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{{SSFIVMoveListRow | Yoga Shangri-La | (in air) qcf qcf + 3k | throw }} | {{SSFIVMoveListRow | Yoga Shangri-La | (in air) qcf qcf + 3k | throw }} | ||
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== 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. | |||
Revision as of 19:24, 15 December 2011


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
Probably the most calculated of the defensive characters, Dhalsim requires great reflexes and a deep understanding of his entire arsenal. No one option counters multiple attempts to break your defense, so it is imperative to know them all and know them well and to be able to pull them out at a moment's notice. Quick reaction and a steady mind are key for Dhalsim, but just be ready to accept matches where you keep the opponent out for 80 seconds only to have them get in and defeat you in 10 seconds. Thus is the life of Dhalsim players.
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.