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=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
Sim's arsenal of normals is very limited, which is very bad for him(Remember that he have only one animation for his standing normals). Oh, I forgot something. With the jump attacks, he is limited too(He only have one animation for any button pressed, unlike the other characters in this game). | |||
''s.LP -'' <br> | ''s.LP -'' A very close and quick... Kind of chop. It could be used as an anti-air in his early games, and in this game this isn't different. Can chain into ifself and with his crouching counterpart(And only them). Can be normal canceled too. <br> | ||
''s.LK -'' <br> | ''s.LK -'' A very slow kick(Compared to other s.LKs, it is very slow). It can look like, but no, it doesn't hit low. Cannot be normal canceled too. Good as a poke only. <br> | ||
''s.HP -'' <br> | ''s.HP -'' A great poke. The range on this normal is very nice too(It is his ground move with the most reach), which can lead him to long range(Or even fullscreen) combos, like QCF+LP, Dash, s.HP(More details on that will be on his combos section). Cannot be normal canceled. <br> | ||
''s.HK -'' | ''s.HK -'' Simple move. Was one of his anti-airs in the early SF games(Because it aims upwards), and it can still be used like that. Whiffs on most of the crouching characters in the cast. | ||
''j.LP -''<br> | ''j.LP -'' Nothing very special with this move. Can be used as a wakeup attack for those characters without reliable anti-air(Like [[M. Bison (SvC)|Dictador]]).<br> | ||
''j.LK -''<br> | ''j.LK -'' Nice reach. It's okay to use it as an air-to-air. Only that.<br> | ||
''j.HP -''<br> | ''j.HP -'' It's like the j.LK, but has more damage, and(Obviously) is a punch.<br> | ||
''j.HK -'' | ''j.HK -'' It's a... s.HK in the air? Okay... Use it when the opponent is above you while you're jumping. | ||
''cr.LP -'' Very nice to use. Can be used in simple combos with the s.LP. Can be normal canceled. <br> | |||
''cr.LK -'' A little fast on the startup, but slow on the recovery. That's what makes this move a bad move to use. Cannot be used as part of a chain(Which is bad), but can be normal canceled. <br> | |||
''cr.HP -'' This move is good. It's Dhalsim's most damaging cancelable normal too. You can use it on punish situations(It's not that hard to combo with it, but don't worry, he has other options for that). <br> | |||
''cr.HK -'' Has the same animation as the cr.LK, but a little slower... And knocks down. Sadly, Dhalsim isn't [[Athena (SvC)|Athena]] in this game(Athena can link her s.LP with her cr.HP, which has the same animation as her cr.LP/LK). | |||
==Throws== | ==Throws== | ||
'''''Yoga Smash''''' | '''''Yoga Smash''''' |
Revision as of 21:48, 7 June 2016
Introduction
This is Dhalsim, a classic character from the Street Fighter series. 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 strategies. He isn't that easy for begginers(He never was easy on any game), due to his technical gameplay, so if you're a beginner in SvC, it should be better if you choose another character(If you just want to analyse him here, you can stay). Now for his Good and Bad things.
Dhalsim's Good and Bad Things:
Good Things:
- Can do great long range attacks in the battle(Especially a good part of his normals);
- Has decent projectiles(If you used him in any other game, you'll know them);
- Has useful Supers(Very useful);
- Has a very good walking speed compared to some characters in this game;
- His Yoga Drill can be Super canceled;
- The Yoga Flame is safe on block;
- Has many Command Moves to use(I think only Demitri has more Command Moves than him);
- Can easily control his position in the air;
- Can do teleports(In the ground and in the air);
- Can slide(And punish in some cases) under "floating" projectiles;
- Can combo with his Exceed on the corner.
Bad Things:
- He is one of the hardest(If not the hardest) character to learn in this game;
- He isn't very combo friendly(He can do long-range combos, and Super Cancel the Yoga Drill, but his other combo options aren't that big);
- Has a very bad jump(Because what he will do after a jump can be very predictable);
- His close range options are very poor here;
- Has no close animations for his normals(You'll have to use his Command Moves to get them);
- Some normals/Command Moves have bad startup;
- His Exceed can only work on close range(A long-range character with a short-range Exceed. Thank you, SNK);
Moves List
Normal Moves
Sim's arsenal of normals is very limited, which is very bad for him(Remember that he have only one animation for his standing normals). Oh, I forgot something. With the jump attacks, he is limited too(He only have one animation for any button pressed, unlike the other characters in this game).
s.LP - A very close and quick... Kind of chop. It could be used as an anti-air in his early games, and in this game this isn't different. Can chain into ifself and with his crouching counterpart(And only them). Can be normal canceled too.
s.LK - A very slow kick(Compared to other s.LKs, it is very slow). It can look like, but no, it doesn't hit low. Cannot be normal canceled too. Good as a poke only.
s.HP - A great poke. The range on this normal is very nice too(It is his ground move with the most reach), which can lead him to long range(Or even fullscreen) combos, like QCF+LP, Dash, s.HP(More details on that will be on his combos section). Cannot be normal canceled.
s.HK - Simple move. Was one of his anti-airs in the early SF games(Because it aims upwards), and it can still be used like that. Whiffs on most of the crouching characters in the cast.
j.LP - Nothing very special with this move. Can be used as a wakeup attack for those characters without reliable anti-air(Like Dictador).
j.LK - Nice reach. It's okay to use it as an air-to-air. Only that.
j.HP - It's like the j.LK, but has more damage, and(Obviously) is a punch.
j.HK - It's a... s.HK in the air? Okay... Use it when the opponent is above you while you're jumping.
cr.LP - Very nice to use. Can be used in simple combos with the s.LP. Can be normal canceled.
cr.LK - A little fast on the startup, but slow on the recovery. That's what makes this move a bad move to use. Cannot be used as part of a chain(Which is bad), but can be normal canceled.
cr.HP - This move is good. It's Dhalsim's most damaging cancelable normal too. You can use it on punish situations(It's not that hard to combo with it, but don't worry, he has other options for that).
cr.HK - Has the same animation as the cr.LK, but a little slower... And knocks down. Sadly, Dhalsim isn't Athena in this game(Athena can link her s.LP with her cr.HP, which has the same animation as her cr.LP/LK).
Throws
Yoga Smash
- Press AB when near
Yoga Throw
- Press CD when near
Command Normals
Shutou Chop
- b + A
Low Kick
- b + B
Yoga Headbutt''
- b + C
Yoga Knee Kick
- b + D
Zoom Punch
- df + P
Sliding
- df + K
Jump Side Punch
- b + A in air:
Jump Punch
- b + C in air
Jump Mae Geri
- b + K in air
Drill Zutsuki
- d + C in air
Drill Kick
- d + D in air
Move Kick
- Press D while dashing
Special Moves
Yoga Fire(MC)
- qcf + P
Yoga Flame(MC)
- hcb + P
Yoga Blast(MC)
- hcb + K
Yoga Teleport(MC) (Forward)
- f,d,df + AC / BD (air)
Yoga Teleport(MC) (Backward)
- b,d,db + AC / BD (air)
Super Moves
Yoga Inferno
- qcf,qcf + P
Yoga Drill Zutsuki
- qcf,qcf + B in air
Yoga Drill Kick
- qcf,qcf + D in air
Exceed Moves
Yoga Legend (Yoga Headbutt)
- qcf,qcf + B
Yoga Legend (Drill Kick)
- qcf,qcf + D
The Basics
Gameplan
Some Combos
db+D,Yoga Fire
A Yoga Fire,standing C
Drill Kick, Super Drill , standing C