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The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.}} | The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.}} | ||
=== Players to Watch === | |||
FChamp, Sabin, YHC-Mochi | |||
== Moves == | == Moves == | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yoga Spear | (in air) d + lk | Nearly horizontal angle }} | {{SSFIVMoveListRow | Yoga Spear | (in air) {{d}} + {{lk}} | Nearly horizontal angle }} | ||
{{SSFIVMoveListRow | Yoga Spear | (in air) d + mk | 45 degree angle }} | {{SSFIVMoveListRow | Yoga Spear | (in air) {{d}} + {{mk}} | 45 degree angle }} | ||
{{SSFIVMoveListRow | Yoga Spear | (in air) d + hk | Nearly vertical angle }} | {{SSFIVMoveListRow | Yoga Spear | (in air) {{d}} + {{hk}} | Nearly vertical angle }} | ||
{{SSFIVMoveListRow | Yoga Mummy | (in air) d + hp | }} | {{SSFIVMoveListRow | Yoga Mummy | (in air) {{d}} + {{hp}} | }} | ||
{{SSFIVMoveListRow | Yoga Tower | d + 3p | Continue holding d to stay in tower longer }} | {{SSFIVMoveListRow | Yoga Tower | {{d}} + {{3p}} | Continue holding {{d}} to stay in tower longer }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yoga Smash | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Yoga Smash | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Yoga Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Yoga Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yoga Fire | qcf + p | ex }} | {{SSFIVMoveListRow | Yoga Fire | {{qcf}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Yoga Flame | hcb + p | ex armorbreak }} | {{SSFIVMoveListRow | Yoga Flame | {{hcb}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Yoga Blast | hcb + k | ex }} | {{SSFIVMoveListRow | Yoga Blast | {{hcb}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Yoga Teleport | dp or rdp + 3p or 3k | dp + 3p will appear next to opponent in back. dp + 3k will appear next to opponent in front. rdp versions are identical and will go backwards as far as the screen allows }} | {{SSFIVMoveListRow | Yoga Teleport | {{dp}} or {{rdp}} + {{3p}} or {{3k}} | {{dp}} + {{3p}} will appear next to opponent in back. {{dp}} + {{3k}} will appear next to opponent in front. {{rdp}} versions are identical and will go backwards as far as the screen allows }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yoga Inferno | qcf qcf + p | }} | {{SSFIVMoveListRow | Yoga Inferno | {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yoga Catastrophe | qcf qcf + 3p | }} | {{SSFIVMoveListRow | Yoga Catastrophe | {{qcf}} qcf + {{3p}} | }} | ||
{{SSFIVMoveListRow | Yoga Shangri-La | (in air) qcf qcf + | {{SSFIVMoveListRow | Yoga Shangri-La | (in air) {{qcf}} qcf + {{3p}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | == AE ver. 2012 Changes == | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+10 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |34 | | align="center" |34 | ||
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| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+10 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |34 | | align="center" |34 | ||
Line 1,028: | Line 1,030: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] | ||
[[Category:Dhalsim]] |
Latest revision as of 21:27, 28 February 2021


Dhalsim
Although greatly opposed to violence and its antithetical nature to his yoga practices, Dhalsim has become one of the most powerful warriors on the Street Fighter circuit thanks to his intense training, meditation, and practice with the yoga arts. Originally, he entered Street Fighting as a means to financially save his village from an epidemic but, after discovering the corruption and evils behind the workings of the circuit, Dhalsim has vowed to purge the world of these evils and continues to fight as a means to that end.
In a nutshell
The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.
Players to Watch
FChamp, Sabin, YHC-Mochi
Moves
Unique Attacks











Throws









Special Moves



















Super Combo


Ultra Combos





AE ver. 2012 Changes
Standing Light Punch
Increased hit detection period from 1F to 4F. Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.
Yoga Inferno
Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).
Yoga Blast
Changed EX version’s damage distribution to 90 + 50. No change to overall damage. Shrunk mid-move hurtbox for medium and heavy versions. Made follow-up with any move possible after a heavy version hit. Shortened post-hit recovery by 10F for light and medium versions. Shortened post-hit recovery by 5F for heavy version. Made quick-stand impossible on a hit for all versions. Made release-triggering impossible for light, medium, and heavy versions.
AE Changes
- Dhalsim received a few damage reductions on his normal moves:
Jumping Hard Punch does 80, down from 85.
B + Hard Kick does 90, down from 110.
B + Hard Punch does 110, down from 120.
B + Light Kick does 30, down from 40.
- DB + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible: DB + Crouching Medium Punch 2x into EX Yoga Flame.
- Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.
- Yoga Inferno (Super) damage was reduced to 300, down from 350.
- During back dash, airborne frame comes immediately after invincibility frames ends.