Super Street Fighter 2 Turbo/O. Dhalsim: Difference between revisions

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===Throws===
===Throws===
Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.
Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown.
*<b>Yoga Smash a.k.a. Noogie:</b> (←/→ + Strong)
*<b>Yoga Smash a.k.a. Noogie:</b> (←/→ + Strong)
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Revision as of 17:14, 31 August 2012

ST Main Page
The Characters

Old Dhalsim's portrait in Super Turbo

Introduction

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
Dhalsim-old1.gif Dhalsim-old2.gif

--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.

Moves Analysis

Normal Moves

Ground Normals

Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.

  • Close Standing Jab:
Damage 12 ODhalsim stcljab1.png ODhalsim stcljab2.png ODhalsim stcljab3.png ODhalsim stcljab4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes/No
Frame Advantage ?
Frame Count 2 3 6 5
Simplified 1 + 2 9 5


  • Far Standing Jab:
Damage 11 ODhalsim stfarjab1.png ODhalsim stfarjab2&4.png ODhalsim stfarjab3.png ODhalsim stfarjab2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count 2 3 6 5
Simplified 1 + 5 6 5


  • Close Crouching Jab:
Damage 12 ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crcljab2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 2 4 5
Simplified 1 + 2 4 5


  • Far Crouching Jab:
Damage 11 ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9


  • Close Standing Strong:
Damage 16 ODhalsim stclstrng1&5.png ODhalsim stclstrng2.png ODhalsim stclstrng3.png ODhalsim stclstrng4.png ODhalsim stclstrng1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes/No
Frame Advantage ?
Frame Count 2 3 6 4 1
Simplified 1 + 2 9 5


  • Far Standing Strong:
Damage 14 ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng3.png ODhalsim stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarstrng5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng1&7 stfarfrc1.png
Frame Count 4 4 1
Simplified 9


  • Close Crouching Strong:
Damage 16 ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crclstrng2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 3 5 7
Simplified 1 + 3 5 7


  • Far Crouching Strong:
Damage 14 ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarstrng4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9


  • Close Standing Fierce:
Damage 19+19 ODhalsim stclfrc1.png ODhalsim stclfrc2&6.png ODhalsim stclfrc3.png ODhalsim stclfrc4.png ODhalsim stclfrc5.png ODhalsim stclfrc2&6.png
Stun 10~16+10~16
Stun Timer 80+80
Chain Cancel No
Special Cancel Yes*/No
Frame Advantage ?
Frame Count 2 3 3 8 10 7
Simplified 1 + 5 3 8 17


  • Far Standing Fierce:
Damage 17 ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc3.png ODhalsim stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarfrc5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc7.png
Frame Count 10 8 1
Simplified 19


  • Close/Far Crouching Fierce:
Damage 17 ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crclfrc4 crfarfrc4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 4 4 6 10 9
Simplified 1 + 11 6 19


  • Close Standing Short:
Damage 12 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclshrt2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 3 8 5
Simplified 1 + 3 8 5


  • Far Standing Short:
Damage 11 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt3.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt5.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count 2 3 8 4 4 1
Simplified 1 + 5 8 9


  • Close/Far Crouching Short:
Damage 11 ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crclshrt2 crfarshrt2.png ODhalsim crclshrt3 crfarshrt3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 1 1 14 5
Simplified 1 + 2 14 5


  • Close Standing Forward:
Damage 16 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclfrwrd2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 3 8 5
Simplified 1 + 3 8 5


  • Far Standing Forward:
Damage 14 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarfrwrd2.png ODhalsim stfarfrwrd3.png ODhalsim stfarfrwrd4.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count 2 3 8 4 5
Simplified 1 + 5 8 9


  • Close Crouching Forward:
Damage 16 ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png ODhalsim crclfrwrd2.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 1 8 5
Simplified 1 + 1 8 5


  • Far Crouching Forward:
Damage 14 ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crfarfrwrd3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 4 16 5
Simplified 1 + 7 16 5


  • Close Standing Roundhouse:
Damage 19 ODhalsim stclrh1&7.png ODhalsim stclrh2&6.png ODhalsim stclrh3&5.png ODhalsim stclrh4.png ODhalsim stclrh3&5.png ODhalsim stclrh2&6.png ODhalsim stclrh1&7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 2 8 3 4 1
Simplified 1 + 8 8 8


  • Far Standing Roundhouse:
Damage 17 ODhalsim stfarrh1.png ODhalsim stfarrh2.png ODhalsim stfarrh3.png ODhalsim stfarrh4.png ODhalsim stfarrh5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 1 2 3 4 6
Simplified 1 + 10 6
ODhalsim stfarrh6.png ODhalsim stfarrh7.png ODhalsim stfarrh8.png
Frame Count 10 8 1
Simplified 19


  • Close/Far Crouching Roundhouse:
Damage 17 ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclrh3 crfarrh3.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 4 18 20 1
Simplified 1 + 7 18 21

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 12 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njjab3 djjab3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 1~7
Stun Timer 40
Frame Count 3 4 16 ?
Simplified 7 16


  • Neutral/Diagonal Jumping Strong:
Damage 16 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njstrng3 djstrng3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 10 ?
Simplified 7 10


  • Neutral/Diagonal Jumping Fierce:
Damage 21 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njfrc3 djfrc3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 4 ?
Simplified 7 4


  • Neutral/Diagonal Jumping Short:
Damage 12 ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njshrt3 djshrt3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 1~7
Stun Timer 40
Frame Count 4 6 18 4
Simplified 10 18


  • Neutral/Diagonal Jumping Forward:
Damage 16 ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njfrwrd3 djfrwrd3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 5~11
Stun Timer 50
Frame Count 4 6 12 4
Simplified 10 12


  • Neutral/Diagonal Jumping Roundhouse:
Damage 21 ODhalsim njrh1 djrh1.png ODhalsim njrh2 djrh2.png ODhalsim njrh3 djrh3.png ODhalsim njrh4 djrh4.png ODhalsim njrh5 djrh5.png ODhalsim njrh6 djrh6.png ODhalsim njrh7 djrh7.png ODhalsim njrh8 djrh8.png
Stun 11~17
Stun Timer 60
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 16 ODhalsim mummy1.png File:ODhalsim mummy2anm.png
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 16 ODhalsim drill1.png File:ODhalsim drill2anm.png
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.

  • Yoga Smash a.k.a. Noogie: (←/→ + Strong)
Damage 26 + 4*n ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Set amount of hits 6
Holds do no stun
Range (from axis) 64
(from throwable box) 29


  • Yoga Throw: (←/→ + Fierce)
Damage 34 ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 64
(from throwable box) 29

Special Moves

All motions are listed under the assumption that Dhalsim is facing right.

  • Yoga Fire: (↓↘→ + P)

Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim fire1.png ODhalsim fire2.png ODhalsim fire3.png ODhalsim fire4.png
Frame Count 2 2 7 1
Simplified 12
  • Active:
  • Jab Version:
Damage 15 ODhalsim fire5.png ODhalsim fire6jab.png ODhalsim fire7jab.png ODhalsim fire8jab.png ODhalsim fire9jab.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 3 6 9...
Simplified 40
  • Strong Version:
Damage 16 ODhalsim fire5.png ODhalsim fire6strng.png ODhalsim fire7strng.png ODhalsim fire8strng.png ODhalsim fire9strng.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 3 6 9...
Simplified 40
  • Fierce Version:
Damage 17 ODhalsim fire5.png ODhalsim fire6frc.png ODhalsim fire7frc.png ODhalsim fire8frc.png ODhalsim fire9frc.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 3 6 9...
Simplified 40


  • Yoga Flame: (←↙↓↘→ + P)

Detailed Input: (← [0~6f] ↙ [0~6f] ↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim flame1.png ODhalsim flame2.png ODhalsim flame3.png ODhalsim flame4.png ODhalsim flame5.png ODhalsim flame6.png ODhalsim flame7.png
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)
ODhalsim flame8.png ODhalsim flame9.png ODhalsim flame10.png ODhalsim flame11.png ODhalsim flame12.png
Frame Count 1 2 1 3 1
Simplified (Jab) ...8 (21)
Simplified (Strong) ...8 (22)
Simplified (Fierce) ...8 (24)
  • Active:
  • Jab Version:
Damage 24 ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Count 3 1 3 1
Simplified 8 (32)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (32)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (32)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8 (32)
  • Strong Version:
Damage 24 ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Count 3 1 3 1
Simplified 8 (48)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (48) 4 (48)
  • Fierce Version:
Damage 27 ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Count 3 1 3 1
Simplified 8 (63)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame39frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (63) 4... (63)
ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png ODhalsim flame43frc.png
Frame Count 3 1 3
Simplified ...7 (63)
  • Recovery:
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame29jab 37strng 45frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame31jab 39strng 47frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame33jab 41strng 49frc.png
Frame Count (Jab) X 3 1 3 1 3
Simplified (Jab) 11... (19)
Frame Count (Strong) X 3 1 3 1 3
Simplified (Strong) 11... (19)
Frame Count (Fierce) 1 3 1 3 1 3
Simplified (Fierce) 12... (20)
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame35jab 43strng 51frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame37jab 45strng 53frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png
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)

  • Before Teleporting:
ODhalsim teleport1.png ODhalsim teleport2.png ODhalsim teleport3&21.png ODhalsim teleport4&20.png ODhalsim teleport5&19.png File:ODhalsim teleport6&8&10&14&16&18anm.png ODhalsim teleport12&13.png
Frame Count 2 3 3 3 3 12 12
Simplified 38
  • After Teleporting:
ODhalsim teleport12&13.png File:ODhalsim teleport6&8&10&14&16&18anm.png ODhalsim teleport5&19.png ODhalsim teleport4&20.png ODhalsim teleport3&21.png ODhalsim teleport22.png
Frame Count 8 9 3 3 3 3
Simplified 26 3

The Basics

Advanced Strategy

Match-ups

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