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* Very high priority anti-airs that setup juggles | * Very high priority anti-airs that setup juggles | ||
* Strong at close, mid and long range unlike most incarnations of the character | * Strong at close, mid and long range unlike most incarnations of the character | ||
* Guard crush helps him immensely, as it allows him to have offensive pressure from full screen at all times | |||
* Gigantic air throw range that practically looks like a bug at times | * Gigantic air throw range that practically looks like a bug at times | ||
* Drills are incredibly fast with great pushback and can make him look like a divekick character at times | * Drills are incredibly fast with great pushback and can make him look like a divekick character at times | ||
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* Slow, floaty jump | * Slow, floaty jump | ||
* Tall/fat hurtbox makes him susceptible to jab pressure and some normally "standing-only" combos | * Tall/fat hurtbox makes him susceptible to jab pressure and some normally "standing-only" combos | ||
* Teleport | * Teleport more recovery than it does in newer games | ||
* Has some trouble anti-airing V-Akuma consistently | |||
* Can be reset out of yoga escape by players who know what they're doing, making it a better idea just to take the full VC and teleport out of any infinites that follow | * Can be reset out of yoga escape by players who know what they're doing, making it a better idea just to take the full VC and teleport out of any infinites that follow | ||
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Latest revision as of 02:09, 17 May 2025
Introduction
Once again, Dhalsim fights to protect his family and the poor. After sensing a disturbance caused by the evil energy of the Psycho Drive, Dhalsim leaves his village to investigate further, but fears that by doing so, he will further the chances of him becoming corrupted with darkness.
Pros | Cons |
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