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(→Combos: Updated combo section's notation a little more, added a section for Dhalsim's links.) |
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{{MVC2 Character Subnav|char= dhalsim|full=Dhalsim|short=SIM|sub=1}} | {{MVC2 Character Subnav|char= dhalsim|full=Dhalsim|short=SIM|sub=1}} | ||
== Combo Notation == | == Combo Notation == | ||
no abbreviation = standing normal | no abbreviation = close standing normal | ||
f. = far standing normal | |||
c. = crouch | c. = crouch | ||
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==Midscreen== | ==Midscreen== | ||
-Dash c.LK > | -Dash c.LK > LP, slight pause, qcf + KK (without pause the super will whiff, technically will combo reset but it is inescapable.) | ||
-Dash hcb + HK, dash c.LK > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HK | -Dash hcb + HK, dash c.LK > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HK | ||
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-j.d.LK > j.HK, dash LP > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HP/HK | -j.d.LK > j.HK, dash LP > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HP/HK | ||
- | -j.d.LK > j.LP > j.HP, c.LK > c.LK > c.HK xx qcf + PP | ||
==Links== | |||
-Dhalsim can use close c.MP to link into either far LK or far LP. This enables better pressure, forces your opponent away, and gives you a route to start using super jump air dash to start mixing your opponent. | |||
-Dash, close c.LP > c.MP, f.LK > MK > HK | |||
-Dash, close c.LP > c.HP, f.LK > MK > HK | |||
Revision as of 15:17, 30 September 2024
Combo Notation
no abbreviation = close standing normal
f. = far standing normal
c. = crouch
j. = jump
SJ = Super Jump
xx = cancel
> = chain combo route
Midscreen
-Dash c.LK > LP, slight pause, qcf + KK (without pause the super will whiff, technically will combo reset but it is inescapable.)
-Dash hcb + HK, dash c.LK > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HK
-Dash hcb + HK xx qcf + PP (hold up to steer super correctly.)
Corner Only
-Corner When close, f + HK, dash c.LK > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HP > j.HK > j.d + HP > j.d + HK
-Corner qcf + LP, dash(x2) LK > LK > HK xx hcb + LK xx qcf + PP
Jump-in Starter
-j.HP, dash df.HP xx SJ, j.LP > j.LK > j.LP > j.LK, f + HP
-j.d.LK > j.HK, dash LP > LP xx SJ, j.LP > j.LK > j.LP > j.LK > j.HP/HK
-j.d.LK > j.LP > j.HP, c.LK > c.LK > c.HK xx qcf + PP
Links
-Dhalsim can use close c.MP to link into either far LK or far LP. This enables better pressure, forces your opponent away, and gives you a route to start using super jump air dash to start mixing your opponent.
-Dash, close c.LP > c.MP, f.LK > MK > HK
-Dash, close c.LP > c.HP, f.LK > MK > HK
Magnetro's Dhalsim Hitbox Combo Tutorial.
Older Dhalsim Videos (Visual Quality may be low)