"  |14[12]
| align="center"  |-
| align="center"  |19
| align="center"  |26
| align="center"  |26
| align="center"  |-5
| align="center"  |-5
| align="center"  |[] Refers to later active frames, Projectile Hitbox
|  |
|-
|  |Yoga Flame [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |1500[1300]
| align="center"  |15[13]
| align="center"  |-
| align="center"  |20
| align="center"  |41
| align="center"  |26
| align="center"  |-5
| align="center"  |-5
| align="center"  |[] Refers to later active frames, Projectile Hitbox
|  |
|-
|  |Yoga Flame [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |1600[1400]
| align="center"  |16[14]
| align="center"  |-
| align="center"  |21
| align="center"  |56
| align="center"  |26
| align="center"  |-5
| align="center"  |-5
| align="center"  |[] Refers to later active frames, Projectile Hitbox
|  |
|-
|  |Yoga Blast [[File:Short.gif]]
| align="center"  |HL
| align="center"  |1500[1300]
| align="center"  |15[13]
| align="center"  |-
| align="center"  |20
| align="center"  |12
| align="center"  |24
| align="center"  |-2
| align="center"  |-
| align="center"  |[]Refers to later active frames, Projectile Hitbox
|  |
|-
|  |Yoga Blast [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |1600[1400]
| align="center"  |16[14]
| align="center"  |-
| align="center"  |21
| align="center"  |10
| align="center"  |24
| align="center"  |-2
| align="center"  |-
| align="center"  |[]Refers to later active frames, Projectile Hitbox
|  |
|-
|  |Yoga Blast [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |1700[1500]
| align="center"  |17[15]
| align="center"  |-
| align="center"  |24
| align="center"  |26
| align="center"  |24
| align="center"  |-2
| align="center"  |-
| align="center"  |[]Refers to later active frames, Projectile Hitbox
|  |
|-
|  | Yoga Teleport [[File:Jab.gif]][[File:Strong.gif]][[File:Fierce.gif]] or [[File:Short.gif]][[File:Forward.gif]][[File:Roundhouse.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |87F total
| align="center"  |-
| align="center"  |-
| align="center"  |1-77F Invincible. Can be performed in air.
|  |
|-
|  | Yoga Inferno - Level 1 [[File:Jab.gif]]
| align="center"  |L
| align="center"  |2100
| align="center"  |-
| align="center"  |-
| align="center"  |4+5
| align="center"  |29?
| align="center"  |45
| align="center"  |-12
| align="center"  |-
| align="center"  |1-8F Invincible, Projectile Hitbox
|  |
|-
|  | Yoga Inferno - Level 2 [[File:Strong.gif]]
| align="center"  |L
| align="center"  |3300
| align="center"  |-
| align="center"  |-
| align="center"  |4+5
| align="center"  |59?
| align="center"  |45
| align="center"  |-12
| align="center"  |-
| align="center"  |1-14F Invincible, Projectile Hitbox
|  |
|-
|  | Yoga Inferno - Level 3 [[File:Fierce.gif]]
| align="center"  |L
| align="center"  |4900
| align="center"  |-
| align="center"  |-
| align="center"  |4+5
| align="center"  |89?
| align="center"  |45
| align="center"  |-12
| align="center"  |-
| align="center"  |1-22F Invincible, Projectile Hitbox
|  |
|-
|  | Yoga Volcano  - Level 1 [[File:Short.gif]]
| align="center"  |HL
| align="center"  |2300
| align="center"  |-
| align="center"  |-
| align="center"  |5+9
| align="center"  |28?
| align="center"  |22
| align="center"  |-13
| align="center"  |-13
| align="center"  |1-9F Invincible, Projectile Hitbox
|  |
|-
|  | Yoga Volcano  - Level 2 [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |3500
| align="center"  |-
| align="center"  |-
| align="center"  |5+9
| align="center"  |58?
| align="center"  |22
| align="center"  |(-41F or more)
| align="center"  |(-41F or more)
| align="center"  |1-15F Invincible, Projectile Hitbox
|  |
|-
|  | Yoga Volcano  - Level 3 [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |5100
| align="center"  |-
| align="center"  |-
| align="center"  |5+9
| align="center"  |88?
| align="center"  |22
| align="center"  |(-41F or more)
| align="center"  |(-41F or more)
| align="center"  |1-23F Invincible, Projectile Hitbox
|  |
|-
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|}
|}
<br><br>
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY FOR THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''


== Normal Moves ==
== Normal Moves ==
Dhalsim is probably the most complicated Capcom character to appear in CvS2. Each punch and kick has at least two functions depending on direction of the joystick. When the joystick is in neutral or directed forward, Dhalsim's limbs will stretch. When the joystick is directed back, Dhalsim's attacks will not stretch and be at normal length.
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Stand Jab
| input    = 5LP / Stand LP
| subtitle = Stand Light Punch
| image    = CVS2 Dhalsim 5LP.png
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = 6
  | total      = 17
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}


It is also important to know that Dhalsim's limbs do not hit his opponent, only his fists and hands. This means that stretched attacks will completely miss a close target making them useless at short range.  
=== <span class="invisible-header">5MP</span> ===
'''
{{MoveData
Useful Normals:'''
| name    = Stand Strong
| input    = 5MP / Stand MP
| subtitle = Stand Medium Punch
| image    = CVS2 Dhalsim 5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 13
  | active      = 6
  | recovery    = 16
  | total      = 35
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}


'''In Air:'''
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Stand Fierce
| input    = 5HP / Stand HP
| subtitle = Stand Heavy Punch
| image    = CVS2 Dhalsim 5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 6
  | recovery    = 26
  | total      = 43
  | advHit      = -12
  | advBlock    = -12
  | invul      = None
  | description = Placeholder
}}
}}


''-Stretched-''
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Stand Short
| input    = 5LK / Stand LK
| subtitle = Stand Light Kick
| image    = CVS2 Dhalsim 5LK.png
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 8
  | active      = 6
  | recovery    = 16
  | total      = 30
  | advHit      = -7
  | advBlock    = -7
  | invul      = None
  | description = Placeholder
}}
}}


Jab does a stretched punch that hits the 5 o'clock position below and to the front of Dhalsim.  
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Stand Forward
| input    = 5MK / Stand MK
| subtitle = Stand Medium Kick
| image    = CVS2 Dhalsim 5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = 6
  | recovery    = 20
  | total      = 38
  | advHit      = -8
  | advBlock    = -8
  | invul      = None
  | description = Placeholder
}}
}}


Strong does a stretched punch that hits the 3 o'clock position directly in front of Dhalsim. Mainly used for air-to-air.
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Stand Roundhouse
| input    = 5HK / Stand HK
| subtitle = Stand Heavy Kick
| image    = CVS2 Dhalsim 5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 13
  | active      = 6
  | recovery    = 22
  | total      = 41
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


Fierce does a quick stretched punch that hits the 4 o'clock position below and to the front of Dhalsim. 10 frame startup and respectable 1100 damage.
=== <span class="invisible-header">4LP</span> ===
{{MoveData
| name    = Back Jab
| input    = 4LP / b.LP
| subtitle = Back Light Punch
| image    = CVS2 Dhalsim 4LP.png
| caption  =
| linkname = 4LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|4}} {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300, 300
  | stun        = 3, 3
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup     = 2
  | active      = 9
  | recovery    = 6
  | total      = 17
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A very fast close anti-air with a good hitbox above him, beating many jumps, able to be canceled into a fireball for more guard damage on them landing.
}}
}}


Short and forward both do a stretched kick that hits between the 3 and 4 o'clock position below and to the front of Dhalsim. Good for surprising people as you float down from a jump.  
=== <span class="invisible-header">4MP</span> ===
{{MoveData
| name    = Back Strong
| input    = 4MP / b.MP
| subtitle = Back Medium Punch
| image    = CVS2 Dhalsim 4MP.png
| caption  =
| linkname = 4MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|4}} {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800, 600
  | stun        = 8, 6
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 9
  | recovery    = 6
  | total      = 18
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = A solid anti-air that is near impossible to get over, a great tool up close that is plus on block and can be used as a strong meaty vs tall crouchers. This move, when used as anti air, pops the opponent up and close on landing. If done deep as anti-air, you can cancel and juggle to super.
}}
}}


Roundhouse does a stretched leg with massive range that strikes the 2 o'clock position. Good for air-to-air and for surprising jump happy characters like Sakura, Rolento and Vega.
=== <span class="invisible-header">4HP</span> ===
{{MoveData
| name    = Back Fierce
| input    = 4HP / b.HP
| subtitle = Back Heavy Punch
| image    = CVS2 Dhalsim 4HP.png
| caption  =
| linkname = 4HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|4}} {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 800, 600
  | stun        = 8, 6
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = 23
  | total      = 37
  | advHit      = -6
  | advBlock    = -6
  | invul      = None
  | description = A 2 hit headbutt, can be used in frame traps to confirm to Yoga carpet or inferno.
}}
}}


'''Standing:'''
=== <span class="invisible-header">4LK</span> ===
{{MoveData
| name    = Back Short
| input    = 4LK / b.LK
| subtitle = Back Light Kick
| image    =CVS2 Dhalsim 4LK.png
| caption  =
| linkname = 4LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|4}} {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 6
  | recovery    = 9
  | total      = 19
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = Placeholder
}}
}}


''-Stretched-
=== <span class="invisible-header">4MK</span> ===
''
{{MoveData
Fierce does a stretched punch with both arms that spans 3/4 the screen. Not to be abused as it has heavy recovery and only above average priority. Will lose or trade with most high priority pokes (cammy s.rh, sagat c.fp). Useful for doing guard damage or to punish rolling after a yoga fire. 28 frame recovery.
| name    = Back Forward
| input    = 4MK / b.MK
| subtitle = Back Medium Kick
| image    = CVS2 Dhalsim 4MK.png
| caption  =
| linkname = 4MK
| data  = 
{{AttackData-CvS2
  | version    = {{Motion|4}} {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard       = Mid
  | parry      = High
  | startup    = 5
  | active      = 8
  | recovery   = 11
  | total      = 24
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Placeholder
}}
}}


Short does a stretched kick that's angled forward and down. 8 frame startup and an above average poke.
=== <span class="invisible-header">4HK</span> ===
{{MoveData
| name    = Back Roundhouse
| input    = 4HK / b.HK
| subtitle = Back Heavy Kick
| image    = CVS2 Dhalsim 4HK.png
| caption  =
| linkname = 4HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|4}} {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup     = 6
  | active      = 16
  | recovery    = 14
  | total      = 36
  | advHit      = -6
  | advBlock    = -6
  | invul      = None
  | description = Placeholder
}}
}}


Roundhouse is probably one of the most annoying normals in the game. Extends nearly full screen and is angled slightly upward. Stops most early jumps cold and is very fast. Good to use after yoga fires to prevent jump-ins and extremely hard to predict.
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2 Dhalsim 2LP.png
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 11
  | active      = 6
  | recovery    = 13
  | total      = 30
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


''-Non-Stretched (B+w/e)-''
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2 Dhalsim 2MP.png
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 12
  | active      = 6
  | recovery    = 16
  | total      = 34
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}


B+Jab does a quick poke in the air. One of Dhalsim's many AA options and can be canceled to level 2 or 3 yoga volcano. Very good priority.  
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2 Dhalsim 2HP.png
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 14
  | active      = 6
  | recovery    = 24
  | total      = 44
  | advHit      = -6
  | advBlock    = -6
  | invul      = None
  | description = Placeholder
}}
}}


B+Strong does a quick chop in the air. One of Dhalsim's many AA options. Very fast with a 3 frame startup and useful for defending against crossovers. Very good priority but will still trade or lose to a few noteworthy jump-ins (Iori j.rh, Yamakaki j.rh?).
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2 Dhalsim 2LK.png
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300, 300
  | stun        = 3, 3
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup     = 3
  | active      = 9
  | recovery    = 10
  | total      = 22
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


B+Fierce does a headbutt. This is one of Dhalsim's most useful normals as it's pretty fast, has a 4 frame startup and hits twice. It can also be buffered into supers and is useful for corner trapping coupled with short slides.
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2 Dhalsim 2MK.png
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 600, 600
  | stun        = 6, 6
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 6
  | active      = 10
  | recovery    = 14
  | total      = 24
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


B+Roundhouse is a knee to the chest of the opponent. Useful for corner pressure, guard crush strings and combos. Can be canceled into yoga flame/fire/supers.
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2 Dhalsim 2HK.png
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 9
  | active      = 12
  | recovery    = 21
  | total      = 42
  | advHit      = DWN
  | advBlock    = -9
  | invul      = None
  | description =
}}
}}
 
=== <span class="invisible-header">1LP</span> ===
{{MoveData
| name    = Downback Jab
| input    = 1LP / db.LP
| subtitle =
| image    = CVS2 Dhalsim 1LP.png
| caption  =
| linkname = 1LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|db}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 3
  | recovery    = 9
  | total      = 16
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">1MP</span> ===
{{MoveData
| name    = Downback Strong
| input    = 1MP / db.MP
| subtitle =
| image    = CVS2 Dhalsim 1MP.png
| caption  =
| linkname = 1MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|db}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 4
  | recovery    = 10
  | total      = 18
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">1HP</span> ===
{{MoveData
| name    = Downback Fierce
| input    = 1HP / db.HP
| subtitle =
| image    = CVS2 Dhalsim 1HP.png
| caption  =
| linkname = 1HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|db}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 5
  | active      = 4
  | recovery    = 12
  | total      = 21
  | advHit      = +8
  | advBlock    = +8
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">1LK</span> ===
{{MoveData
| name    = Downback Short
| input    = 1LK / db.LK
| subtitle =
| image    = CVS2 Dhalsim 1LK.png
| caption  =
| linkname = 1LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|db}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4
  | active      = 4
  | recovery    = 10
  | total      = 18
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">1MK</span> ===
{{MoveData
| name    = Downback Forward
| input    = 1MK / db.MK
| subtitle =
| image    = CVS2 Dhalsim 1MK.png
| caption  =
| linkname = 1MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|db}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 5
  | active      = 4
  | recovery    = 13
  | total      = 22
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">1HK</span> ===
{{MoveData
| name    = Downback Roundhouse
| input    = 1HK / db.HK
| subtitle =
| image    = CVS2 Dhalsim 1HK.png
| caption  =
| linkname = 1HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|db}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = SU
  | guard      = Low
  | parry      = Low
  | startup    = 7
  | active      = 4
  | recovery    = 25
  | total      = 36
  | advHit      = DWN
  | advBlock    = -4
  | invul      = None
  | description =
}}
}}
 
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    = CVS2 Dhalsim jLP.png
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 15
  | active      = 16
  | recovery    = -
  | total      = 31
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.MP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    = CVS2 Dhalsim jMP.png
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 15
  | active      = 16
  | recovery    = -
  | total      = 31
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    = CVS2 Dhalsim jHP.png
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 10
  | active      = 4
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    = CVS2 Dhalsim jLK.png
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = -
  | total      = 12
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    = CVS2 Dhalsim jMK.png
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 11
  | active      = 7
  | recovery    = -
  | total      = 18
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    = CVS2 Dhalsim jHK.png
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 12
  | active      = 8
  | recovery    = -
  | total      = 20
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.4LP</span> ===
{{MoveData
| name    = Jump Back Jab
| input    = j.4LP
| subtitle =
| image    = CVS2 Dhalsim j4LP.png
| caption  =
| linkname = j.4LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}, {{Motion|b}} +{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 3
  | active      = 10
  | recovery    = -
  | total      = 13
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.4MP</span> ===
{{MoveData
| name    = Jump Back Strong
| input    = j.4MP
| subtitle =
| image    = CVS2 Dhalsim j4MP.png
| caption  =
| linkname = j.4MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}, {{Motion|b}} +{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 8
  | recovery    = -
  | total      = 12
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.4HP</span> ===
{{MoveData
| name    = Jump Back Fierce
| input    = j.4HP
| subtitle =
| image    = CVS2 Dhalsim j4HP.png
| caption  =
| linkname = j.4HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}, {{Motion|b}} +{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 6
  | recovery    = -
  | total      = 10
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.4LK</span> ===
{{MoveData
| name    = Jump Back Short
| input    = j.4LK
| subtitle =
| image    = CVS2 Dhalsim j4LK.png
| caption  =
| linkname = j.4LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}, {{Motion|b}} +{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 600
  | cancel      = 6
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.4MK</span> ===
{{MoveData
| name    = Jump Back Forward
| input    = j.4MK
| subtitle =
| image    = CVS2 Dhalsim j4MK.png
| caption  =
| linkname = j.4MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}, {{Motion|b}} +{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 7
  | active      = 6
  | recovery    = -
  | total      = 13
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">j.4HK</span> ===
{{MoveData
| name    = Jump Back Roundhouse
| input    = j.4HK
| subtitle =
| image    = CVS2 Dhalsim j4HK.png
| caption  =
| linkname = j.4HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}, {{Motion|b}} +{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 8
  | active      = 6
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}
 
== Command Normals ==
=== <span class="invisible-header">Drill Zutsukii</span> ===
{{MoveData
| name    = Drill Zutsuki
| input    = j.2HP
| subtitle = Yoga Mummy
| image    = CVS2 Dhalsim j2HP.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Motion|2}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      =
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = Varies
  | recovery    = 7
  | total      =
  | advHit      =
  | advBlock    =
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">Drill Kick</span> ===
{{MoveData
| name    = Drill Kick
| input    = j.2K
| subtitle =
| image    = CVS2 Dhalsim j2LK.png
| caption  = Light
| image2    = CVS2 Dhalsim j2MK.png
| caption2  = Medium
| image3    = CVS2 Dhalsim j2HK.png
| caption3  = Heavy
| linkname =
| data  =
{{AttackData-CvS2
  | version    = In Air, {{Motion|2}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      =
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = Varies
  | recovery    = 7
  | total      =
  | advHit      =
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = In Air, {{Motion|2}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      =
  | guard       = Mid
  | parry      = High
  | startup    = 8
  | active      = Varies
  | recovery    = 7
  | total      =
  | advHit      =
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = In Air, {{Motion|2}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      =
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = Varies
  | recovery    = 7
  | total      =
  | advHit      =
  | advBlock    =
  | invul      = None
  | description =  Placeholder
}}
}}
 
== Throws ==
=== <span class="invisible-header">Punch Throw</span> ===
{{MoveData
| name    = Yoga Smash
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    = CVS2 Dhalsim punchthrow.png
| caption  =
| linkname = Yoga Smash
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 800 + 200x(2-14)
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 3
  | active      = 1
  | recovery    = 3
  | total      = 7
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">Kick Throw</span> ===
{{MoveData
| name    = Yoga Suruu
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    = CVS2 Dhalsim kickthrow.png
| caption  =
| linkname = Yoga Suruu
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 2000
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 5
  | active      = 1
  | recovery    = 3
  | total      = 9
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


== Special Moves ==
== Special Moves ==
=== <span class="invisible-header">Yoga Fire</span> ===
{{MoveData
| name    = Yoga Fire
| input    = 236P
| subtitle =
| image    = CVS2 Dhalsim 236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 14
  | active      =
  | recovery    = 42
  | total      = 56
  | advHit      = -7
  | advBlock    = -7
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 14
  | active      =
  | recovery    = 43
  | total      = 57
  | advHit      = DWN
  | advBlock    = -8
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 14
  | active      =
  | recovery    = 44
  | total      = 58
  | advHit      = DWN
  | advBlock    = -9
  | invul      = None
  | description =  A pretty decent fireball that has good speeds for each version (jab is pretty slow, hp is pretty fast). This fireball has only 2 frames more total than Ryu (start up is 2 frames slower, same recovery) while having a better disadvantage on block. If blocked at a distance, you can tag on a fp for extra guard damage or delay it to attempt to frame trap.
}}
}}


=Yoga Fire= QCF+P: Strength of punch determines speed of fireball. Fierce yoga fire is probably the fastest projectile in the game. 14 frame startup on all versions with 42/43/44 frame recovery. Great for zoning and chip/guard damage.
=== <span class="invisible-header">Yoga Flame</span> ===
{{MoveData
| name    = Yoga Flame
| input    = 63214P
| subtitle =  
| image    = CVS2 Dhalsim 63214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|63214}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 1400, 1200
  | stun        = 14, 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 18
  | active      = 26
  | recovery    = 25
  | total      = 69
  | advHit      = DWN
  | advBlock    = -5
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1500, 1300
  | stun        = 15, 13
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      = 41
  | recovery    = 26
  | total      = 86
  | advHit      = DWN
  | advBlock    = -5
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1600, 1400
  | stun        = 16, 14
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup     = 20
  | active      = 56
  | recovery    = 26
  | total      = 102
  | advHit      = DWN
  | advBlock    = -5
  | invul      = None
  | description =  A limited ranged flame that counts as a projectile with good recovery. A great move to RC versus awkward jumps, strong pokes, reversal, or on opponents wake up. At -5 and distance it is punishable by most things outside "instant" supers (Sonic Hurricane, Gigaton Blow, Lvl 3 Spin Drive Smasher, etc)
}}
}}


=Yoga Flame= HCB+P: Strength of punch determines duration that flame stays active (20/41/56 frames). Good when used at max range for pressuring, especially when RC'd. Very punishable up close due to heavy recovery. Will neutralize normal projectiles.
=== <span class="invisible-header">Yoga Blast</span> ===
{{MoveData
| name    = Yoga Blast
| input    = 63214K
| subtitle =
| image    = CVS2 Dhalsim 63214K.png
| caption  =
| linkname =
| data  =  
{{AttackData-CvS2
  | version    = {{Motion|63214}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1500, 1300
  | stun        = 15, 13
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      = 12
  | recovery    = 24
  | total      = 55
  | advHit      = DWN
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1600, 1400
  | stun        = 16, 14
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 21
  | active     = 20
  | recovery    = 24
  | total      = 65
  | advHit      = DWN
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1700, 1500
  | stun        = 17, 15
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 23
  | active      = 26
  | recovery    = 24
  | total      = 73
  | advHit      = DWN
  | advBlock    =
  | invul      = None
  | description =  An upward anti-air angle flame that can be airblocked. Usually used in custom combos and level 2 cancels. Not a good reactionary anti-air, used more as a call out of a jump. Has decent recovery on whiff for light version.
}}
}}


=Yoga Blast= HCB+K: Strength of kick determines duration that flame stays active (12/20/28 frames). Average anti-air with lk version being most useful (19 frame startup). Difficult to time due to slow startup and should not be used against characters with very fast jumps (vega, benimaru, etc.). Will not neutralize parallel to ground projectiles and does not hit most grounded targets.
=== <span class="invisible-header">Yoga Teleport</span> ===
{{MoveData
| name    = Yoga Teleport
| input    = 623/421 PPP/KKK (Air OK)
| subtitle =
| image    = CVS2 Dhalsim teleport.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version     =
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      = 87
  | advHit      =
  | advBlock    =
  | invul      = 77 (Full)
  | description =  A frame one invincible reversal with heavy recovery. It semi useable to escape situations (teleport aways from a cross up, etc).  
}}
}}


=Yoga Teleport= DP+3P/3k or RDP+3P/3K (F,D,DF or B,D,DB): The famous yoga teleport that can be done in the air. DP motion moves Dhalsim towards while RDP moves Dhalsim away. 3 punches move Dhalsim a short distance while 3 kicks move Dhalsim a longer distance. Fairly slow and punishable when misused but excellent for escaping or zoning.
== Super Moves==


== Super Moves ==
=== <span class="invisible-header">Yoga Stream</span> ===
{{MoveData
| name    = Yoga Stream
| input    = 236236P
| subtitle =
| image    = CVS2 Dhalsim 236236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2100
  | stun        = 0
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 4:5
  | active      = 29
  | recovery    = 45
  | total      = 83
  | advHit      = DWN
  | advBlock    = -12
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3300
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4:5
  | active      = 59
  | recovery    = 45
  | total      = 113
  | advHit      = DWN
  | advBlock    = -12
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 4900
  | stun        = 0
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 4:5
  | active      = 89
  | recovery    = 45
  | total      = 143
  | advHit      = DWN
  | advBlock    = -12
  | invul      = 22 (Full)
  | description =  A ok damage flame carpet, with great range. Combos from all normals, but better to come into Yoga Tempest or Yoga Inferno when possible due to better damage and level 2 cancels. Level 2 and 3 versions can be linked into after a counter hit crouching db+fp.
}}
}}


= The Basics =
=== <span class="invisible-header">Yoga Volcano</span> ===
{{MoveData
| name    = Yoga Volcano
| input    = 236236K
| subtitle =
| image    = CVS2 Dhalsim 236236K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 2300
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:8
  | active      = 26
  | recovery    = 22
  | total      = 61
  | advHit      = DWN
  | advBlock    =
  | invul      = 9 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 3500
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5:8
  | active      = 56
  | recovery    = 22
  | total      = 91
  | advHit      = DWN
  | advBlock    =
  | invul      = 15 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 5100
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:8
  | active      = 86
  | recovery    = 22
  | total      = 120
  | advHit      = DWN
  | advBlock    =
  | invul      = 23 (Full)
  | description =  A solid anti-air super with a slower start-up and juggling properties. Levels 2 and 3 are very good anti-airs and every level does more damage than Yoga Stream. Combos from crouching db+hk from most ranges.
}}
}}


= Advanced Strategy =
=== <span class="invisible-header">Yoga Tempest</span> ===
{{MoveData
| name    = Yoga Tempest
| input    = 6321463214P
| subtitle =
| image    = CVS2 Dhalsim 6321463214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|63214}} {{Motion|63214}} + {{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 6000
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:8
  | active      = 86
  | recovery    = 46
  | total      = 144
  | advHit      = DWN
  | advBlock    = -13
  | invul      = 22 (Full)
| description = Dhalsim's strongest super and one of the strongest supers in the game. Tempest has juggle properties, being able to combo after sweep anywhere or juggled after Yoga flame in the corner. A very strong anti-air that cover a good horizontal distance.
}}
}}


= Match-ups =
== Colors ==


[[File:Dhalsim_CvS2_colors.png]]





Latest revision as of 20:54, 28 March 2025

Introduction

CVS2 Dhalsim Data.png

Story

Dhalsim is a powerful Yoga master. He is capable of stretching his body out to immense lengths, and conjuring fire from his mouth. He can also teleport, and later on learns how to float. He starts out fighting to raise money for his village, as he cares deeply for those who live there. Although, he has to contradict his natural pacifist beliefs. Throughout many of the games, he finds himself conflicted between his pacifist lifestyle and having to use his great powers to fight for his village. After the events of Street Fighter II: World Warrior, Dhalsim retires from fighting. That is, until S.I.N. in Street Fighter IV builds a dam that bars water from getting into Dhalsim's village. He is once again forced to choose between his pacifist beliefs and the need to fight.

Gameplay

Dhalsim is the original long-arms zoner. He has stretchy normals that allow him to cover plenty of angles, but has to carefully pick and choose which one he needs for what situation, as they all hit at specific and precise angles. While Dhalsim is infamously powerful in other games like Super Turbo and Alpha 3, CvS2 Dhalsim is quite underwhelming. Many characters are dominant in neutral already, and his extended hurtboxes end up hurting him a lot more. His weak defense makes Grooves with hop and run dismantle him, and he struggles to properly zone them at all. His normally powerful fireball is beaten out by CvS2's roll cancel glitch, as are many of his zoning tools in general, and his offensive mixup is much worse than normal. Overall, Dhalsim is a low tier that has to win neutral every single time in order to win.

Dhalsim does still have very powerful zoning tools however. His normals, namely ones like 5LK and 5HP, control a bunch of grounded space. 5HK and 4MP are great anti-airs, and his divekicks help him be aggressive and mobile. He has fairly useful supers for zoning and chipping. He has a risky but strong reversal in his teleports, and it can be hard to properly punish them as well. Dhalsim has powerful neutral tools, but not much else. You have to win neutral more than anyone else to win, and one time of losing it can spell the end. You can be winning for the majority of the match, but one good hit from the opponent can spell your doom.

Groove Selection

Best - C: C-Dhalsim is the best Groove for Dhalsim, plain and simple. Airblock makes his horrible floaty jump a lot safer, lots of access to his supers makes his damage, reversal, and chip out game a lot more solid, and Alpha Counters give him a MUCH needed defensive option. Roll cancel lets him RC his fire specials to make them much harder to contest and much more annoying in neutral. While his roll isn't great, it can be appreciated as a risky escape tool. C-Groove gives Dhalsim the defensive options he needs and lots of access to his supers: all that he needs to perform well.

Useful - A/S: A-Dhalsim is a bit of a lesser C-Dhalsim. Losing airblock hurts a lot, but you get Custom Combo in return. While this isn't necessarily a bad trade, Dhalsim's CC isn't the greatest, and he would rather just have his supers. Still, you get the basic defense of C-Groove plus a decent reversal combo tool with big damage potential: it could be a lot worse. S-Dhalsim is a lot more gimmicky. While charging doesn't actively hurt his gameplan, getting hit while charging can end the round for Dhalsim. He has no access to supers for a majority of the round, which doesn't hurt too bad, but at low health having infinite level 1's makes him a bit scarier.

Worst - K/N/P: K-Dhalsim is strange to play. Dhalsim having run and hop isn't as beneficial to his gameplan as you might think, since his offense isn't very rewarding for how much risk it carries. Rage does make his normal poke strategy much scarier however, and a good punish into a level 3 still hurts, so K-Dhalsim with Rage has some merit. N-Dhalsim is a worse version of K-Dhalsim. His level 1's are solid but not good enough to live on just level 1 supers alone, and he doesn't have a good enough RC special for N-Groove. P-Dhalsim is the worst way to play him. Dhalsim has very weak punishes, meaning parries do very little, though he can almost always at least punish thanks to his range. Only having roughly one level 3 super per round hurts, and the lack of any other good options is a major sacrifice.


Dhalsim is a fragile long-arm zoner who relies on massive range normals to keep opponents out. However, if he fails, he often dies in one or two interactions. Dhalsim is best in C-Groove.

Difficulty: Hard
Tier: C
Pros Cons
  • Normals: Dhalsim's massive normals list gives him a tool for most situations, and he can zone very effectively with good usage of his tools
  • Unique Mobility: Despite his jump and slow walkspeed and run, he can be surprisingly mobile, with multiple teleports, divekicks, and slides
  • Zoning: Combining the two above strengths, Dhalsim can keep his opponents out for a majority of the round
  • Cash out damage: Dhalsim can do massive damage in certain situations and anti-air when he has full meter
  • Low Health: If the opponent gets one clean hit, Dhalsim hurts a lot, and it leads into a knockdown which gets the opponent in, opening him up for another big punish, and likely killing him
  • Extended Hurtboxes: All of Dhalsim's normals extend hurtboxes with them, meaning invincible moves or moves with a bunch of active frames will hit him even from fullscreen away
  • Bad Punishes: Dhalsim's combos are weak and don't do much damage, especially without meter outside the corner
  • Large Toolset: Learning Dhalsim can be very hard, as his normals all cover specific uses and he has a LOT of normals. Getting used to all of the different situations to use all of his different tools is key to winning with him



Players to Watch

Name Country Groove Accounts Notes
Iyo Japan N/C-Groove N/A The Dhalsim God. A player who gained immense respect in his day for being this good with Sim, and unfortunately does not play anymore.
N-Groove Sample Match
C-Groove Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY FOR THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Stand Jab
Stand Light Punch
5LP / Stand LP
CVS2 Dhalsim 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Lp.png 400 4 SU Mid High 5 6 6 17 +3 +3 None

Placeholder

5MP

Stand Strong
Stand Medium Punch
5MP / Stand MP
CVS2 Dhalsim 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Mp.png 700 7 None Mid High 13 6 16 35 -2 -2 None

Placeholder

5HP

Stand Fierce
Stand Heavy Punch
5HP / Stand HP
CVS2 Dhalsim 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hp.png 1100 11 None Mid High 11 6 26 43 -12 -12 None

Placeholder

5LK

Stand Short
Stand Light Kick
5LK / Stand LK
CVS2 Dhalsim 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Lk.png 400 4 None Mid Mid 8 6 16 30 -7 -7 None

Placeholder

5MK

Stand Forward
Stand Medium Kick
5MK / Stand MK
CVS2 Dhalsim 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Mk.png 800 8 None Mid High 12 6 20 38 -8 -8 None

Placeholder

5HK

Stand Roundhouse
Stand Heavy Kick
5HK / Stand HK
CVS2 Dhalsim 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hk.png 1100 11 None Mid High 13 6 22 41 -4 -4 None

Placeholder

4LP

Back Jab
Back Light Punch
4LP / b.LP
CVS2 Dhalsim 4LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png Lp.png 300, 300 3, 3 SP/SU Mid High 2 9 6 17 0 0 None

A very fast close anti-air with a good hitbox above him, beating many jumps, able to be canceled into a fireball for more guard damage on them landing.

4MP

Back Strong
Back Medium Punch
4MP / b.MP
CVS2 Dhalsim 4MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png Mp.png 800, 600 8, 6 SP/SU Mid High 3 9 6 18 +5 +5 None

A solid anti-air that is near impossible to get over, a great tool up close that is plus on block and can be used as a strong meaty vs tall crouchers. This move, when used as anti air, pops the opponent up and close on landing. If done deep as anti-air, you can cancel and juggle to super.

4HP

Back Fierce
Back Heavy Punch
4HP / b.HP
CVS2 Dhalsim 4HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png Hp.png 800, 600 8, 6 SP/SU Mid High 4 10 23 37 -6 -6 None

A 2 hit headbutt, can be used in frame traps to confirm to Yoga carpet or inferno.

4LK

Back Short
Back Light Kick
4LK / b.LK
CVS2 Dhalsim 4LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png Lk.png 500 5 SP/SU Mid Mid 4 6 9 19 0 0 None

Placeholder

4MK

Back Forward
Back Medium Kick
4MK / b.MK
CVS2 Dhalsim 4MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png Mk.png 800 8 SP/SU Mid High 5 8 11 24 +1 +1 None

Placeholder

4HK

Back Roundhouse
Back Heavy Kick
4HK / b.HK
CVS2 Dhalsim 4HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png Hk.png 1200 12 SP/SU Mid High 6 16 14 36 -6 -6 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Dhalsim 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 400 4 None Low Low 11 6 13 30 -4 -4 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Dhalsim 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 None Low Low 12 6 16 34 -2 -2 None

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Dhalsim 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200 12 None Low Low 14 6 24 44 -6 -6 None

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Dhalsim 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300, 300 3, 3 SP/SU Low Low 3 9 10 22 -4 -4 None

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Dhalsim 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 600, 600 6, 6 SP/SU Low Low 6 10 14 24 -4 -4 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Dhalsim 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1000 10 None Low Low 9 12 21 42 DWN -9 None

1LP

Downback Jab
1LP / db.LP
CVS2 Dhalsim 1LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.png+Lp.png 300 3 SP/SU Mid Mid 4 3 9 16 +3 +3 None

Placeholder

1MP

Downback Strong
1MP / db.MP
CVS2 Dhalsim 1MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.png+Mp.png 800 8 SP/SU Mid Mid 4 4 10 18 +6 +6 None

Placeholder

1HP

Downback Fierce
1HP / db.HP
CVS2 Dhalsim 1HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.png+Hp.png 1200 12 SU Mid Mid 5 4 12 21 +8 +8 None

Placeholder

1LK

Downback Short
1LK / db.LK
CVS2 Dhalsim 1LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.png+Lk.png 400 4 SP/SU Low Low 4 4 10 18 +1 +1 None

Placeholder

1MK

Downback Forward
1MK / db.MK
CVS2 Dhalsim 1MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.png+Mk.png 700 7 SP/SU Low Low 5 4 13 22 +3 +3 None

Placeholder

1HK

Downback Roundhouse
1HK / db.HK
CVS2 Dhalsim 1HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.png+Hk.png 1100 11 SU Low Low 7 4 25 36 DWN -4 None

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Dhalsim jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 400 4 - High High 15 16 - 31 - - None

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Dhalsim jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 700 7 - High High 15 16 - 31 - - None

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Dhalsim jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1100 11 - High High 10 4 - 14 - - None

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Dhalsim jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 500 5 - High High 6 6 - 12 - - None

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Dhalsim jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 700 7 - High High 11 7 - 18 - - None

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Dhalsim jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1200 12 - High High 12 8 - 20 - - None

Placeholder

j.4LP

Jump Back Jab
j.4LP
CVS2 Dhalsim j4LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png, B.png +Lp.png 500 5 - High High 3 10 - 13 - - None

Placeholder

j.4MP

Jump Back Strong
j.4MP
CVS2 Dhalsim j4MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png, B.png +Mp.png 800 8 - High High 4 8 - 12 - - None

Placeholder

j.4HP

Jump Back Fierce
j.4HP
CVS2 Dhalsim j4HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png, B.png +Hp.png 1200 12 - High High 4 6 - 10 - - None

Placeholder

j.4LK

Jump Back Short
j.4LK
CVS2 Dhalsim j4LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png, B.png +Lk.png 600 - 6 High High 4 10 - 14 - - None

Placeholder

j.4MK

Jump Back Forward
j.4MK
CVS2 Dhalsim j4MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png, B.png +Mk.png 800 8 - High High 7 6 - 13 - - None

Placeholder

j.4HK

Jump Back Roundhouse
j.4HK
CVS2 Dhalsim j4HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png, B.png +Hk.png 1300 13 - High High 8 6 - 14 - - None

Placeholder

Command Normals

Drill Zutsukii

Drill Zutsuki
Yoga Mummy
j.2HP
CVS2 Dhalsim j2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, D.png + Hp.png 900 9 - Mid High 8 Varies 7 - - - None

Placeholder

Drill Kick

Drill Kick
j.2K
CVS2 Dhalsim j2LK.png
Light
CVS2 Dhalsim j2MK.png
Medium
CVS2 Dhalsim j2HK.png
Heavy
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, D.png + Lk.png 700 7 - Mid High 8 Varies 7 - - - None
In Air, D.png + Mk.png 800 8 - Mid High 8 Varies 7 - - - None
In Air, D.png + Hk.png 900 9 - Mid High 8 Varies 7 - - - None

Placeholder

Throws

Punch Throw

Yoga Smash
Punch Throw
Near Opponent, 4/6HP
CVS2 Dhalsim punchthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 800 + 200x(2-14) 0 - Grab - 3 1 3 7 - - -

Placeholder

Kick Throw

Yoga Suruu
Kick Throw
Near Opponent, 4/6HK
CVS2 Dhalsim kickthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2000 0 - Grab - 5 1 3 9 - - -

Placeholder

Special Moves

Yoga Fire

Yoga Fire
236P
CVS2 Dhalsim 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png 700 7 None Mid High 14 - 42 56 -7 -7 None
Qcf.png + Mp.png 800 8 None Mid High 14 - 43 57 DWN -8 None
Qcf.png + Hp.png 900 9 None Mid High 14 - 44 58 DWN -9 None

A pretty decent fireball that has good speeds for each version (jab is pretty slow, hp is pretty fast). This fireball has only 2 frames more total than Ryu (start up is 2 frames slower, same recovery) while having a better disadvantage on block. If blocked at a distance, you can tag on a fp for extra guard damage or delay it to attempt to frame trap.

Yoga Flame

Yoga Flame
63214P
CVS2 Dhalsim 63214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lp.png 1400, 1200 14, 12 None Mid High 18 26 25 69 DWN -5 None
Hcb.png + Mp.png 1500, 1300 15, 13 None Mid High 19 41 26 86 DWN -5 None
Hcb.png + Hp.png 1600, 1400 16, 14 None Mid High 20 56 26 102 DWN -5 None

A limited ranged flame that counts as a projectile with good recovery. A great move to RC versus awkward jumps, strong pokes, reversal, or on opponents wake up. At -5 and distance it is punishable by most things outside "instant" supers (Sonic Hurricane, Gigaton Blow, Lvl 3 Spin Drive Smasher, etc)

Yoga Blast

Yoga Blast
63214K
CVS2 Dhalsim 63214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lk.png 1500, 1300 15, 13 None Mid High 19 12 24 55 DWN - None
Hcb.png + Mk.png 1600, 1400 16, 14 None Mid High 21 20 24 65 DWN - None
Hcb.png + Hk.png 1700, 1500 17, 15 None Mid High 23 26 24 73 DWN - None

An upward anti-air angle flame that can be airblocked. Usually used in custom combos and level 2 cancels. Not a good reactionary anti-air, used more as a call out of a jump. Has decent recovery on whiff for light version.

Yoga Teleport

Yoga Teleport
623/421 PPP/KKK (Air OK)
CVS2 Dhalsim teleport.png
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - 87 - - 77 (Full)

A frame one invincible reversal with heavy recovery. It semi useable to escape situations (teleport aways from a cross up, etc).

Super Moves

Yoga Stream

Yoga Stream
236236P
CVS2 Dhalsim 236236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lp.png 2100 0 None Low Low 4:5 29 45 83 DWN -12 8 (Full)
Qcf.png Qcf.png + Mp.png 3300 0 SP/SU Low Low 4:5 59 45 113 DWN -12 14 (Full)
Qcf.png Qcf.png + Hp.png 4900 0 None Low Low 4:5 89 45 143 DWN -12 22 (Full)

A ok damage flame carpet, with great range. Combos from all normals, but better to come into Yoga Tempest or Yoga Inferno when possible due to better damage and level 2 cancels. Level 2 and 3 versions can be linked into after a counter hit crouching db+fp.

Yoga Volcano

Yoga Volcano
236236K
CVS2 Dhalsim 236236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lk.png 2300 0 None Mid High 5:8 26 22 61 DWN - 9 (Full)
Qcf.png Qcf.png + Mk.png 3500 0 SP/SU Mid High 5:8 56 22 91 DWN - 15 (Full)
Qcf.png Qcf.png + Hk.png 5100 0 None Mid High 4:8 86 22 120 DWN - 23 (Full)

A solid anti-air super with a slower start-up and juggling properties. Levels 2 and 3 are very good anti-airs and every level does more damage than Yoga Stream. Combos from crouching db+hk from most ranges.

Yoga Tempest

Yoga Tempest
6321463214P
CVS2 Dhalsim 6321463214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png Hcb.png + P.png 6000 0 None Mid High 4:8 86 46 144 DWN -13 22 (Full)

Dhalsim's strongest super and one of the strongest supers in the game. Tempest has juggle properties, being able to combo after sweep anywhere or juggled after Yoga flame in the corner. A very strong anti-air that cover a good horizontal distance.

Colors

Dhalsim CvS2 colors.png


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