Picking Old Dhalsim
To select O.Dhalsim, choose Dhalsim and then press ↓ ↑ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal |
Secondary
|
 |
|
--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.Dhalsim can not tech throws, does not have the Yoga Blast and Super;
- O.Dhalsim Close Normals behave normally, while for N.Dhalsim they are activated by blocking while pressing the button. N.Dhalsim also received 3 new close crouching normals (that were missing for O.Dhalsim and/or to keep things consistent): Fierce, Short, and Roundhouse;
- O.Dhalsim has some differences in some of his normals:
- Far Standing Jab can be special canceled;
- Close Standing Fierce first hit can be special canceled;
- Far Standing Short can be special canceled;
- Far Standing Forward can be special canceled (!);
- Neutral Jumping Jab has new animation and properties;
- Diagonal Jumping Strong has new animation and properties;
- O.Dhalsim only have the Forward Drill Kick, which is actually activated with Roundhouse;
- O.Dhalsim's teleport has a 1 frame longer startup, a different animation and it does not have a pushbox during the small period of time where Dhalsim's sprites are invisible and he is actually teleporting (i.e. shifting his position);
N.Dhalsim is often regarded as the best character in the game (excluding Akuma who is plain broken). O.Dhalsim isn't as good as his new counterpart, but he is very competitive and can be used against most characters without many problems.
Disclaimer: To better understand the diagrams, read this.
Normal Moves
Ground Normals
Damage |
14[0] |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
Yes / No
|
Frame Advantage |
-1 / +2
|
Frame Count |
2 |
3 |
6 |
5
|
Simplified |
1 + 2 |
9 |
5
|
Damage |
12[0] |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
+2
|
Frame Count |
2 |
3 |
6 |
5
|
Simplified |
1 + 5 |
6 |
5
|
Damage |
14[1] |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+4
|
Frame Count |
2 |
4 |
5
|
Simplified |
1 + 2 |
4 |
5
|
Damage |
12[0] |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-2
|
Frame Count |
2 |
3 |
3 |
6 |
4 |
5
|
Simplified |
1 + 8 |
6 |
9
|
Damage |
18[1] |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes / No
|
Frame Advantage |
+4 / +7
|
Frame Count |
2 |
3 |
6 |
4 |
1
|
Simplified |
1 + 2 |
9 |
5
|
Damage |
16[1] |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-1 / +3
|
Frame Count |
3 |
4 |
4 |
6
|
Simplified |
1 + 7 |
10
|
|
 |
 |
|
Frame Count |
4 |
4 |
1
|
Simplified |
9
|
Damage |
18[1] |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+6
|
Frame Count |
3 |
5 |
7
|
Simplified |
1 + 3 |
5 |
7
|
Damage |
16[0] |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+3
|
Frame Count |
2 |
3 |
3 |
6 |
4 |
5
|
Simplified |
1 + 8 |
6 |
9
|
Damage |
22[1] + 22[1] |
 |
 |
 |
 |
 |
|
Stun |
10~16 + 10~16
|
Stun Timer |
80 + 80
|
Chain Cancel |
No
|
Special Cancel |
Yes* / No
|
Frame Advantage |
-6 / -3(-4)
|
Frame Count |
2 |
3 |
3 |
8 |
10 |
7
|
Simplified |
1 + 5 |
3 |
8 |
17
|
Damage |
20[1] |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-7 / -3
|
Frame Count |
3 |
4 |
4 |
6
|
Simplified |
1 + 7 |
10
|
|
 |
 |
|
Frame Count |
10 |
8 |
1
|
Simplified |
19
|
- Close/Far Crouching Fierce:
Damage |
20[2] |
 |
 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-3
|
Frame Count |
3 |
4 |
4 |
6 |
10 |
9
|
Simplified |
1 + 11 |
6 |
19
|
Damage |
14[0] |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+0
|
Frame Count |
3 |
8 |
5
|
Simplified |
1 + 3 |
8 |
5
|
Damage |
12[1] |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
-4
|
Frame Count |
2 |
3 |
8 |
4 |
4 |
1
|
Simplified |
1 + 5 |
8 |
9
|
- Close/Far Crouching Short:
Damage |
12[1] |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
-6
|
Frame Count |
1 |
1 |
14 |
5
|
Simplified |
1 + 2 |
14 |
5
|
Damage |
18[0] |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+5
|
Frame Count |
3 |
8 |
5
|
Simplified |
1 + 3 |
8 |
5
|
Damage |
16[1] |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
+1
|
Frame Count |
2 |
3 |
8 |
4 |
5
|
Simplified |
1 + 5 |
8 |
9
|
If there is a single reason to consider using O.Sim, this move is it. Notice how it is special cancelable? Great for locking shit down.
Damage |
18[2] |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
+5
|
Frame Count |
1 |
8 |
5
|
Simplified |
1 + 1 |
8 |
5
|
Damage |
16[1] |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-1
|
Frame Count |
3 |
4 |
16 |
5
|
Simplified |
1 + 7 |
16 |
5
|
- Close Standing Roundhouse:
Damage |
22[1] |
 |
 |
 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+6
|
Frame Count |
3 |
3 |
2 |
8 |
3 |
4 |
1
|
Simplified |
1 + 8 |
8 |
8
|
Damage |
20[1] |
 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-3
|
Frame Count |
1 |
2 |
3 |
4 |
6
|
Simplified |
1 + 10 |
6
|
|
 |
 |
|
Frame Count |
10 |
8 |
1
|
Simplified |
19
|
- Close/Far Crouching Roundhouse:
Damage |
20[2] |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
130
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
-17
|
Frame Count |
3 |
4 |
18 |
20 |
1
|
Simplified |
1 + 7 |
18 |
21
|
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage |
14[1] |
 |
 |
 |
 |
|
Stun |
1~7(-2)
|
Stun Timer |
40
|
|
Frame Count |
3 |
4 |
16 |
4 |
∞
|
Simplified |
7 |
16 |
∞
|
- Neutral/Diagonal Jumping Strong:
Damage |
18[1] |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50(+10)
|
|
Frame Count |
3 |
4 |
10 |
4 |
∞
|
Simplified |
7 |
10 |
∞
|
- Neutral/Diagonal Jumping Fierce:
Damage |
24[2] |
 |
 |
 |
 |
|
Stun |
11~17(-1)
|
Stun Timer |
60(+20)
|
|
Frame Count |
3 |
4 |
4 |
4 |
∞
|
Simplified |
7 |
4 |
∞
|
- Neutral/Diagonal Jumping Short:
Damage |
14[1] |
 |
 |
 |
 |
|
Stun |
1~7(-2)
|
Stun Timer |
40
|
|
Frame Count |
4 |
6 |
18 |
4 |
∞
|
Simplified |
10 |
18 |
∞
|
- Neutral/Diagonal Jumping Forward:
Damage |
18[1] |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50(+10)
|
|
Frame Count |
4 |
6 |
12 |
4 |
∞
|
Simplified |
10 |
12 |
∞
|
- Neutral/Diagonal Jumping Roundhouse:
Damage |
24[2] |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17(-1)
|
Stun Timer |
60(+20)
|
|
Frame Count |
1 |
2 |
3 |
4 |
6 |
4 |
3 |
∞
|
Simplified |
10 |
6 |
∞
|
Command Normals
- Drill Zutsuki a.k.a. Mummy Drill: (On air, ↙/↓/↘ + Fierce)
Damage |
18[4] |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
|
Frame Count |
1 + 5 |
∞
|
Useful because O.Sim can use it as a tick into Noogie.
- Drill Kick: (On air, ↙/↓/↘ + Roundhouse)
Damage |
18[4] |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
|
Frame Count |
1 + 5 |
∞
|
O.Sim can only use the N.Sim Forward drill (though with the Roundhouse button), so he can't use the other drills to set up the opponent as much from up close, or as a reaction to a thrown fireball.
Throws
Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.
Hold |
Throw |
 |
 |
|
Damage |
26 + 4*n |
Damage |
34
|
Set amount of hits |
6 |
Stun |
7~13
|
Holds do no stun |
Stun Timer |
100
|
Range |
(from axis) |
64 |
(from throwable box) |
29
|
- Yoga Smash a.k.a. Noogie: (←/→ + Strong)
Dhalsim's Hold. This is his most damaging grab. It may be a good idea to try cheap out and loop this, depending on the opponent's reversal options and grab range. Against Dictator for example, it's possible to make it safe by spacing it out of his throw range, unless he has his super meter full, of course. Against Honda, you can followup with a Yoga Flame which he is pretty much forced to block.
- Yoga Throw: (←/→ + Fierce)
Dhalsim's Throw. It actually does a little more damage than most normal throws, a lot less than Chun's Strong throw though. Go for this throw when you want to keep a confortable distance from your oppponent or when you want to finish a round (the extra damage helps on this).
Special Moves
Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
|
 |
 |
 |
|
Frame Count |
2 |
2 |
7 |
1
|
Simplified |
12
|
Damage |
17[2] |
 |
 |
 |
 |
|
Stun |
9~15
|
Stun Timer |
100
|
|
Frame Count |
1 |
1 |
3 |
6 |
9...
|
Simplified |
40
|
Damage |
18[2] |
 |
 |
 |
 |
|
Stun |
9~15
|
Stun Timer |
100
|
|
Frame Count |
1 |
1 |
3 |
6 |
9...
|
Simplified |
40
|
Damage |
20[3] |
 |
 |
 |
 |
|
Stun |
9~15
|
Stun Timer |
100
|
|
Frame Count |
1 |
1 |
3 |
6 |
9...
|
Simplified |
40
|
Detailed Input: (← [0~6f] ↙ [0~6f] ↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
|
 |
 |
 |
 |
 |
 |
|
Frame Count (Jab) |
2 |
2 |
3 |
2 |
2 |
1 |
1
|
Simplified (Jab) |
13... (21)
|
Frame Count (Strong) |
2 |
2 |
3 |
2 |
3 |
1 |
1
|
Simplified (Strong) |
14... (22)
|
Frame Count (Fierce) |
2 |
2 |
4 |
2 |
4 |
1 |
1
|
Simplified (Fierce) |
16... (24)
|
|
 |
 |
 |
 |
|
Frame Count |
1 |
2 |
1 |
3 |
1
|
Simplified (Jab) |
...8 (21)
|
Simplified (Strong) |
...8 (22)
|
Simplified (Fierce) |
...8 (24)
|
Damage |
28[7] |
 |
 |
 |
|
Stun |
9~15
|
Stun Timer |
100
|
Frame Advantage |
+16
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
8 (32)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
8... (32)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (32)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8 (32)
|
Damage |
28[5] / 32[5] |
 |
 |
 |
|
Stun |
9~15
|
Stun Timer |
100
|
Frame Advantage |
+16
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
8 (48)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
8... (48)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (48)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (48)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (48)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...4 (48) |
4 (48)
|
NOTE: The higher damage value is for the last 4 active frames where the hitbox is bigger.
Damage |
32[5] |
 |
 |
 |
|
Stun |
9~15
|
Stun Timer |
100
|
Frame Advantage |
+16
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
8 (63)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
8... (63)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (63)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (63)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (63)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...8... (63)
|
|
 |
 |
 |
|
Frame Count |
3 |
1 |
3 |
1
|
Simplified |
...4 (63) |
4... (63)
|
|
 |
 |
|
Frame Count |
3 |
1 |
3
|
Simplified |
...7 (63)
|
|
 |
 |
 |
 |
 |
|
Frame Count (Jab) |
|
3 |
1 |
3 |
1 |
3
|
Simplified (Jab) |
11... (19)
|
Frame Count (Strong) |
|
3 |
1 |
3 |
1 |
3
|
Simplified (Strong) |
11... (19)
|
Frame Count (Fierce) |
1 |
3 |
1 |
3 |
1 |
3
|
Simplified (Fierce) |
12... (20)
|
|
 |
 |
 |
 |
|
Frame Count |
1 |
3 |
1 |
1 |
2
|
Simplified (Jab) |
...8 (19)
|
Simplified (Strong) |
...8 (19)
|
Simplified (Fierce) |
...8 (20)
|
- Yoga Teleport: (→↓↘/←↓↙ + PPP/KKK)
Detailed Input: (→/← [0~6f] ↓ [0~6f] ↘/↙ [0~6f] PPP/KKK)
|
 |
 |
 |
 |
 |
 |
|
Frame Count |
2 |
3 |
3 |
3 |
3 |
12 |
12
|
Simplified |
38
|
|
 |
 |
 |
 |
 |
|
Frame Count |
8 |
9 |
3 |
3 |
3 |
3
|
Simplified |
26 |
3
|