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== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
''Dhalsim spends a lot of time meditating to find inner peace but the economy interrupted his meditation and now hes gone apeshit. | ''Dhalsim spends a lot of time meditating to find inner peace but the economy interrupted his meditation and now hes gone apeshit.'' | ||
----- | ----- | ||
'''Dhalsim''' is the iconic stretchy-limbs zoner from the original Street Fighter II lineup, and he reprises his role here as a powerful long-range space controller with a tool for every situation. This incarnation of the character is much closer to his Marvel form than anything from Street Fighter, and it shows in his toolkit. His iconic far normals have been made '''fully cancelable''' along with having '''full normal chains,''' easily able to force the opponent to the corner with massive buttons. Additionally, one of his biggest weaknesses as a character has been slightly resolved in Remix, as his famously low speed has been remedied with an '''8-way airdash,''' which in combination with his '''Yoga Teleport,''' gives Dhalsim an unparalleled amount of freedom in his aerial movement. Additionally, his Yoga Mummy and Yoga Spear return as command normals, known more colloquially as Dhalsim's '''drills.''' His suite of fireballs has been improved from Ultra, and his iconic '''Yoga Fire''' can be done on the ground or in the air, allowing Dhalsim to control the opponent's movement from nearly anywhere. | |||
His supers, while dysfunctional in nature from first glance, can all be used to great effect, the highlight of them being '''Yoga Catastrophe,''' a long-range setplay fireball that stays out for even longer than it did in Ultra. Between his EX moves and supers, Dhalsim has a surprising amount of ways to meter dump in combos to excellent effect, leaving him with surprisingly high damage for a zoner. Zoning is a difficult job to do in Remix, but Dhalsim has just about all the tools you would want for the job - with amazing fireballs, long-ranged pokes, and great damage if the opponent just so happens to get close, Dhalsim is as close as you'll get to a traditional keepaway character in Remix. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Excellent Zoning:''' Dhalsim is best-in-class when it comes to keeping the opponent away, and playing neutral against him forces the opponent to deal with a minefield of massive normals that force you further back on hit or block. His slides and Yoga Dodge additionally give him a surprising amount of anti-fireball tools, meaning that trying to beat him at his own game won't be very effective. There aren't many others in Remix who play Dhalsim's unique brand of zoning, and it's by far his most defining trait. | ||
* '''Amazing Mobility:''' Between grounded slides, Yoga Teleport, an 8-way airdash and his air drills, Dhalsim is shockingly mobile for his archetype. Although he won't exactly be beating rushdown characters in a walk speed contest, he can more than handle his own when it comes to dealing with some of the game's faster characters. | |||
* ''' | |||
| cons = | | cons = | ||
* ''' | * '''Technical:''' Dhalsim is uniquely difficult for a game as straightforward as Remix, and is simultaneously hard to pick up and even harder to master. His defense is very bad without resources, and although his anti-air game is manageable enough, it's very hard to balance running offense of your own while keeping the opponent at a distance where they can't run you over. Dhalsim specialists should feel right at home with his toolkit, but for newcomers to the character, beware. | ||
* ''' | * '''Squishy:''' Dhalsim has 900HP, the second-lowest in the game, and his defense is weak without resources. This means that when Dhalsim is losing, he's generally losing hard, and one bad play could lead to the end of your round, even from full health. | ||
* ''' | * '''Fish Out of Water:''' Dhalsim is an extremely strange character in the context of Remix - he relies on and cherishes his fireball game above nearly all else along with his normals, but he exists in a game with extraordinarily powerful anti-fireball and whiff punishing tools. Players may feel alienated by Dhalsim's style, as he requires supreme patience in a game that overwhelmingly supports offensive playstyles and mindsets. He's about the furthest thing from a beginner-friendly character, in terms of both execution and the amount of game knowledge required to make him work. While the character isn't inherently weaker for any of these reasons, it's something a player should consider if they find themselves interested in Dhalsim. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 20:32, 23 August 2024
Introduction
Dhalsim spends a lot of time meditating to find inner peace but the economy interrupted his meditation and now hes gone apeshit.
Dhalsim is the iconic stretchy-limbs zoner from the original Street Fighter II lineup, and he reprises his role here as a powerful long-range space controller with a tool for every situation. This incarnation of the character is much closer to his Marvel form than anything from Street Fighter, and it shows in his toolkit. His iconic far normals have been made fully cancelable along with having full normal chains, easily able to force the opponent to the corner with massive buttons. Additionally, one of his biggest weaknesses as a character has been slightly resolved in Remix, as his famously low speed has been remedied with an 8-way airdash, which in combination with his Yoga Teleport, gives Dhalsim an unparalleled amount of freedom in his aerial movement. Additionally, his Yoga Mummy and Yoga Spear return as command normals, known more colloquially as Dhalsim's drills. His suite of fireballs has been improved from Ultra, and his iconic Yoga Fire can be done on the ground or in the air, allowing Dhalsim to control the opponent's movement from nearly anywhere.
His supers, while dysfunctional in nature from first glance, can all be used to great effect, the highlight of them being Yoga Catastrophe, a long-range setplay fireball that stays out for even longer than it did in Ultra. Between his EX moves and supers, Dhalsim has a surprising amount of ways to meter dump in combos to excellent effect, leaving him with surprisingly high damage for a zoner. Zoning is a difficult job to do in Remix, but Dhalsim has just about all the tools you would want for the job - with amazing fireballs, long-ranged pokes, and great damage if the opponent just so happens to get close, Dhalsim is as close as you'll get to a traditional keepaway character in Remix.
Strengths | Weaknesses |
---|---|
|
|
Dhalsim | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 900 |
Chains | L>M>H |
Walkspeed | 1 (Very Slow) |
Forward Dash Duration | 35 frames |
Forward Dash Distance | 1.9 |
Backdash Duration | 27 frames |
Backdash Invuln | 8 frames |
Unique Movement | 8-Way Airdash |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Dhalsim is a video game character from the Street Fighter series, first appearing in Street Fighter II. He is a Yoga Master who possesses the ability to stretch his body and conjure fire.