Marvel vs Capcom 2/Dhalsim/Combos: Difference between revisions

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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 > s.LP, slight pause, qcf + KK (without pause the super will whiff)
-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


-Jump d + LK > j.LP > j.HP, c.LK > c.LK > c.HK xx qcf + PP
-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)



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