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{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| +0/+4}} | {{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| +0/+4}} | ||
|} | |} Used as anti-air in mid-ranges | ||
*<b>Far Standing Forward:</b> | *<b>Far Standing Forward:</b> | ||
Line 913: | Line 913: | ||
Yoga Escape: (when knocked down) B | Yoga Escape: (when knocked down) [[image:left.gif|B]][[image:downleft.gif|DB]][[image:down.gif|D]]+[[image:kick.gif|K]] [A/V Only] | ||
-Dhalsim will teleport before hitting the ground and re-appear standing on | -Dhalsim will teleport before hitting the ground and re-appear standing on | ||
the ground. | the ground. | ||
*<b>Yoga Shock:</b> [[image:left.gif|b]]+[[image:jab.gif|lP]] (A-ism Only) | *<b>Yoga Shock:</b> Press and hold down [[image:left.gif|b]]+[[image:jab.gif|lP]] for at least 33 frames. (A-ism Only) | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 9 | a3simoverhead.PNG }} | {{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 9 | a3simoverhead.PNG }} | ||
Line 938: | Line 938: | ||
|} | |} | ||
This LP Takes about half a second to charge but hits harder and becomes an overhead. | |||
== Special Moves == | == Special Moves == | ||
Line 969: | Line 969: | ||
Yoga Teleport: F,D,DF or B,D,DB + (PPP or KKK) (air) [X Z V] | Yoga Teleport: F,D,DF or B,D,DB + (PPP or KKK) (air) [X Z V] | ||
-Dhalsim will teleport either forward or backward, depending if (F,D,DF) or | -Dhalsim will teleport either forward or backward, depending if (F,D,DF) or | ||
(B,D,DB) is used. Using ( | (B,D,DB) is used. Using (KKK) will teleport Dhalsim a bit further away. | ||
Dhalsim cannot be attacked while he is teleporting. | |||
In Z-Ism and V-Ism, Dhalsim can Teleport while in the air, but not in X-Ism. | |||
If Teleport is performed in the air, Dhalsim reappears in the air and is able to perform | |||
any of his neutral jump moves, except another Yoga Teleport. | |||
== Super Combos == | == Super Combos == | ||
Line 1,029: | Line 1,030: | ||
= Match-ups = | = Match-ups = | ||
'''vs. Ryu | '''vs. V-Ryu''' | ||
6-4 | 6-4 | ||
'''vs. Ken | '''vs. V-Ken''' | ||
7-3 | 7-3 | ||
'''vs. Chun-li | '''vs. V-Chun-li''' | ||
6-4 | 6-4 | ||
'''vs. Sagat | '''vs. V-Sagat''' | ||
7-3 | 7-3 | ||
'''vs. Adon | '''vs. V-Adon''' | ||
7-3 | 7-3 | ||
'''vs. Birdie | '''vs. V-Birdie''' | ||
8-2 | 8-2 | ||
'''vs Guy | '''vs A-Guy''' | ||
7-3 | 7-3 | ||
'''vs. Sodom | '''vs. V-Sodom''' | ||
5-5 | 5-5 | ||
'''vs. Charlie | '''vs. V-Charlie''' | ||
8-2 | 8-2 | ||
'''vs. Rose | '''vs. V-Rose''' | ||
6-4 | 6-4 | ||
'''vs. Dictator | '''vs. V-Dictator''' | ||
6-4 | 6-4 | ||
'''vs. Akuma | '''vs. V-Akuma''' | ||
4-6 | 4-6 | ||
'''vs. Dan | '''vs. V-Dan''' | ||
7-3 | 7-3 | ||
'''vs. Dhalsim | '''vs. V-Dhalsim (Mirror match)''' | ||
5-5 | 5-5 | ||
'''vs. Zangief | '''vs. V-Zangief''' | ||
7-3 | 7-3 | ||
'''vs. Gen | '''vs. A-Gen''' | ||
6-4 | 6-4 | ||
'''vs. Rolento | '''vs. V-Rolento''' | ||
5-5 | 5-5 | ||
'''vs. Sakura | '''vs. V-Sakura''' | ||
6-4 | 6-4 | ||
'''vs. Blanka | '''vs. A-Blanka''' | ||
6-4 | 6-4 | ||
'''vs. E.Honda | '''vs. V-E.Honda''' | ||
7-3 | 7-3 | ||
'''vs. Claw | '''vs. V-Claw''' | ||
7-3 | 7-3 | ||
'''vs. Cammy | '''vs. V-Cammy''' | ||
7-3 | 7-3 | ||
'''vs. Cody | '''vs. V-Cody''' | ||
6-4 | 6-4 | ||
'''vs. R.Mika | '''vs. A-R.Mika''' | ||
7-3 | 7-3 | ||
'''vs. Karin | '''vs. V-Karin''' | ||
6-4 | 6-4 | ||
'''vs. Boxer | '''vs. A-Boxer''' | ||
6-4 | 6-4 | ||
'''vs. Juli | '''vs. V-Juli''' | ||
7-3 | 7-3 |
Latest revision as of 13:49, 9 March 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 |
|
|
The definitive version of Dhalsim.
Moves List
Note : Dhalsims "close" normals are activated in A/V by holding back, or downback when crouching, while in X, they function like real proximity normals.
Ground Normals
- Close Standing Jab:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/9/10 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/+2 |
Close lp is an exception, as it's just neutral or back + lp in A/V. Has an insane amount of priority as an anti-air.
- Far Standing Jab:
Damage | AZ 6/X 3 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count (A/V) | 3/9/10 | |
Frame Count (X) | 4/4/10 | |
Block Stun | +0 | |
Hit Stun/Counter Hit | +1/+6 |
Far lp is an exception, as it's forward + lp in A/V.
- Close Standing Strong:
Damage | 13 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 4/5/24 | |
Block Stun | -10 | |
Hit Stun/Counter Hit | -9/-5 |
In V, the second active part can also cancel.
- Far Standing Strong:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 10/4/15 | |
Block Stun | +0 | |
Hit Stun/Counter Hit | +1/+5 |
- Close Standing Fierce:
Damage | 9+8 | ![]() |
Stun | 4+3 | |
Chain Cancel | No/No | |
Special Cancel | Yes/No | |
Super Cancel | Yes/No | |
Meter on whiff/hit | 1/A3+1/XV4+1 | |
Frame Count | 5/6/7/27 | |
Block Stun | -11 | |
Hit Stun/Counter Hit | -10/Launch |
- Far Standing Fierce:
Damage | 13 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 13/2/23 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/Launch |
- Close Standing Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/5/13 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/+2 |
- Far Standing Short:
Damage | 3 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 8/4/12 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/+4 |
- Close Standing Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 5/3/17 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | +0/+4 |
Used as anti-air in mid-ranges
- Far Standing Forward:
Damage | 9 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 10/3/21 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/+0 |
- Close Standing Roundhouse:
Damage | 16 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 6/4/27 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/Launch |
- Far Standing Roundhouse:
Damage | 14 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 12/3/22 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/Launch |
- Close Crouching Jab:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/3/9 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+8 |
- Far Crouching Jab:
Damage | 2 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 10/2/21 | |
Block Stun | -9 | |
Hit Stun/Counter Hit | -8/-3 |
- Close Crouching Strong:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 4/4/11 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+9 |
- Far Crouching Strong:
Damage | 9 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 12/4/24 | |
Block Stun | -9 | |
Hit Stun/Counter Hit | -8/-4 |
- Close Crouching Fierce:
Damage | 14 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 5/4/13 | |
Block Stun | +6 | |
Hit Stun/Counter Hit | +7/Launch |
- Far Crouching Fierce:
Damage | 12 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 14/6/27 | |
Block Stun | -10 | |
Hit Stun/Counter Hit | -9/Launch |
- Close Crouching Short:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/11 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | +0/+5 |
- Far Crouching Short:
Damage | 5 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/9/9 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/+2 |
- Close Crouching Forward:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 5/4/14 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
- Far Crouching Forward:
Damage | 9 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A3/XV4 | |
Frame Count | 7/11/13 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/+0 |
- Close Crouching Roundhouse:
Damage | 14 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 6/4/25 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | Knockdown/Launch |
- Far Crouching Roundhouse:
Damage | 14 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 8/13/25 | |
Block Stun | -15 | |
Hit Stun/Counter Hit | Knockdown/Launch |
Air Normals
Note: Dhalsims "close" air normals are done by holding back in A/V, in X they function like proximity normals.
- Close Neutral Jump Jab:
Damage | 7 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/11 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Diagonal Jump Jab:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/11 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Neutral Jump Jab:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 7/2/20 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Diagonal Jump Jab:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 7/4/20 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Neutral Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 4/8/13 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Diagonal Jump Strong:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 4/8/13 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Neutral/Diagonal Jump Strong:
Damage | 8 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 8/2/22 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Neutral/Diagonal Jump Fierce:
Damage | 16 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A4/XV6 | |
Frame Count | 4/6/10 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Neutral/Diagonal Jump Fierce:
Damage | 12 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A4/XV6 | |
Frame Count | 8/4/19 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Neutral/Diagonal Jump Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/12 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Neutral/Diagonal Jump Short:
Damage | 3 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 8/4/21 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Neutral Jump Forward:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 7/6/12 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Diagonal Jump Forward:
Damage | 10 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 5/8/12 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Neutral/Diagonal Jump Forward:
Damage | 8 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 11/3/21 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Close Neutral/Diagonal Jump Roundhouse:
Damage | 15 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A4/XV6 | |
Frame Count | 8/6/14 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Far Neutral/Diagonal Jump Roundhouse:
Damage | 13 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A4/XV6 | |
Frame Count | 12/4/26 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Command Normals
Damage | 10 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/A3/XV4 | |
Frame Count | 7/Until Grounded/9 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Dhalsim spins across the screen head-first. Unlike the Yoga Spear, there in no way to choose the angle of the attack.
Dhalsim spins to the ground feet-first. Using LK will dive almost straight across the screen, MK will dive at a slight angle, and HK will dive almost straight down.
Yoga Escape: (when knocked down) +
[A/V Only]
-Dhalsim will teleport before hitting the ground and re-appear standing on the ground.
Damage | 12 | |
Stun | 6 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/3 | |
Frame Count | 45/5/20 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/? |
This LP Takes about half a second to charge but hits harder and becomes an overhead.
Special Moves
Yoga Fire: QCF+Punch [X Z V]
-Dhalsim exhales a tiny fireball across the screen. In Z-Ism and V-Ism, the fireball will dissipiate as it travels, and the stronger the Punch button used, the faster the fireball will go but the sooner it will dissipiate. In X-Ism, the fireball will not dissipiate.
Yoga Flame: HCB+Punch [Z V]
-Dhalsim exhales a large fire in front of him. The stronger the Punch button used, the longer Dhalsim keeps the fire in front of him. Note that the Z-Ism and V-Ism Yoga Flame has a different control motion than in X-Ism.
Yoga Flame: HCF+Punch [X]
-Dhalsim exhales a large fire in front of him. The stronger the Punch button used, the longer Dhalsim keeps the fire in front of him. Note that the X-Ism Yoga Flame has a different control motion than in Z-Ism and V-Ism
Yoga Blast: HCB+Kick [Z V]
-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button used, the longer Dhalsim keeps the fire in the air. Note that the Z-Ism and V-Ism Yoga Blast has a different control motion than in X-Ism.
Yoga Blast: HCF+Kick [X]
-Dhalsim exhales a large fire at an upward angle. The stronger the Kick button used, the longer Dhalsim keeps the fire in the air. Note that the X-Ism Yoga Blast has a different control motion than in Z-Ism and V-Ism.
Yoga Teleport: F,D,DF or B,D,DB + (PPP or KKK) (air) [X Z V]
-Dhalsim will teleport either forward or backward, depending if (F,D,DF) or (B,D,DB) is used. Using (KKK) will teleport Dhalsim a bit further away. Dhalsim cannot be attacked while he is teleporting. In Z-Ism and V-Ism, Dhalsim can Teleport while in the air, but not in X-Ism. If Teleport is performed in the air, Dhalsim reappears in the air and is able to perform any of his neutral jump moves, except another Yoga Teleport.
Super Combos
Yoga Tempest: HCF,HCF+Punch [X]
-A more powerful version of the Yoga Flame, Dhalsim exhales a large multi-hitting fire in front of him X-Ism: 5 Hits
Yoga Inferno: QCF,QCF+Punch [Z]
-A more powerful version of the Yoga Flame, Dhalsim exhales a twisting spray of fire in front of him Level 1: 3 Hits Level 2: 8 Hits Level 3: 13 Hits
Yoga Strike: QCF,D,DF+Kick [Z]
-Dhalsim leaps up and flips in the air. If he touches his opponent while in the air, he will grab them and slam them into he ground with his legs. This will only attack opponents in the air and will do nothing to them on the ground. Level 1: 1 Hit Level 2: 2 Hits Level 3: 3 Hits
Yoga Stream: QCB,QCB+Punch [Z]
-Dhalsim exhales a spray of fire along the ground. This attack must be blocked low Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits
The Basics
Which Ism?
Anyone
A-Ism
Still top tier due to yoga escape nullifying a lot of V-ISM threats and his anti-air super making it super risky to get counter-hit by any of his anti-airs.
V-Ism
Easily his best ISM, as it gives him access to scary customs that make it risky to use sustained pressure against him. Hadou rave is easy damage against characters who lack meter to counter-activate and can be used to force alpha counters.
X-Ism
One of the best supers in the game, but loses access to air block and controllable normals.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Misc
If you taunt while airborne, Dhalsim will slowly float towards the ground while in his teleport stance. This is usually very unsafe and useless, in some rare cases however you can use it to avoid attacks when coming down from a jump/air tech.
Match-ups
vs. V-Ryu
6-4
vs. V-Ken
7-3
vs. V-Chun-li
6-4
vs. V-Sagat
7-3
vs. V-Adon
7-3
vs. V-Birdie
8-2
vs A-Guy
7-3
vs. V-Sodom
5-5
vs. V-Charlie
8-2
vs. V-Rose
6-4
vs. V-Dictator
6-4
vs. V-Akuma
4-6
vs. V-Dan
7-3
vs. V-Dhalsim (Mirror match)
5-5
vs. V-Zangief
7-3
vs. A-Gen
6-4
vs. V-Rolento
5-5
vs. V-Sakura
6-4
vs. A-Blanka
6-4
vs. V-E.Honda
7-3
vs. V-Claw
7-3
vs. V-Cammy
7-3
vs. V-Cody
6-4
vs. A-R.Mika
7-3
vs. V-Karin
6-4
vs. A-Boxer
6-4
vs. V-Juli
7-3
vs. Juni-V
7-3
Notable Players
Japan
AL (X-Dhalsim)
Darumo (A-Dhalsim)
Doronbo (A-Dhalsim)
En (X-Dhalsim)
Enmachi (V-Dhalsim)
Gorin (A-Dhalsim)
Hiro (X-Dhalsim)
Masumi (A-Dhalsim)
MC (A-Dhalsim)
Mukai (A/V-Dhalsim)
Muse (V-Dhalsim)
Nike (V-Dhalsim)
Nishikawaguchi Dhalsim (A-Dhalsim)
Nitto (V-Dhalsim)
P40 (V-Dhalsim)
RF (A-Dhalsim)
Ryuji (V-Dhalsim)
S (V-Dhalsim)
Shindy (V-Dhalsim)
Shiba (A-Dhalsim)
Shiva Dhalsim (A-Dhalsim)
Supu Shin (A-Dhalsim)
Tadakichi (A-Dhalsim)
Takamari Maximum (V-Dhalsim)
Takedaru (A/V/X-Dhalsim)
Taro (V-Dhalsim)
Teruchika (A-Dhalsim)
Tokido (A-Dhalsim)
Tosa (V-Dhalsim)
VER (V-Dhalsim)
Versus (V-Dhalsim)
WC Dhalsim (A-Dhalsim)
YMD Tosa (V-Dhalsim)
Zabon (A-Dhalsim)
North America
Arturo Sanchez / Sabin (A-Dhalsim)
a-v-karin (A/V-Dhalsim)
Carvd / tomass (V-Dhalsim)
Jason Cole / Afrocole (A-Dhalsim)
Kyokuji (V-Dhalsim)
OCxRiDaH (V-Dhalsim)
Ryu1999 (A-Dhalsim)
SabreAZ (V-Dhalsim)
Europe
IMX (A-Dhalsim)
Thompsoni (V-Dhalsim)
Latin America
Fox and Capcom (V-Dhalsim)
GanFleim! (V-Dhalsim)
Comboman/MACRO_DETECTOR (A/V-Dhalsim