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*qcf,qcf + D in air | *qcf,qcf + D in air | ||
==Exceed | ===Exceed=== | ||
'''''Yoga Legend (Yoga Headbutt)''''' | '''''Yoga Legend (Yoga Headbutt)''''' | ||
*qcf,qcf + B | *qcf,qcf + B |
Revision as of 20:36, 9 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).
Command Normals
Shutou Chop
- b+LP - This... Kind of chop was Sim's cl.MP on his early games, and here, it was toned down. This move cannot hit most of the standing characters too, but it's very useful as an anti-air(Don't worry about the reach when you use it). Can be normal canceled too(Cannot be canceled into other Command Moves), so if you use it as an anti-air, the opponent will reset, and you can prepare something for him/her block, like a QCF+P, or even a HCB+P.
Low Kick
- b+LK - It's like his s.LK, but with less reach(Yeah, I know, reach isn't a problem for Dhalsim, but he has close range moves). The name of the move says:"Low Kick", but it doesn't hit low(Like his s.LK). This move can be used in his Light Attack combos too(I said, you had to use Command Moves to get the close versions of his attacks), but only as a finisher, like: cr.LP, s.LP, b+LK. This move can be normal canceled too(I couldn't cancel it into ohter Command Moves).
Yoga Headbutt''
- b+HP - Oh, I remember this move... His classic cl.HP is here! It can be normal cancelable on the first hit(And MAX cancelable on the second hit), and can even be followed up after the second hit, which is very nice for Dhalsim, but watch out for those GFCs, it will be dangerous for Sim if the opponent blocks it. Learn to use this move on punish situations.
Yoga Knee Kick
- b+HK - Simple move. Just a cancelable knee. It's like the heatbutt above, but worse. It's very hard to combo with it too.
Zoom Punch
- df+P - This move is very interesting. The LP and the HP versions are very different from each other. (LP version) Nice poke. Very fast and very safe(Due to the recovery of the move). It can look like, but it doesn't hits like a low move, sadly. Can be MAX canceled only. (HP version) A very predictable move. It's slower than the LP version on the startup(The recovery is almost the same in each version after the attack frames), but hits low, and does 3 hits. Any hit can be MAX canceled only.
(Note:I don't know if the name "Zoom Punch" is a reference to JoJo's Bizarre Adventure, because I remember very well when Will A. Zepelli was doing this move in the series. In this short video, you'll see(Or already saw) a guy streching his arm, like Dhalsim in this move. And this isn't the first reference to JoJo's in the SNK world. Remember Benimaru from KoF? His classic design is a reference to Polnareff, a character in the JoJo series.)
Sliding
- df+K - This is Dhalsim's classic slide. Like the move above, the move have differences between the two versions. (LK version) Very quick, can be comboed with ease after any cancelable normal(And even after his projectile in some cases). Can be canceled in MAXIMUM Mode only. (HK version) This move is dangerous on block, watch out when you use it. It has almost all of the same properties as the LK version(This move is slower than that version), but has more reach(He will slide for a longer time too), does more damage, and knocks down. You can use it with the classic strategy of "Passing under projectiles with my Slide". You can pass, or even punish your opponent's projectile.
Jump Side Punch
- b+LP (In the air) - Oh... A jump attack... Well, like his normals, there's no difference in the move/animation while doing Neutral/Diagonal jumps(With the other jump Command Moves, this rule will be used too). Now for the move. A simple air-to-air move, but aiming in front of him. Can be useful, but you can use the other moves if you prefer the range.
Jump Punch
- b+HP (In the air) - A jump-in. He has better options for that(I'm not sure if he has good options in this game for a jump-in).
Jump Mae Geri
- b+K (In the air) - Sim's best jump-in attack. You can easily combo after it, but how can you land it if Sim's jump will not help you? Okay... The only difference between the two versions is the damage, so use the HK version only.
Drill Zutsuki
- d+HP (In the air) - You, probably, remember this classic move. You can easily punish some projectiles with it(If the opponent tries to use a projectile while you're jumping(To make you fall on it), but cannot be Super canceled, unlike the move below. You can control Sim's air game with this move.
Drill Kick
- d+HK (In the air) - Another classic move. Very fast, can help to make you land faster on the ground, and more, it can be Super canceled into any of his air Supers, which can lead you to some incredible damage(You'll see something about that in the combos section).
Move Kick
- tap f, f(Do a normal dash), HK - A really... Strange move... First, it's a move to be used while you're dashing, which is really rare here. Second, it's like a s.HK(And can be used like it). Third, you cannot use it after a GCF. If you want to use, go ahead, if you don't want, okay.
Special Moves
Yoga Fire
- QCF+P - This is Dhalsim's classic projectile. It doesn't knocks down(Unlike in his old versions), the recovery is pretty good, and the opponent will be stunned in a little time after it hits, so you can followup it(Don't worry about where you are, Dhalsim can followup it). The button pressed will determine the speed of the projectile.
Yoga Flame
- HCB+P - Another classic move, and very interesting to use here. Why? It's 100% safe on block(In any version). You can try to do a meaty Yoga Flame on the opponent's wakeup when you can(Or even everytime if the opponent... Likes to be knocked down, I mean, you can punish easily with Dhalsim's main knockdown moves: The cr.HK, this move, the move below, and the HK slide). If you get a counter hit on the corner, you can follow it up with some moves, including itself(More details will be on his combos section). It can negate normal projectiles too. The button pressed will determine how many frames Dhalsim will be breathing fire(HP version makes him breathe longer).
Yoga Blast
- HCB+K - Like a Yoga Flame, but aiming up(Like an anti-air). It can negate normal projectiles, like Akuma's air fireball. Like the Yoga Flame, you can juggle the opponent in the corner with this move(But the followup will be easier to do than in the Yoga Flame) if you get a counter hit, and the button pressed will determine how many frames he will be breathing fire(Exactly like the Yoga Flame). It will whiff on most of the standing characters too, so don't even think about pressing a kick button when the opponent is standing(Even if the opponent is a big character).
Yoga Teleport (Forward)
- DP+PP/KK (In the ground or in the air) - 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 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.
Yoga Teleport (Backward)
- rDP+PP/KK (In the ground or in the air) - Same properties as the move above(Obviously), but Dhalsim will move backwards.
Super Moves
Yoga Inferno
- qcf,qcf + P
Yoga Drill Zutsuki
- qcf,qcf + B in air
Yoga Drill Kick
- qcf,qcf + D in air
Exceed
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