Super Street Fighter 2 Turbo/Dhalsim: Difference between revisions

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==Match-ups==
==Match-ups==
Matchups classified with this [http://curryallergy.blogspot.com/2008/11/super-turbo-new-arcadia-diagram.html diagram] in mind. For the old characters I guessed the positions.
--[[User:Born2SPD|Born2SPD]]
===Serious Advantage Match-ups===
====Vs. Blanka:====
*8 - 2
Space yourself. The second he lands hit standing strong, then either standing fierce immediately. Most of the time he will he will try to jump right away but won't be able to get it off if you time the fierce right. If you can't just through out st. RH. Do this until he starts hesitating to jump and then you are free to throw fireballs every so often to push him back even more. Once he backs you into the corner teleport your ass out and rinse repeat. You will annoy the shit out of every Blanka online. This strat will even rush down Hyper Blanka for free =D
--[[User:Jcole|Jcole]]
====Vs. Dee Jay:====
*8 - 2
====Vs. Guile:====
*8.5 - 1.5
====Vs. Ken:====
*7.5 - 2.5
====Vs. O. Ken:====
====Vs. Ryu:====
*7 - 3
====Vs. O. Ryu:====
====Vs. Sagat:====
*9 - 1
====Vs. O. Sagat:====
*7 - 3
====Vs. Zangief:====
*7.5 - 2.5
===Advantage Match-ups===
====Vs. Cammy:====
*6.5 - 3.5
====Vs. E. Honda:====
*6.5 - 3.5
Well obviously your first objective is to just keep him away. Use your fireballs wisely, mixing up slow, medium and fast fireballs, and try to make him land on them. If Honda does his flash kick move over the fireball, I like hitting him on the way down with standing roundhouse or you can use standing fierce, but that can be trickier because if you mistime it he will hit your arms clean. Timings a little easier with roundhouse. If he jumps over the fireball, it kind of depends on which attack he uses. If he uses the forward kick splash or short kick butt, it hits down, so you can either use standing kicks or jump back and fierce in the air. Jump back fierce in the air should hit it clean, but standing kicks might trade. If you don't want to trade, just wait till he lands then hit him with low strong, standing fierce to push him back into the corner for more fireballs. Any other jump attack, try to him hit him low with low strong or low fierce followed up by a standing fierce or a fierce fireball to push him away.
Sliding against Honda as an anti air is highly unadvisable unless you see him jumping with Fierce or Jab, I think roundhouse too, but Honda's jump forward splash will hit the slide clean and then he can combo off of that so, the slide as anti-air is a high risk maneuver against Honda.
If timed correctly, Dhalsim's drill can cleanly beat Honda's headbutt. If you're drilling from full screen away make sure to use the short drill. However, for the most part, you should not be drilling from full screen because you want to keep him away.
Also Dhalsim has a really good cornertrap against Honda. If you knock him down in the corner, with the proper spacing you can keep doing jab yoga flames on him, over and over. I saw Gian do this in that 3 on 3 video and it works quite well.
I think Dhalsim's biggest problem with Honda is if Honda gets in a range where he can continue to do his flash kick maneuver. If you see it coming way ahead of time you can do the upwards yoga flame. But if you don't have time for that your best bet is to teleport out. Once again creating a good amount of distance between you two. Another tactic you might try is to short or forward slide out, but this gets tricky. Honda's flash kick maneuver has some weird cross up properties which can get you walking, sliding or blocking the wrong way.
--[[User:Footsy bebop|Footsy bebop]]
====Vs. Fei Long:====
*6.5 - 3.5
====Vs. T. Hawk:====
*6.5 - 3.5
====Vs. O. T. Hawk:====
===Fair Match-ups===
====Vs. Balrog (boxer):====
*5.5 - 4.5


=== Vs. Balrog (boxer): ===
Here is a bit to add for the match vs Boxer.
Here is a bit to add for the match vs Boxer.


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--[[User:CigarBoB|CigarBoB]]
--[[User:CigarBoB|CigarBoB]]


===Vs. Blanka===
====Vs. Chun-Li:====
 
*5 - 5
Space yourself. The second he lands hit standing strong, then either standing fierce immediately. Most of the time he will he will try to jump right away but won't be able to get it off if you time the fierce right. If you can't just through out st. RH. Do this until he starts hesitating to jump and then you are free to throw fireballs every so often to push him back even more. Once he backs you into the corner teleport your ass out and rinse repeat. You will annoy the shit out of every Blanka online. This strat will even rush down Hyper Blanka for free =D
 
--[[User:Jcole|Jcole]]
 
===Vs. Chun-Li===


If she's rushing you down with st.Strong from the right distance, there's nothing that I know of that Sim can do to beat it cleanly except super. You need patience (keep in mind that blocking her st.Strong is not hurting you), and if she comes within your throw range, throw her. Don't try any normals, because they will all get beaten cleanly if she's rushing correctly (leaving just enough room for you to do a move, but not enough room for that move to hit). If she's not doing it correctly (leaving a big gap between Strongs), you can use close cr.Forward or close cr.RH canceled into Yoga Fire.
If she's rushing you down with st.Strong from the right distance, there's nothing that I know of that Sim can do to beat it cleanly except super. You need patience (keep in mind that blocking her st.Strong is not hurting you), and if she comes within your throw range, throw her. Don't try any normals, because they will all get beaten cleanly if she's rushing correctly (leaving just enough room for you to do a move, but not enough room for that move to hit). If she's not doing it correctly (leaving a big gap between Strongs), you can use close cr.Forward or close cr.RH canceled into Yoga Fire.
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--[[User:Jcole|Jcole]]
--[[User:Jcole|Jcole]]


=== Vs. E. Honda: ===
====Vs. Dhalsim (self):====
 
Well obviously your first objective is to just keep him away. Use your fireballs wisely, mixing up slow, medium and fast fireballs, and try to make him land on them. If Honda does his flash kick move over the fireball, I like hitting him on the way down with standing roundhouse or you can use standing fierce, but that can be trickier because if you mistime it he will hit your arms clean. Timings a little easier with roundhouse. If he jumps over the fireball, it kind of depends on which attack he uses. If he uses the forward kick splash or short kick butt, it hits down, so you can either use standing kicks or jump back and fierce in the air. Jump back fierce in the air should hit it clean, but standing kicks might trade. If you don't want to trade, just wait till he lands then hit him with low strong, standing fierce to push him back into the corner for more fireballs. Any other jump attack, try to him hit him low with low strong or low fierce followed up by a standing fierce or a fierce fireball to push him away.
 
Sliding against Honda as an anti air is highly unadvisable unless you see him jumping with Fierce or Jab, I think roundhouse too, but Honda's jump forward splash will hit the slide clean and then he can combo off of that so, the slide as anti-air is a high risk maneuver against Honda.


If timed correctly, Dhalsim's drill can cleanly beat Honda's headbutt. If you're drilling from full screen away make sure to use the short drill. However, for the most part, you should not be drilling from full screen because you want to keep him away.
===Disadvantage Match-ups===
 
====Vs. Vega (claw):====
Also Dhalsim has a really good cornertrap against Honda. If you knock him down in the corner, with the proper spacing you can keep doing jab yoga flames on him, over and over. I saw Gian do this in that 3 on 3 video and it works quite well.
*3.5 - 6.5
 
I think Dhalsim's biggest problem with Honda is if Honda gets in a range where he can continue to do his flash kick maneuver. If you see it coming way ahead of time you can do the upwards yoga flame. But if you don't have time for that your best bet is to teleport out. Once again creating a good amount of distance between you two. Another tactic you might try is to short or forward slide out, but this gets tricky. Honda's flash kick maneuver has some weird cross up properties which can get you walking, sliding or blocking the wrong way.
 
 
--[[User:Footsy bebop|Footsy bebop]]
 
=== Vs. Vega (Claw) ===


Vega on sim can be annoying, but honestly his only aresnal is after he knocks you down and goes for wall dive cross up (which can be teleported out of or a very 50/50 block). He will most likely be jumping away from u so just slowly follow him into the corner. Any wall dive attempt can be countered with jump back rh or u can teleport if your timing is a little slow. If he jumps at you, trade hits with back short then you are in. Start the slide/drill noogie throw game and Vega is done. Its insanely hard for him to get out of. His only option is to wake up with flip kick but the slide goes under it so u end up throwing him again.
Vega on sim can be annoying, but honestly his only aresnal is after he knocks you down and goes for wall dive cross up (which can be teleported out of or a very 50/50 block). He will most likely be jumping away from u so just slowly follow him into the corner. Any wall dive attempt can be countered with jump back rh or u can teleport if your timing is a little slow. If he jumps at you, trade hits with back short then you are in. Start the slide/drill noogie throw game and Vega is done. Its insanely hard for him to get out of. His only option is to wake up with flip kick but the slide goes under it so u end up throwing him again.
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--[[User:Jcole|Jcole]]
--[[User:Jcole|Jcole]]
===Serious Disadvantage Match-ups===
None!


{{Super Turbo}}
{{Super Turbo}}

Revision as of 14:34, 11 February 2012

ST Main Page
The Characters

Dhalsim's portrait in Super Turbo

Introduction

Competitive Overview

Strengths & Weaknesses

New & Old Versions Comparison

Color Options

Jab Strong Fierce Start Old
Dhalsim-lp.gif Dhalsim-mp.gif Dhalsim-hp.gif Dhalsim-start.gif Dhalsim-old1.gif
Dhalsim-lk.gif Dhalsim-mk.gif Dhalsim-hk.gif Dhalsim-hold.gif Dhalsim-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Normal Moves

Ground Normals

  • Close Standing Jab: (← + Jab)
Damage ? Dhalsim stcljab1.png Dhalsim stcljab2.png Dhalsim stcljab3.png Dhalsim stcljab4.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes/No
Super Cancel Yes/Yes
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ? ?


  • Far Standing Jab:
Damage ? Dhalsim stfarjab1.png Dhalsim stfarjab2&4.png Dhalsim stfarjab3.png Dhalsim stfarjab2&4.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ? ?


  • Close Crouching Jab:
Damage ? Dhalsim crcljab1&3 crclstrng1&3 crclfrc1&3.png Dhalsim crcljab2.png Dhalsim crcljab1&3 crclstrng1&3 crclfrc1&3.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Crouching Jab:
Damage ? Dhalsim crfarjab1 crfarstrng1 crfarfrc1.png Dhalsim crfarjab2&6 crfarstrng2&6 crfarfrc2&6.png Dhalsim crfarjab3&5 crfarstrng3&5 crfarfrc3&5.png Dhalsim crfarjab4.png Dhalsim crfarjab3&5 crfarstrng3&5 crfarfrc3&5.png Dhalsim crfarjab2&6 crfarstrng2&6 crfarfrc2&6.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Close Standing Strong: (← + Strong)
Damage ? Dhalsim stclstrng1&5.png Dhalsim stclstrng2.png Dhalsim stclstrng3.png Dhalsim stclstrng4.png Dhalsim stclstrng1&5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes/No
Super Cancel Yes/Yes
Frame Advantage ?
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Strong:
Damage ? Dhalsim stfarstrng1&7 stfarfrc1.png Dhalsim stfarstrng2&6 stfarfrc2&6.png Dhalsim stfarstrng3.png Dhalsim stfarstrng4.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ?
Dhalsim stfarstrng5.png Dhalsim stfarstrng2&6 stfarfrc2&6.png Dhalsim stfarstrng1&7 stfarfrc1.png
Frame Count ? ? ?
Simplified ?


  • Close Crouching Strong:
Damage ? Dhalsim crcljab1&3 crclstrng1&3 crclfrc1&3.png Dhalsim crclstrng2 crclfrc2.png Dhalsim crcljab1&3 crclstrng1&3 crclfrc1&3.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Crouching Strong:
Damage ? Dhalsim crfarjab1 crfarstrng1 crfarfrc1.png Dhalsim crfarjab2&6 crfarstrng2&6 crfarfrc2&6.png Dhalsim crfarjab3&5 crfarstrng3&5 crfarfrc3&5.png Dhalsim crfarstrng4.png Dhalsim crfarjab3&5 crfarstrng3&5 crfarfrc3&5.png Dhalsim crfarjab2&6 crfarstrng2&6 crfarfrc2&6.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Close Standing Fierce: (← + Fierce)
Damage ? Dhalsim stclfrc1.png Dhalsim stclfrc2&6.png Dhalsim stclfrc3.png Dhalsim stclfrc4.png Dhalsim stclfrc5.png Dhalsim stclfrc2&6.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel Yes/No
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ? ?


  • Far Standing Fierce:
Damage ? Dhalsim stfarstrng1&7 stfarfrc1.png Dhalsim stfarstrng2&6 stfarfrc2&6.png Dhalsim stfarfrc3.png Dhalsim stfarfrc4.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ?
Dhalsim stfarfrc5.png Dhalsim stfarstrng2&6 stfarfrc2&6.png Dhalsim stfarfrc7.png
Frame Count ? ? 1
Simplified ?


  • Close Crouching Fierce:
Damage ? Dhalsim crcljab1&3 crclstrng1&3 crclfrc1&3.png Dhalsim crclstrng2 crclfrc2.png Dhalsim crcljab1&3 crclstrng1&3 crclfrc1&3.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Crouching Fierce:
Damage ? Dhalsim crfarjab1 crfarstrng1 crfarfrc1.png Dhalsim crfarjab2&6 crfarstrng2&6 crfarfrc2&6.png Dhalsim crfarjab3&5 crfarstrng3&5 crfarfrc3&5.png Dhalsim crfarfrc4.png Dhalsim crfarjab3&5 crfarstrng3&5 crfarfrc3&5.png Dhalsim crfarjab2&6 crfarstrng2&6 crfarfrc2&6.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Close Standing Short:
Damage ? Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png Dhalsim stclshrt2.png Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Standing Short: (→ + Short)
Damage ? Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png Dhalsim stfarshrt2&4.png Dhalsim stfarshrt3.png Dhalsim stfarshrt2&4.png Dhalsim stfarshrt5.png Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ? ? 1
Simplified ? ? ?


  • Close Crouching Short:
Damage ? Dhalsim crclshrt1&3.png Dhalsim crclshrt2.png Dhalsim crclshrt1&3.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Crouching Short:
Damage ? Dhalsim crfarshrt1 crfarfrwrd1 crfarrh1.png Dhalsim crfarshrt2.png Dhalsim crfarshrt3.png Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ? ?


  • Close Standing Forward: (← + Forward)
Damage ? Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png Dhalsim stclfrwrd2.png Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Standing Forward:
Damage ? Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png Dhalsim stfarfrwrd2.png Dhalsim stfarfrwrd3.png Dhalsim stfarfrwrd4.png Dhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Close Crouching Forward:
Damage ? Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png Dhalsim crclfrwrd2 crclrh2.png Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Crouching Forward:
Damage ? Dhalsim crfarshrt1 crfarfrwrd1 crfarrh1.png Dhalsim crfarfrwrd2 crfarrh2&4.png Dhalsim crfarfrwrd3.png Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ?
Simplified ? ? ?


  • Close Standing Roundhouse: (← + Roundhouse)
Damage ? Dhalsim stclrh1&7.png Dhalsim stclrh2&6.png Dhalsim stclrh3&5.png Dhalsim stclrh4.png Dhalsim stclrh3&5.png Dhalsim stclrh2&6.png Dhalsim stclrh1&7.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Roundhouse:
Damage ? Dhalsim stfarrh1.png Dhalsim stfarrh2.png Dhalsim stfarrh3.png Dhalsim stfarrh4.png Dhalsim stfarrh5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ? ?
Simplified ? ?
Dhalsim stfarrh6.png Dhalsim stfarrh7.png Dhalsim stfarrh8.png
Frame Count ? ? 1
Simplified ?


  • Close Crouching Roundhouse:
Damage ? Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png Dhalsim crclfrwrd2 crclrh2.png Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage ?
Frame Count ? ? ?


  • Far Crouching Roundhouse:
Damage ? Dhalsim crfarshrt1 crfarfrwrd1 crfarrh1.png Dhalsim crfarfrwrd2 crfarrh2&4.png Dhalsim crfarrh3.png Dhalsim crfarfrwrd2 crfarrh2&4.png Dhalsim crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh1&3 crfarrh5.png
Stun ?~?
Stun Timer ?
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage ?
Frame Count ? ? ? ? 1
Simplified ? ? ?

Aerial Normals

  • Neutral Jumping Jab:
Damage ? Dhalsim njjab1.png Dhalsim njjab2.png Dhalsim njjab3.png Dhalsim njjab4.png Dhalsim njjab5.png Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Jab:
Damage ? Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png Dhalsim djjab2 njstrng2 njfrc2 djfrc2.png Dhalsim djjab3.png Dhalsim djjab4 njstrng4 njfrc4 djfrc4.png Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Neutral Jumping Strong:
Damage ? Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png Dhalsim djjab2 njstrng2 njfrc2 djfrc2.png Dhalsim njstrng3.png Dhalsim djjab4 njstrng4 njfrc4 djfrc4.png Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Strong:
Damage ? Dhalsim djstrng1.png Dhalsim djstrng2.png Dhalsim djstrng3.png Dhalsim djstrng4.png Dhalsim djstrng5.png Dhalsim djstrng6.png Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?


  • Neutral/Diagonal Jumping Fierce:
Damage ? Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png Dhalsim djjab2 njstrng2 njfrc2 djfrc2.png Dhalsim njfrc3 djfrc3.png Dhalsim djjab4 njstrng4 njfrc4 djfrc4.png Dhalsim njjab6 djjab1&5 njstrng1&5 djstrng7 njfrc1&5 djfrc1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Neutral/Diagonal Jumping Short:
Damage ? Dhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png Dhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png Dhalsim njshrt3 djshrt3.png Dhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png Dhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Neutral/Diagonal Jumping Forward:
Damage ? Dhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png Dhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png Dhalsim njfrwrd3 djfrwrd3.png Dhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png Dhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ?
Simplified ? ?


  • Neutral/Diagonal Jumping Roundhouse:
Damage ? Dhalsim njrh1 djrh1.png Dhalsim njrh2 djrh2.png Dhalsim njrh3 djrh3.png Dhalsim njrh4 djrh4.png Dhalsim njrh5 djrh5.png Dhalsim njrh6 djrh6.png Dhalsim njrh7 djrh7.png Dhalsim njrh8 djrh8.png
Stun ?~?
Stun Timer ?
Frame Count ? ? ? ? ? ? ?
Simplified ? ?

Command Normals

  • Drill Zutsuki a.k.a. Mummy Drill: (On air, ↙/↓/↘ + Fierce)
Damage ? Dhalsim mummy1.png File:Dhalsim mummy2anm.png
Stun ?~?
Stun Timer ?
Frame Count ?


  • Drill Kicks: (On air, ↙/↓/↘ + K)
  • Short Version:
Damage ? Dhalsim drill1.png File:Dhalsim drill2shrtanm.png
Stun ?~?
Stun Timer ?
Frame Count ?
  • Forward Version:
Damage ? Dhalsim drill1.png File:Dhalsim drill2frwrdanm.png
Stun ?~?
Stun Timer ?
Frame Count ?
  • Roundhouse Version:
Damage ? Dhalsim drill1.png File:Dhalsim drill2rhanm.png
Stun ?~?
Stun Timer ?
Frame Count ?

Throws

Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.

  • Yoga Smash a.k.a. Noogie: (←/→ + Strong)
Damage ? Dhalsim throwb.png Dhalsim throw.png Dhalsim throwf.png
Stun 0
Stun Timer 0
Range (from axis) 64
Range advantage 29


  • Yoga Throw: (←/→ + Fierce)
Damage ? Dhalsim throwb.png Dhalsim throw.png Dhalsim throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 64
Range advantage 29

Special Moves

Super move

Inferno: B, DB, D, DF, F x 2 + Punch

Good for chipping. Can juggle too. Hard for someone to jump kick you because his entire body is invulnerable, even the top of his head.

The Basics

Repeated Jab Yoga Flame

If you corner your opponent and get a knockdown, there is a very potent trick you can use. Move into mid range and do Jab Yoga Flames, many characters have a difficult time with this... M Bison especially. If he doesn't have a super, and Dhalsim player doesn't make an execution mistake, there's no escape. Against shotos or somebody with an uppercut style move, do a couple of reps, bait a shoryu then do a fierce flame on their way down.

Advanced Strategy

Combos

Dhalsim isn't a combo character, you should know this by now.

Jab yoga fire (hit) low/stand fierce ... this is stupid but still can work. If you land a random jab yoga fire, go for a normal, it might hit before they recover and will most likely be safe. Mummy drill > Headbutt Short slide xx Super (crouching opp only) J. Fierce \/ Fierce (aka Yoga Strike Back)

Match-ups

Matchups classified with this diagram in mind. For the old characters I guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. Blanka:

  • 8 - 2

Space yourself. The second he lands hit standing strong, then either standing fierce immediately. Most of the time he will he will try to jump right away but won't be able to get it off if you time the fierce right. If you can't just through out st. RH. Do this until he starts hesitating to jump and then you are free to throw fireballs every so often to push him back even more. Once he backs you into the corner teleport your ass out and rinse repeat. You will annoy the shit out of every Blanka online. This strat will even rush down Hyper Blanka for free =D

--Jcole

Vs. Dee Jay:

  • 8 - 2

Vs. Guile:

  • 8.5 - 1.5

Vs. Ken:

  • 7.5 - 2.5

Vs. O. Ken:

Vs. Ryu:

  • 7 - 3

Vs. O. Ryu:

Vs. Sagat:

  • 9 - 1

Vs. O. Sagat:

  • 7 - 3

Vs. Zangief:

  • 7.5 - 2.5

Advantage Match-ups

Vs. Cammy:

  • 6.5 - 3.5

Vs. E. Honda:

  • 6.5 - 3.5

Well obviously your first objective is to just keep him away. Use your fireballs wisely, mixing up slow, medium and fast fireballs, and try to make him land on them. If Honda does his flash kick move over the fireball, I like hitting him on the way down with standing roundhouse or you can use standing fierce, but that can be trickier because if you mistime it he will hit your arms clean. Timings a little easier with roundhouse. If he jumps over the fireball, it kind of depends on which attack he uses. If he uses the forward kick splash or short kick butt, it hits down, so you can either use standing kicks or jump back and fierce in the air. Jump back fierce in the air should hit it clean, but standing kicks might trade. If you don't want to trade, just wait till he lands then hit him with low strong, standing fierce to push him back into the corner for more fireballs. Any other jump attack, try to him hit him low with low strong or low fierce followed up by a standing fierce or a fierce fireball to push him away.

Sliding against Honda as an anti air is highly unadvisable unless you see him jumping with Fierce or Jab, I think roundhouse too, but Honda's jump forward splash will hit the slide clean and then he can combo off of that so, the slide as anti-air is a high risk maneuver against Honda.

If timed correctly, Dhalsim's drill can cleanly beat Honda's headbutt. If you're drilling from full screen away make sure to use the short drill. However, for the most part, you should not be drilling from full screen because you want to keep him away.

Also Dhalsim has a really good cornertrap against Honda. If you knock him down in the corner, with the proper spacing you can keep doing jab yoga flames on him, over and over. I saw Gian do this in that 3 on 3 video and it works quite well.

I think Dhalsim's biggest problem with Honda is if Honda gets in a range where he can continue to do his flash kick maneuver. If you see it coming way ahead of time you can do the upwards yoga flame. But if you don't have time for that your best bet is to teleport out. Once again creating a good amount of distance between you two. Another tactic you might try is to short or forward slide out, but this gets tricky. Honda's flash kick maneuver has some weird cross up properties which can get you walking, sliding or blocking the wrong way.

--Footsy bebop

Vs. Fei Long:

  • 6.5 - 3.5

Vs. T. Hawk:

  • 6.5 - 3.5

Vs. O. T. Hawk:

Fair Match-ups

Vs. Balrog (boxer):

  • 5.5 - 4.5

Here is a bit to add for the match vs Boxer.

To start the match you have to set the tone right away. I would recomend you dont even pick your character but let time run out on the character select screen so that your opponent knows what is in store for him. Ahh nothing like prematch strats.

Starting off the round it is wise to cr.strong. If boxer blocks you can put him at the right range right away. If he head butts you will recover and be able to st.mk him before he lands and then a fierce FB will force him to block again. At this point he is in your range. It should be just outside your st.mp rage.

When you have boxer in your range DO NOT wiff to many moves. Most medium/hard wiffed moves will let boxer rushsweep you and then even if you block it he is in on you. At this range it is best to use FB's and st/cr.mp's that are blocked.

Be careful not to toss too many fireballs as a good boxer will strait jump one and then get in on you. after you get him at this range mix up your FB speeds. Toss a Jab and if he straight jumps its you can hit him with a few limbs. If he does the < or > fp/mp you can st.fp him. If he does a RH on the way down you can wait and hit him with rh/mk just before he hits the ground. Again be carefull not to get reckless with FB's at this point keep your calm and hold him down with mk/mp.

When boxer does get in, and he will, you need to watch a few things. If he should jump from far to hit you do a back.mk/lk then you can cancel into jab/strong FB to force him to block and get him back in your range. Back+Jab is an excelent move when boxer is in close on you. Some boxers love to just jump on your head when you are in the corner. If you are not comfortable teleporting you can b.jab him out of the air if you do it early. In this sittuation it is better to do a teleport, the 623KKK will take you the furthest away.

You will now need to know how to deal with close blocked/whiffed buffalos. After boxer buffalos you can do a few things. If it is whiffed and he is close I recommend you cr.jab x Jab FB. This will force him to block and then anticipate your next move. You can cr.strong and push him out but if you anticipate another buffalo just mk him and get him back to your range again. If you block the buffalo cr.mp/cr.mk will hit him but it may not be wise to xx FB. If the boxer is smart they will buffalo again and hit you and then he is in. you should cr.mkx2 to push him out and then set the pace of the match again.

Oh and remember the Fierce FB is your friend. From full screen there isn't any thing he can do to punish you for throwing them. If you play an opponent that likes to use the 1,2,3,4's you will hit him out of them and knock him down. Even if he does a normal rush and trades with you he will be knocked back to the far side of the screen and you are back in controll with more pokes.

When boxer gets super BLOCK!! I can not stress this enough. It will and has turned the whole game because of one bad slide or FB. If you are keeping him at your max range your game will not change to much. He can not super through FB's at full scree. But from 3/4 screed stop tossing them and do not cr.mk xx FB when he has super he will go through the FB with it every time if they are good. Keep it simple and wait for him to burn his super.

Thanks to Gian for showing me the light and making me want to play sim.

It is my opinion that this match is in favor of sim 60/40 and maybe even 70/30 if boxer doesn't have super.

--CigarBoB

Vs. Chun-Li:

  • 5 - 5

If she's rushing you down with st.Strong from the right distance, there's nothing that I know of that Sim can do to beat it cleanly except super. You need patience (keep in mind that blocking her st.Strong is not hurting you), and if she comes within your throw range, throw her. Don't try any normals, because they will all get beaten cleanly if she's rushing correctly (leaving just enough room for you to do a move, but not enough room for that move to hit). If she's not doing it correctly (leaving a big gap between Strongs), you can use close cr.Forward or close cr.RH canceled into Yoga Fire.

--NKI

This only works on Vega and Chun li: after performing a Yoga Noogie, you take one step forward and do a forward slide... the slide crosses them up and then you just hit b + fierce for headbutt (instant Dizzy always). After that just rinse repeat ;-)

One good trick that most Dhalsim players have forgotten is this: If she jumps at you with forward and isn't over your head, you can jump back. Wait until last second and clean counter her with foward drill. Doesn't matter what she jumps up with, it will hit everytime cause you are completely over her head. I forget to use it at times to, cause most the time Chun-Li is just turtling like a whore until she gets Super.

--Jcole

Vs. Dhalsim (self):

Disadvantage Match-ups

Vs. Vega (claw):

  • 3.5 - 6.5

Vega on sim can be annoying, but honestly his only aresnal is after he knocks you down and goes for wall dive cross up (which can be teleported out of or a very 50/50 block). He will most likely be jumping away from u so just slowly follow him into the corner. Any wall dive attempt can be countered with jump back rh or u can teleport if your timing is a little slow. If he jumps at you, trade hits with back short then you are in. Start the slide/drill noogie throw game and Vega is done. Its insanely hard for him to get out of. His only option is to wake up with flip kick but the slide goes under it so u end up throwing him again.

Takes a bit to get used to the match, but sim has a pretty big advantage on him --- It all depends on the situation and position dhalsim is compared to when vega goes off the wall. Sim has all kinds of ways to counter vega clean, it's just all about recognizing your position and executing the right move. If you have Vega traped in corner and he happens to go off wall, best thing is upward flame. I use to do back strong at last second if i was right under him, or karate chop st. jab, but do to this past evo and Tokido having the luck of the gods to BARELY get over my strong...iv changed my tactic. If you are about mid screen and he goes off the wall, jump back rh or jump straight up and close strong work excellent. The slide technique is mainly saved for when dirty vega's try to cross you up with the claw but its always risky...cause sometimes you will get hit. All in all, if you truely wanna be safe and not risk anything...just teleport and reset the situation...vega cant do anything and you are free to reposition yourself and get back to locking that claw fag down =P

--Jcole

Serious Disadvantage Match-ups

None!

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