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Dhalsim's most notable normal moves are the following: | Dhalsim's most notable normal moves are the following: | ||
'''st.MP''' - Best anti-air option, hits far above himself and can lead to combos on counterhit. | *'''st.MP''' - Best anti-air option, hits far above himself and can lead to combos on counterhit. | ||
'''st.MK''' - Furthest reaching non-command normal, generally you will cancel this straight into launcher on hit as his other heavy normals do not have the range to combo at max range. | *'''st.MK''' - Furthest reaching non-command normal, generally you will cancel this straight into launcher on hit as his other heavy normals do not have the range to combo at max range. | ||
'''st.LP''' - Fairly long range for a 4 frame normal, can be used to interrupt some pressure and can start a boost combo. | *'''st.LP''' - Fairly long range for a 4 frame normal, can be used to interrupt some pressure and can start a boost combo. | ||
'''st.HK''' - Sometimes works as an anti-air, and leads to combos without needing a counterhit. | *'''st.HK''' - Sometimes works as an anti-air, and leads to combos without needing a counterhit. | ||
'''cr.MP''' - Main hit confirm and frame trap tool as it leaves dhalsim with a large amount of frame advantage on hit or block. | *'''cr.MP''' - Main hit confirm and frame trap tool as it leaves dhalsim with a large amount of frame advantage on hit or block. | ||
'''cr.HP''' - Has enough hitstun to combo into Yoga Flame which allows you to convert into Dhalsim's most damaging combos in the corner. | *'''cr.HP''' - Has enough hitstun to combo into Yoga Flame which allows you to convert into Dhalsim's most damaging combos in the corner. | ||
'''cr.HK''' - Sweep for when you need a hard knockdown. | *'''cr.HK''' - Sweep for when you need a hard knockdown. | ||
'''j.HP''' - Fast to come out and has a lot of frame advantage on hit or block, making it a great normal to press after instant air teleports. | *'''j.HP''' - Fast to come out and has a lot of frame advantage on hit or block, making it a great normal to press after instant air teleports. | ||
=== Unique Attacks === | === Unique Attacks === | ||
'''f+MP''' - | *'''f+MP''' - | ||
'''f+HP''' - | *'''f+HP''' - | ||
'''f+LK''' - | *'''f+LK''' - | ||
'''f+MK''' - | *'''f+MK''' - | ||
'''f+HK''' - | *'''f+HK''' - | ||
'''df+LP''' - | *'''df+LP''' - | ||
'''df+MP''' - | *'''df+MP''' - | ||
'''df+HP''' - | *'''df+HP''' - | ||
'''df+LK''' - | *'''df+LK''' - | ||
'''df+MK''' - | *'''df+MK''' - | ||
'''df+HK''' - | *'''df+HK''' - | ||
'''f+j.LP''' - | *'''f+j.LP''' - | ||
'''f+j.MP''' - | *'''f+j.MP''' - | ||
'''f+j.HP''' - | *'''f+j.HP''' - | ||
'''f+j.LK''' - | *'''f+j.LK''' - | ||
'''f+j.MK''' - | *'''f+j.MK''' - | ||
'''f+j.HK''' - | *'''f+j.HK''' - | ||
'''d+j.K''' - Yoga Spear. This move is a dive kick with adjustable attack angles. The LK version goes much further horizontally, making it a good way to do things such as fly over projectiles, or potentially escape the corner. The MK version dives at a 45 degree angle, making it great for targeting the opponent's feet where you have the most hit advantage to combo from. The HK version travels almost straight down, making it very useful for baiting slow recovering anti-airs like a DP. | *'''d+j.K''' - Yoga Spear. This move is a dive kick with adjustable attack angles. The LK version goes much further horizontally, making it a good way to do things such as fly over projectiles, or potentially escape the corner. The MK version dives at a 45 degree angle, making it great for targeting the opponent's feet where you have the most hit advantage to combo from. The HK version travels almost straight down, making it very useful for baiting slow recovering anti-airs like a DP. | ||
'''d+j.HP''' - Yoga Mummy. Similar to Yoga Spear, however the attack angle cannot be adjusted. This move also deals more damage and travels slower while in the air, which can be used to make the opponent mistime their anti-airs. Can convert into combos if you hit the opponent anywhere below the head. | *'''d+j.HP''' - Yoga Mummy. Similar to Yoga Spear, however the attack angle cannot be adjusted. This move also deals more damage and travels slower while in the air, which can be used to make the opponent mistime their anti-airs. Can convert into combos if you hit the opponent anywhere below the head. | ||
'''f+LP''' - Razor Chop. This move is a very quick overhead that, while being a tough 1 frame link, does give enough frame advantage on hit to convert into a combo. | *'''f+LP''' - Razor Chop. This move is a very quick overhead that, while being a tough 1 frame link, does give enough frame advantage on hit to convert into a combo. | ||
'''d+PPP''' - Yoga Tower. Has lower and mid body invulnerability, allowing you to avoid certain moves. Can be cancelled into anything after 32 frames. This move is especially nice for avoiding most projectiles as the projectile will pass through Dhalsim instead of getting destroyed, which can mess up their timing and give Dhalsim another advantage in a fireball war. | *'''d+PPP''' - Yoga Tower. Has lower and mid body invulnerability, allowing you to avoid certain moves. Can be cancelled into anything after 32 frames. This move is especially nice for avoiding most projectiles as the projectile will pass through Dhalsim instead of getting destroyed, which can mess up their timing and give Dhalsim another advantage in a fireball war. | ||
Revision as of 17:53, 13 October 2022


Dhalsim
Ideal Team Position: Point
Dhalsim is a very mature and disciplined man. He is a pacifist but for some reason is one of the most recognizable Street Fighter characters. In this game, Dhalsim is partnered with Sagat.
I think we all know how Dhalsim plays by now, but I'll go over it anyways. Dhalsim is a keepway/zoning character. He has extremely long range normals, good special moves make to keep them out, and pretty much everything you'd want in a keepaway character. However, Dhalsim is lacking in literally every other aspect. His health is awful, his jumps are extremely floaty, he has terrible dashes and slow walkspeed, he doesn't do much damage, and doesn't have very much combo potential. Dhalsim relies on partners to cover his many weaknesses. However, what he does, he does well and can be a very valuable teammate since his keepaway is so good.
Strengths | Weaknesses |
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Moves
Normal Attacks




















































crossup





crossup





Unique Attacks


























































Throws









Special Moves






















Super Combo




Move Analysis
Normal Moves
Dhalsim's most notable normal moves are the following:
- st.MP - Best anti-air option, hits far above himself and can lead to combos on counterhit.
- st.MK - Furthest reaching non-command normal, generally you will cancel this straight into launcher on hit as his other heavy normals do not have the range to combo at max range.
- st.LP - Fairly long range for a 4 frame normal, can be used to interrupt some pressure and can start a boost combo.
- st.HK - Sometimes works as an anti-air, and leads to combos without needing a counterhit.
- cr.MP - Main hit confirm and frame trap tool as it leaves dhalsim with a large amount of frame advantage on hit or block.
- cr.HP - Has enough hitstun to combo into Yoga Flame which allows you to convert into Dhalsim's most damaging combos in the corner.
- cr.HK - Sweep for when you need a hard knockdown.
- j.HP - Fast to come out and has a lot of frame advantage on hit or block, making it a great normal to press after instant air teleports.
Unique Attacks
- f+MP -
- f+HP -
- f+LK -
- f+MK -
- f+HK -
- df+LP -
- df+MP -
- df+HP -
- df+LK -
- df+MK -
- df+HK -
- f+j.LP -
- f+j.MP -
- f+j.HP -
- f+j.LK -
- f+j.MK -
- f+j.HK -
- d+j.K - Yoga Spear. This move is a dive kick with adjustable attack angles. The LK version goes much further horizontally, making it a good way to do things such as fly over projectiles, or potentially escape the corner. The MK version dives at a 45 degree angle, making it great for targeting the opponent's feet where you have the most hit advantage to combo from. The HK version travels almost straight down, making it very useful for baiting slow recovering anti-airs like a DP.
- d+j.HP - Yoga Mummy. Similar to Yoga Spear, however the attack angle cannot be adjusted. This move also deals more damage and travels slower while in the air, which can be used to make the opponent mistime their anti-airs. Can convert into combos if you hit the opponent anywhere below the head.
- f+LP - Razor Chop. This move is a very quick overhead that, while being a tough 1 frame link, does give enough frame advantage on hit to convert into a combo.
- d+PPP - Yoga Tower. Has lower and mid body invulnerability, allowing you to avoid certain moves. Can be cancelled into anything after 32 frames. This move is especially nice for avoiding most projectiles as the projectile will pass through Dhalsim instead of getting destroyed, which can mess up their timing and give Dhalsim another advantage in a fireball war.
Normal Throws
Yoga Smash - Neutral / Forward throw, leaves the opponent directly in front of you, allowing numerous oki options or enough time to teleport away to reset neutral.
Yoga Throw - Back throw, tosses the opponent backwards, leaving them a full screens length away. Great way to get a lot of space away from your opponent to resume your zoning game, or gives you some time to set up the fullscreen fireball into teleport mixup game.
Special Moves
Yoga Fire -
- LP:
- MP:
- HP:
- EX:
Yoga Teleport -
- PPP:
- KKK:
- Backward:
Yoga Flame -
- LP:
- MP:
- HP:
- EX:
Yoga Blast -
- LK:
- MK:
- HK:
- EX:
Super Combos
Yoga Inferno -
Yoga Volcano -
Cross Art -
The Basics
Excerpt From SFxT Dossier: https://drive.google.com/file/d/1aShrPvnqta3JKFZFMkdB65fmR4v7nLmt/view
"Known for his atypically long limbs that are used to pester opponents from a distance, Dhalsim has been given the added benefit of combo potential thanks to the Cross Rush system giving him access to chains that allow him to easily confirm into a full combo. Whereas his close range normals were originally only accessible via holding back during hit buttons, they are instead tied to normal inputs while the “zoom” variants of those normals are reserved for F or DF. His teleport is still a very strong tool that allows him quick escapes from any situation that could lead to a crack in his defense, and his teleport can be Tiger Knee’d to lead to an instant overhead guessing game from the front or the back. Even if the opponents block, he can still cancel into a Yoga Fire that put the situation back in neutral, at which point Dhalsim can begin his next point of attack. However, he relies heavily on the Cross Rush system as his solo combo potential is quite limited. Dhalsim is best used in the front as his zoning can set the tone for the rest of the match and put pressure on the opponent to mount an offense significant enough to make up for how much time was lost trying to get in on him. In the meantime, Dhalsim should be able to create an opening where his partner can finish things off in ways that he cannot."
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.MP, st.MK ~ cr.HP xx HP+HK (205)
- cr.MP, st.MK ~ cr.HK (170)
- cr.MP, cr.HP xx hcb+HP, st.LK, cr.MP, df+HK (332, Corner)
- cr.HP xx hcb+HP, cr.MP, cr.MP, cr.HP xx hcb+MK (409, Corner)
- f+LP, df+LK xx qcf+P (100, Overhead)
Meter Combos
- f+LP, df+LK xx qcf+PP, st.MK ~ HP+HK (196, Overhead, 1 bar)
- cr.MP, cr.HP xx qcb+PPP (358, 2 bar)
- cr.MP, cr.HP xx qcb+HP, cr.MP, cr.MP, cr.HP xx qcb+KKK (503, Corner, 2 bar)
- cr.MP, cr.HP xx qcf+MP+MK (274+, 3 bar)
Juggle Combos
- cr.MP, cr.MP, df+HK
- cr.MP, st.MK xx hcb+HP
- cr.MP, df+LK, cr.HP xx hcb+LK
- cr.MP, cr.MP, cr.HP xx hcb+LK
- st.LP, HP+HK
Anti-Air / Air-to-Air Combos
- st.HK, df+HK (180)
- CH st.MP, df+LK, cr.HP xx qcb+LP (268)
- hcb+HP, f+HP (260, Yoga Blast has to hit very late for this to work)
- CH f+HK, f.HP (192)