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{{SVC Character Subnav|name=Dhalsim}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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|- | |- | ||
! align="center" colspan="2" | [[image:Dhalsimsvc.gif|"Temper your body. And one day you can stretch like me."|center]] | ! align="center" colspan="2" | [[image:Dhalsimsvc.gif|"Temper your body. And one day you can stretch like me."|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Pure zoner | |||
|- | |- | ||
| '''Difficulty''' || Difficult | | '''Difficulty''' || Difficult | ||
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| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
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{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Powerful long-ranged normals | * '''Powerful long-ranged normals and anti-airs:''' With a huge plethora of normals at his disposal, Dhalsim can very effectively play footsies and zone the opponent out, even effectively anti-air his opponents jump-in attempts thanks to the wide plethora of anti-airs available to him. Though this comes at the cost of his movelist being widely situational, using his normals in the right context makes punishing him or attempting to rush him down a lot more challenging. | ||
* | * '''Able to slide under projectiles:''' Dhalsim can completely avoid several projectiles thanks to his slide shrinking him down low enough that he can slide underneath them, also letting him safely close the distance with the opponent. More importantly, it helps him fight for space a lot more effectively in fireball wars. | ||
* | * '''Decent fireball:''' Dhalsim's fireball travels decently fast and helps in fighting for space or general zoning needs. The hitbox is small but does what a fireball needs to do. Effective for when he can't safely use his normals or needs to build meter. | ||
* Good | * '''Good teleport:''' Dhalsim's teleport is immediately invulnerable and lets him teleport up to 4 different distances closer to or away from the opponent, and with fast recovery with few frames he's vulnerable. At worst, it's a little slow to finish, but greatly helps his footsies gameplay and help with mixups or repositioning himself without needing to jump. | ||
* Yoga Flame is safe | * '''Yoga Flame is safe:''' One of Dhalsim's stronger punish tools and go-to anti-airs, it recovers fast and can't be punished on block on top of its good hitbox. Even with front step, it's sometimes not enough to punish him for it. | ||
* | * '''Strong supers:''' Self-explanatory. Dhalsim's supers do good damage and make for solid punishes. Essentially beefed-up versions of moves he already has, slotting them into his gameplay is easy to do. | ||
* | * '''Anti-air Exceed:''' Dhalsim's already potent anti-air game is enhanced further thanks to his exceed's ability to be used as a good anti-air, and with big vertical hitboxes, too. Though the anti-air hitbox is for the most part directly above him, it nonetheless discourages the opponent from jumping in against him or else they lose an entire life bar for it. | ||
* '''Fits the game pace mostly well:''' Dhalsim's emphasis on zoning and punishment with his pokes and anti-airs helps him fit in with the general pacing of SVC Chaos, a game that relies heavily on strong punishes and good zoning. He lacks more reliable movement and isn't very fast to boot, either, but otherwise fits well in the game. | |||
* Fits the game pace | * '''Rare matchup:''' Very few people, if anyone, plays Dhalsim in SVC Chaos. He's not the rarest character as some others are rarer picks than he is, or players may pick him in casual matches. But generally speaking, your opponent probably won't know the matchup that well, giving Dhalsim a big advantage. Even in a no-bosses meta, which he performs better in, he's rarely picked. | ||
* Rare matchup | |||
| cons= | | cons= | ||
* Poor mobility | * '''Poor mobility:''' Dhalsim's mobility as a whole is poor. His walk speed is very slow, and his jumps are among the floatiest jumps in the game, making him an easy target. Even with his teleports, it's not enough to compensate keeping up or playing rushdown with more aggressive characters, or if he has to be the one to approach instead. | ||
* Generally bad startup | * '''Generally bad startup:''' Dhalsim takes longer than most characters to wind up his attacks, leaving him wide open if he's not careful. He's not Hugo slow, but slow enough to make it a considerable flaw in his gameplay. | ||
* Several blind spots in his attacks, especially up close | * '''Several blind spots in his attacks, especially up close:''' Other than situational awareness for using his normals in general, Dhalsim has to be aware of his spacing at all times because many of his normals suffer blindspots that leave him wide open to be punished. This is even worse up close where he doesn't have many options for fighting up close. | ||
* Situational, but unnoteworthy combos | * '''Situational, but unnoteworthy combos:''' Dhalsim is not a combo heavy character game in any sense. He has combos to work with, but they're unremarkable and aren't general enough to always be useful, either. Like his normals, they're only good in certain situations, if at all. Being that SVC Chaos rewards combo punishes very well, and Dhalsim pokes far more often than combos, he leaves a lot to be desired. | ||
* '''Bad Exceed range and combos:''' Ironically, for a character whose entire purpose is keeping the opponent out and poking them from far away with strong footsies and solid anti-airs, his exceed requires that he be nearly touching the character just to land it - assuming he uses it to hit the opponent grounded. Even with front step punishes, this makes it unwieldy to land or combo into. Not to mention, he has almost zero combos to combo into it, which also require he be up close and with no real confirms for it. | |||
* '''Needs the corner to pose the biggest threat:''' Dhalsim's at his best when he can trap the opponent in the corner and force them to approach or fight back in a way that makes avoiding his zoning difficult. Having the corner significantly helps in this regard as it forces the opponent to fight with Dhalsim directly, limiting their available room. Outside of the corner, Dhalsim has to play a lore more consciously and play more carefully. | |||
* '''Steep learning curve:''' Dhalsim has so many different normals and special moves that knowing how to use all of them requires a lot of practice and game knowledge to get anywhere with him. | |||
* Needs the corner to pose the biggest threat | * '''Even with his best tools, Dhalsim is just there:''' Dhalsim really shines in the right hands, and notably against non-boss characters does well enough for himself. However, he's unimpressive. While everyone else is playing SVC Chaos, he's metaphorically still playing Street Fighter. He isn't necessarily bad, but other characters do a lot more for less work. | ||
* Steep learning curve | |||
* Even with his best tools, Dhalsim is just there | |||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=2 | |Startup=2 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=12 | |Startup=12 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=11 | |Startup=11 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=2 | |Startup=2 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=13 | |Startup=13 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=10 | |Startup=10 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=14 | |Startup=14 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
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|description=* DP input moves Dhalsim forwards, whereas RDP input moves Dhalsim backwards. | |description=* DP input moves Dhalsim forwards, whereas RDP input moves Dhalsim backwards. | ||
* A very useful move(Along with the Backward version). It's very nice to use, because you can use it in the air too. The main use of this Special Move in this game is to run away from the corners(Or even from your opponent if you like runaway strategies), to move in the air(Dhalsim can be controled easily in the air), or even to punish reversal DPs on the opponent's wakeup(After a Yoga Teleport in the air, you can do any air normal/Command Move, and even crossup the opponent when he/she is in the corner, like in [[Street Fighter V|SFV]]. I'll say more about that later). The buttons pressed will determine where Dhalsim will land(The KK version will make him go further than in the PP version), so watch out if you miss the versions. | * A very useful move(Along with the Backward version). It's very nice to use, because you can use it in the air too. The main use of this Special Move in this game is to run away from the corners(Or even from your opponent if you like runaway strategies), to move in the air(Dhalsim can be controled easily in the air), or even to punish reversal DPs on the opponent's wakeup(After a Yoga Teleport in the air, you can do any air normal/Command Move, and even crossup the opponent when he/she is in the corner, like in [[Street Fighter V|SFV]]. I'll say more about that later). The buttons pressed will determine where Dhalsim will land(The KK version will make him go further than in the PP version), so watch out if you miss the versions. | ||
* When doing air teleport without enough meter to do a super, after the teleport, you can do the input for air drill super and it will cause Dhalsim to immediately warp across the screen as he falls back down. This works both ways. Why this happens and what practical use it has is unknown, but it could serve a niche use sometimes. [https://x.com/tawarazawa/status/1816490696305705032?s=19 Example here.] | |||
}} | }} | ||
}} | }} | ||
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|Meter=0 | |Meter=0 | ||
|Cancel=X | |Cancel=X | ||
|Startup= | |Startup=1+10 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=14 | ||
|Total= | |Total=29 | ||
|Hit Adv= | |Hit Adv=HKD (+39) | ||
|Block Adv= | |Block Adv=+7 | ||
|Invulnerability= | |Invulnerability=1F-15F (Full invul during startup and active) | ||
|description=* Well... His two Exceeds have the same hit animation(It's his b+A Command Move, but can hit every character) and startup, but the finisher is different. After the hit, Dhalsim will do an... Air combo? Like if he is in [[Marvel vs Capcom|MvC]]? Uhh.. Okay... The Exceed's first hit is the launcher... The reach isn't that good too(He is a long-range char, and if you think about the b+A's animation...). For this button, he will finish with the Headbutt(That command move with two hits, but he will do only one hit, and knockdown the opponent). The damage of this Exceed isn't that good when compared to the other Exceeds in the game. Why? Damage(It doesn't even do one bar of damage, like most of the Exceeds in the game). Yeah, I know, some Exceeds(Like [[Rockman Zero (SvC)|Zero's]]) don't do '''THAT''' damage, but they can help in the character's gameplay(In Zero's case, the Exceed is unblockable, will recover his health, and increase his speed for a little time), but what Dhalsim can do with this Exceed? An unsafe anti-air that can be used only once? No. The best way to use it is on combos(Yeah, you can combo with this Exceed). More details about that will be on his combos section. | |description=* Well... His two Exceeds have the same hit animation(It's his b+A Command Move, but can hit every character) and startup, but the finisher is different. After the hit, Dhalsim will do an... Air combo? Like if he is in [[Marvel vs Capcom|MvC]]? Uhh.. Okay... The Exceed's first hit is the launcher... The reach isn't that good too(He is a long-range char, and if you think about the b+A's animation...). For this button, he will finish with the Headbutt(That command move with two hits, but he will do only one hit, and knockdown the opponent). The damage of this Exceed isn't that good when compared to the other Exceeds in the game. Why? Damage(It doesn't even do one bar of damage, like most of the Exceeds in the game). Yeah, I know, some Exceeds(Like [[Rockman Zero (SvC)|Zero's]]) don't do '''THAT''' damage, but they can help in the character's gameplay(In Zero's case, the Exceed is unblockable, will recover his health, and increase his speed for a little time), but what Dhalsim can do with this Exceed? An unsafe anti-air that can be used only once? No. The best way to use it is on combos(Yeah, you can combo with this Exceed). More details about that will be on his combos section. | ||
}} | }} | ||
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|Meter=0 | |Meter=0 | ||
|Cancel=X | |Cancel=X | ||
|Startup= | |Startup=1+11 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=13 | ||
|Total= | |Total=29 | ||
|Hit Adv= | |Hit Adv=SKD | ||
|Block Adv= | |Block Adv=+7 | ||
|Invulnerability= | |Invulnerability=1F-16F (Full invul during startup and active) | ||
|description=* | |description=* Dhalsim will finish with a multi-hit Drill Kick. It can be used to combo like the other exceed but only off of the first hit of b.C. | ||
* Does lower overall damage, not even a full health bar on most characters in a combo. | |||
* Against characters with very fast punishes, them being able to recover off of this exceed means there's a slim chance they can punish Dhalsim back. | |||
* Just use qcf x2 B. More damage, hard knockdown, and the opponent travels the same distance as is, so Dhalsim loses nothing of value. | |||
}} | }} | ||
}} | }} |
Latest revision as of 02:31, 28 July 2024
धाल्सीम, Dhalsim | |
---|---|
Category | Normal |
Playstyle | Pure zoner |
Difficulty | Difficult |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Non-Threat (D), Maybe B Tier |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Dhalsim is a classic character from the Street Fighter series that debuted in Street Fighter II: World Warriors. He can stretch his arms and legs, can teleport and even shoot fire from his mouth, which makes him a great character if you like keepaway and zoning characters. He's far from a beginner character, however, as he has fairly technical gameplay, notably learning to properly anti-air with him in the SF games. He's okay in SVC, as his zoning and punishment are pretty decent, so if you like him in SF, he should be fairly welcoming to play here, too. Unfortunately though, he isn't particularly threatening either and lurks on the character select screen. But on the bright side, almost no one plays him so you have the advantage of lack of knowledge on the character.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close/Far Normals
Note: Dhalsim has no proximity normals, so his standing buttons are the same regardless of distance from the opponent. His various moves from Street Fighter are instead performed as Command Normals.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 2 | 2, 3 | 7 | 14 | 1st= +0 ; 2nd= +2 | 1st= -2 ; 2nd= +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 3 | 13 | 28 | -4 | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 2, 4, 8 | 27 | 50 | Varies | Varies | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 2, 2, 6 | 26 | 47 | 1st= -16 | 1st= -18 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 2 | 3 | 9 | 14 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 8 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 5 | 10 | 23 | +5 | +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 4 | 11 | 21 | SKD | +3 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 13 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 14 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 2, 9 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
df.A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
df.C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
df.B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
df.D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.4B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.4D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Sim's Supers are very useful to him in the offensive and in the defensive.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
32x9 | 40 | Mid | 2x9 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22x10 | 40 | Mid | 2x10 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22x10 | 40 | Mid | 2x10 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(14x8) | 0+(14x8) | Mid | 0 | 0 | 0 | X | 1+10 | 4 | 14 | 29 | HKD (+39) | +7 | 1F-15F (Full invul during startup and active) | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(9x12) | 0+(9x12) | Mid | 0 | 0 | 0 | X | 1+11 | 4 | 13 | 29 | SKD | +7 | 1F-16F (Full invul during startup and active) | |
|
Strategy
Basic Strategy
Here, you'll know a little more about Dhalsim. You can use nearly anything here in your matches.
Dhalsim's gameplan
Dhalsim isn't an easy character to use, but can be really annoying on the right hands. And those hands can be yours. You just need to practice his long(and close)-range strategies. Something interesting about Dhalsim is that you can use him in the way you like(He can be a rushdown char, a runaway char, a ground game char, a jumper, and many others, it's up to you to choose his best style. You can even mix some of them and create your own style, which is great). I think I can explain some of them here.
- Rushdown - This is one of the most used styles with Dhalsim. Mainly because he can push his opponent to the corner very easily(And because it's a more offensive style). You can be saying: "Dhalsim doesn't have a good walking speed in this game to be a rushdown char." Well... This is true, but we aren't talking about speed. We're talking about Dhalsim, and Dhalsim = reach. You can use your projectiles too(You can even combo if they hit the opponent in the ground, no matter where you are, and they are really fast too), just to push him. You can jump to do some of his corner combos with the Drill Kick(They are really nice on the corner) on the wakeup(You don't really need to do the Super cancel, you just need to aim on the opponent's legs to make it safe). Oh, and the crossup in the corner... I'll talk about it, don't worry.
- Runaway/Keepaway - His runaway strategies are very nice, and you probably know why. Against some characters, you can spam(and mix) your fireballs freely. If you need to run, just do a Teleport(Don't miss the version), or even the Drill Zutsuki(It's very good to runaway with it). If the opponent jumps, you just need to use his QCF(2x)+P anti-air, which can even be useful in the wakeup. His long-range normals will help him, no matter what you think. Moves like his s.C, and his s.D(And some others) can help him in your journey to be a good runaway Dhalsim player. His HCB+K/P Special Moves are very good to anti-air too if you don't have meter, but you'll need to time well. If you're with trouble, just do a GCF/CD counter and you can recover your space. Remember: Don't get stuck in the corners, this is what you'll need to think almost everytime.
- Ground game - Well... This is very simple to use. It's just a more defensive game. You just need to make your opponent think: "Damn, I can't jump anymore.", and you won the match. You don't need to think that you can't press up too(The directional is in there for you). You don't need to be fullscreen away to use this too(You can move back and forward as you want, you just need to prepare yourself for the opponent's jump). Spam and mix your fireballs, and combo with them if you want to. If the opponent jumps, you'll need to think about: "Which anti-air can I use against him/her?" You have his Super to use(It's his best anti-air), but if you don't have meter, what can you do? Dhalsim have some options with his normals/Command/Special Moves, but they can be very risky against some characters. The best you can use is the HCB+K, but... If that move isn't helping you, you can just do a GCF+any grab after his/her jump attack. Oh, and remember: If you need to punish, do damage, and if you're needing damage, do it with some of his damaging combos(You'll see some of them later).
- Jumper - Yeah, the jumper, the hardest to use. This is a nice offensive/defensive style, which is nice. His air normals have so much reach, and you don't even need to worry about anti-airs, because you have an air teleport in your side(Your main gameplan here is to control your air position). Oh, and like in the "Ground game" strats above, you don't need to think about "I need to be in the air everytime, right?" No. You can need some of his ground strategies, because the opponent can predict your next move sometimes(Dhalsim is a predictable character in the air), so watch out. The best part of being a jumper is that you can land his Drill Kick combos where you want, and anytime. Now, choose one, or two, or even all of them, practice, and good luck in your matches.
Crossuping the opponent in the corner with Sim
This is a great, and simple strategy. To make this work, the opponent needs to be a little away from the corner(I mean, you'll need a space between the opponent and the corner of the screen). Do any knockdown move in your opponent while he/she is in the corner(No matter who is the opponent's char, just knock him/her down, and now, you'll need that space). Just jump and do a Yoga teleport(Do the KK version), and after that, do any of his air Supers/Moves. The opponent will need to block to the other side, like a normal crossup, and you can get the damage(If the opponent knows what a crossup is, that will be very bad for you, so don't try to do it everytime, okay?)
Quick Air Supers
This section is very normal for almost all of the characters with air Supers/Special Moves. I'll use Akuma's air fireball as an example. The input is (While you're in the air) QCF+P, and the ground fireball has the same input, but obviously, it can only be done in the ground. So what if we try the ground fireball, but adding a jump before you press P? Like QCF, any jump directional(It should be better if you use uf)+P. He will use a fireball when he's very near from the ground, and this works with his Super air fireball too, which has almost the same input as Dhalsim's Supers(In Akuma's case, you'll need to press a punch button). Now, just try this input: QCF(2x), uf(Or any other jump button)+any kick(The Supers are different). After the input, you can get a quick(And very surprising) Super for the opponent. He/she can even get hit, or be forced to block it, which can help you sometimes.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
It is (potentially) very risky to add jump-in attacks for Dhalsim's attacks in his combos (risky how?), so your choice if you want to go for them.
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / qcf A (corner),) cr.A, cl.A, df.D | TBA | TBA | TBA | TBA | A very simple link to use with Dhalsim. The damage isn't that good, but it's okay, you just don't care about that, because you're Dhalsim. |
qcf A, walk/dash forward, cl.C | TBA | TBA | TBA | TBA | Very interesting to do if you like long reach combos. You can use this to do meaty long-range combos on the opponent(And to do safe guard damage on the opponent). |
qcf A, walk/dash forward, df.A | TBA | TBA | TBA | TBA | |
b.C(1), qcf C, df.D | TBA | TBA | TBA | TBA | Simple link. If you're having trouble with canceling the first hit of the b+C, you can just do b+C(Hitting with the 2 hits), df+D. This works too. |
(j.X / qcf A (corner),) cl.A, df.A | TBA | TBA | TBA | TBA | For this combo, you'll need to watch out. For what? The df+A can whiff depending of how the s.A hits your opponent. If you want to make this combo work, you'll have to make the s.A hit the opponent with the tip of Dhalsim's hand. |
j.2D, j.qcf x2 D | TBA | TBA | TBA | TBA | A very simple, and damaging combo. The Drill Kick can be Super Canceled in this game, which can make this combo a very easy one. It's very easy to land it too. And, with the Drill Kick Super, the bigger the character, the bigger is the damage, remember that. Oh, and you can try to use it with that crossup strategy too(Remember? Teleports and stuff... If not, just scroll up). There is something interesting about this move too. After the teleport, you'll do a d+D, and cancel it. Strangely enough, the d+D can be max canceled only, and I don't know why... |
(Corner only) CH hcb P/K, hcb P | TBA | TBA | TBA | TBA | Very damaging combo, but very hard to land too, because it's a counter hit on the corner(Which is rare). I don't know if you can land this in a real match, but it's possible to do. |
(Corner only) CH hcb P/K, qcf x2 P | TBA | TBA | TBA | TBA | |
b.C(1), Exceed | Anywhere | TBA | TBA | TBA | Needs to hit fairly close to the opponent, but if the b.C connects, Exceed won't whiff afterwards. Perform it like so: hcf~b.C > hcf K. |
(Corner only) j.2D, j.qcf x2 B, Exceed | TBA | TBA | TBA | TBA | Simple to do, because it's like the combo number 4, but with more damage. It's one of Dhalsim's most damaging combos too(If not the most damaging one). If you don't have the Exceed, just hit the opponent with any normal/Command Move(He/she will be reseted, so plan on what you will do after the reset). Having trouble with the Exceed? I can help you. When you're going to use the Drill Kick, aim on the opponent's legs, and then cancel it on the Super(You'll have more time to do the Exceed's input now). |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
b.A(2), (C)qcf P, df.D | TBA | TBA | TBA | TBA | Do you remember this combo in the normal mode combos list? It's just a version of it. Nothing very special. |