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{{USFIVMoveListRow|Dhalsim|BackLP| | {{USFIVMoveListRow|Dhalsim|BackLP| | ||
Back LP|Back Jab|Back lp|| | Back LP|Back Jab|Back lp|| | ||
This is officially Dhalsim's overhead. The move should be avoided for the most part as it has a glacially long startup. It's worth noting however that the move has two hurt boxes, one of which can hit standing enemies and the other can hit crouching enemies. To hit a standing enemy you have to wait 14 frames and only generate +1 frame advantage on hit. To hit a crouching character you have to wait an unbearable 17 frames, but you do get +4 frame advantage on hit, which is enough to link into a variety of 3 and 4 frame moves, most notably the Light Kick slide. | |||
}} | }} | ||
{{USFIVMoveListRow|Dhalsim|BackMP| | {{USFIVMoveListRow|Dhalsim|BackMP| | ||
Back MP|Back Strong|Back mp|| | Back MP|Back Strong|Back mp| speccancel supercancel| | ||
A surprisingly effective upwards karate chop with a fast startup. This move does not extend a hit box into the air and so it makes a good counter to characters that make the mistake of attacking from directly over Dhalsim's head. This and back Heavy Kick cover similar but different areas above Dhalsim and it's worth the time to learn the difference between them. You can cancel this move into LP Yoga Flame if timed correctly. | |||
}} | }} | ||
{{USFIVMoveListRow|Dhalsim|BackHP| | {{USFIVMoveListRow|Dhalsim|BackHP| | ||
Back HP|Back Fierce|Back hp|| | Back HP|Back Fierce|Back hp| speccancel supercancel| | ||
A two hit headbutt that is Dhalsim's most damaging normal move at 110 total damage. Only the first hit of this move can be canceled into special or super attacks, but it packs a surprisingly long hit stun, allowing you to cancel into MP Yoga Flame. | |||
}} | }} | ||
{{USFIVMoveListRow|Dhalsim|BackLK| | {{USFIVMoveListRow|Dhalsim|BackLK| | ||
Back LK|Back Short|Back lk|| | Back LK|Back Short|Back lk| speccancel supercancel| | ||
( | Dhalsim performs a short range shin kick that turns out to be one of his most underrated moves. As far as light moves go it does a respectable 30 damage and starts up in 3 frames, but most importantly provides a frame advantage of exactly +2 on hit. This makes it impossible to link with itself (which would a combo and be subject to damage scaling) but also completely impossible for an opponent to do anything proactive before being hit by the next one. Safely spam it to get people off of you. | ||
}} | }} | ||
{{USFIVMoveListRow|Dhalsim|BackMK| | {{USFIVMoveListRow|Dhalsim|BackMK| | ||
Back MK|Back Forward|Back mk|| | Back MK|Back Forward|Back mk| speccancel supercancel| | ||
( | Dhalsim extends his leg out quite far for a flat foot kick. This move is most notable as the longest reaching special cancel-able move Dhalsim has (except for his slides) and for doing good damage. You will see many high level players use this as a go-to poke to cancel into LP Yoga Flame on hit. | ||
}} | }} | ||
{{USFIVMoveListRow|Dhalsim|BackHK| | {{USFIVMoveListRow|Dhalsim|BackHK| | ||
Back HK|Back Roundhouse|Back hk|| | Back HK|Back Roundhouse|Back hk|| | ||
An upwards knee thrust with a deceptively large hurt box. Although Dhalsim does not appear to raise his knee very high this move's actual hurtbox is about the size of a beach ball and extends well above his head. This move makes for a fantastic anti-air for enemies that come in too close or who are counting on being able to stuff or trade with any long range limbs you extend. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Crouching Long-Ranged Normals === | === Crouching Long-Ranged Normals === |
Revision as of 21:59, 16 February 2015

Dhalsim
Although greatly opposed to violence and its antithetical nature to his yoga practices, Dhalsim has become one of the most powerful warriors on the Street Fighter circuit thanks to his intense training, meditation, and practice with the yoga arts. Originally, he entered Street Fighting as a means to financially save his village from an epidemic but, after discovering the corruption and evils behind the workings of the circuit, Dhalsim has vowed to purge the world of these evils and continues to fight as a means to that end.
In a nutshell
The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Stand MP: startup reduced to 9 frames from 10 frames; Hit Stun and Block Stun reduced by 1 frame
- Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50
- Back + MK: Pushback on hit and block reduced
- Stand HP: Damage increased to 80 from 75; on hit is now +1 from 0
- Back + HK: Damage increased to 100 from 90
- Yoga Blast: Light version Hurtbox reduced
- Yoga Blast: Medium version startup reduced to 14 frames from 15 frames
- EX Yoga Flame: Damage increased to 70 + 70 from 50 + 70; Hitbox slightly expanded horizontally
- EX Yoga Blast: Damage increased to 90 + 60 from 90 + 50; Hitbox slightly expanded forward
- Yoga Shangri-La (UC2): Grab range slightly increased; input changed to QCF QCF + KKK in air from QCF QCF + PPP in air
(New to Ultra SFIV Console Digital Release)
- Back + HP: Startup reduced to 5 frames from 7 frames
- EX Yoga Flame: Damage decreased to 50+50 from 50+70; recovery reduced to 13 frames from 16 frames
- EX Yoga Flame: Hitbox slightly expanded horizontally; on hit now allows for a Free Juggle
- Yoga Catastrophe (UC1): can now be activated even when Yoga Fire remains on-screen
(Removed from Ultra SFIV Arcade Japan)
Back + LK: Damage increased to 40 from 30Stand MK: Changed to two hits; total damage increased to 70 total (40 + 30) from 60; stun damage total remains same at 100, but redistributed to 50 + 50EX Yoga Blast: On hit now causes Soft Knockdown instead of Hard Knockdown
Character Specific Data
Dhalsim
VITALS | |||||
---|---|---|---|---|---|
Health: | 900 | Stun: | 900 | W-Ultra Scaling: | 60% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.025 | Forward Dash Distance: | 1.80 | ||
Back Walk Speed: | 0.02 | Forward Dash Total Frames: | 32 | ||
JUMPING | Back Dash Distance: | 1.43 | |||
Jump Height Apex: | 2.21 | Back Dash Total Frames: | 29 | ||
Jump Total Frames: | 59 (3+56) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 2.20 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 2.20 | Back Dash Recovery: | 11 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 1.01 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 1.01 | Face Down Total Frames: | 22 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Back LP | Hard Knockdowns: | Crouch HK, Down/Back HK, Yoga Blast, EX Yoga Blast | ||
Low Attacks: | Crouch LP, Crouch MP, Crouch HP, Crouch LK, Crouch MK, Crouch HK, Down/Back LK, Down/Back MK, Down/Back HK | Armor Breakers: | Yoga Flame | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 20 | L1 EX Red Focus Attack Combo Lead-Ins: | Back HP (1st Hit), LP/EX Yoga Fire | ||
Level 2 Focus Startup Frames: | 28 | ||||
Level 3 Focus Startup Frames: | 58 | ||||
L1 Focus Attack Forward Dash: | -16 | L2 FA Forward Dash (On Block): | -10 | ||
L1 Focus Attack Back Dash: | -13 | L2 FA Back Dash (On Block): | -7 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Long-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP |
Far Jab | lp | speccancel supercancel |
~~ Uses and Strategies ~~ Dhalsim thrusts his arm straight out for a knifehand strike. The main use of this move is it's long reach and the lack of a hitbox on the arm, making it suitable for reaching into an enemy's hurtbox to poke them. | ||||
File:No image.png |
Stand MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ A long range punch with a very fast speed and respectable damage. It reaches nearly as far as standing Heavy Punch and is great for interrupting people. | ||||
File:No image.png |
Stand HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ One of the best normals in the game. It reaches a full three quarters of the screen and has a low profile that can slip under projectiles. Be aware that it has a large hurtbox though and can be easily punished if used too predictably. | ||||
File:No image.png |
Stand LK |
Far Short | lk | |
~~ Uses and Strategies ~~ Dhalsim extends his foot out in a long sweep that hits very low down but is still considered a mid-level attack for purposes of blocking. This move has a variety of uses for poking people at range without exposing a chest level hitbox to punish and generating good frame advantage. | ||||
File:No image.png |
Stand MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ A long range kick that hits at about head level for most characters. Like standing Medium Punch it's quick enough to interrupt a variety of things but has a little less horizontal range. On the flip side it the higher hurt box makes it a good way to stuff or discourage jumping and makes a quick anti-air that comes out a lot faster than standing Heavy Kick. | ||||
File:No image.png |
Stand HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Dhalsim's roundhouse is very similar to standing Medium Kick except that it comes out about 50% slower and hits at a slightly higher angle which can cause it to easily miss many standing characters if they aren't right next to you. It is one of his most damaging normals however. |
Standing Short-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Back LP |
Back Jab | Back lp | |
~~ Uses and Strategies ~~ This is officially Dhalsim's overhead. The move should be avoided for the most part as it has a glacially long startup. It's worth noting however that the move has two hurt boxes, one of which can hit standing enemies and the other can hit crouching enemies. To hit a standing enemy you have to wait 14 frames and only generate +1 frame advantage on hit. To hit a crouching character you have to wait an unbearable 17 frames, but you do get +4 frame advantage on hit, which is enough to link into a variety of 3 and 4 frame moves, most notably the Light Kick slide. | ||||
File:No image.png |
Back MP |
Back Strong | Back mp | speccancel supercancel |
~~ Uses and Strategies ~~ A surprisingly effective upwards karate chop with a fast startup. This move does not extend a hit box into the air and so it makes a good counter to characters that make the mistake of attacking from directly over Dhalsim's head. This and back Heavy Kick cover similar but different areas above Dhalsim and it's worth the time to learn the difference between them. You can cancel this move into LP Yoga Flame if timed correctly. | ||||
File:No image.png |
Back HP |
Back Fierce | Back hp | speccancel supercancel |
~~ Uses and Strategies ~~ A two hit headbutt that is Dhalsim's most damaging normal move at 110 total damage. Only the first hit of this move can be canceled into special or super attacks, but it packs a surprisingly long hit stun, allowing you to cancel into MP Yoga Flame. | ||||
File:No image.png |
Back LK |
Back Short | Back lk | speccancel supercancel |
~~ Uses and Strategies ~~ Dhalsim performs a short range shin kick that turns out to be one of his most underrated moves. As far as light moves go it does a respectable 30 damage and starts up in 3 frames, but most importantly provides a frame advantage of exactly +2 on hit. This makes it impossible to link with itself (which would a combo and be subject to damage scaling) but also completely impossible for an opponent to do anything proactive before being hit by the next one. Safely spam it to get people off of you. | ||||
File:No image.png |
Back MK |
Back Forward | Back mk | speccancel supercancel |
~~ Uses and Strategies ~~ Dhalsim extends his leg out quite far for a flat foot kick. This move is most notable as the longest reaching special cancel-able move Dhalsim has (except for his slides) and for doing good damage. You will see many high level players use this as a go-to poke to cancel into LP Yoga Flame on hit. | ||||
File:No image.png |
Back HK |
Back Roundhouse | Back hk | |
~~ Uses and Strategies ~~ An upwards knee thrust with a deceptively large hurt box. Although Dhalsim does not appear to raise his knee very high this move's actual hurtbox is about the size of a beach ball and extends well above his head. This move makes for a fantastic anti-air for enemies that come in too close or who are counting on being able to stuff or trade with any long range limbs you extend. |
Crouching Long-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Short-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Down/Back LP |
Down/Back Jab | Down/Back lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Down/Back MP |
Down/Back Strong | Down/Back mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Down/Back HP |
Down/Back Fierce | Down/Back hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Down/Back LK |
Down/Back Short | Down/Back lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Down/Back MK |
Down/Back Forward | Down/Back mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Down/Back HK |
Down/Back Roundhouse | Down/Back hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Jumping Long-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Jump LP |
Jump Jab | Jump lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MP |
Jump Strong | Jump mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HP |
Jump Fierce | Jump hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump LK |
Jump Short | Jump lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MK |
Jump Forward | Jump mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HK |
Jump Roundhouse | Jump hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Jumping Short-Ranged Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Jump Back LP |
Jump Back Jab | Jump Back lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump Back MP |
Jump Back Strong | Jump Back mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump Back HP |
Jump Back Fierce | Jump Back hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump Back LK |
Jump Back Short | Jump Back lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump Back MK |
Jump Back Forward | Jump Back mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump Back HK |
Jump Back Roundhouse | Jump Back hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Tower |
Yoga Tower | d + 3p | Continue holding d to stay in tower pose longer |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Mummy |
Headroll | (in air) d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Spear |
Drill | (in air) d + k | Use lk for nearly horizontal attack, mk for a 45 degree angle attack, and hk for a nearly vertical attack |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Smash |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Fire |
Yoga Fire | qcf + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Flame |
Yoga Flame | hcb + p ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Blast |
Yoga Blast | hcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Yoga Teleport |
Teleport | dp or rdp + 3p or 3k | dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Air Yoga Teleport |
Air Teleport | (in air) dp or rdp + 3p or 3k | Always reappears at same height as performed; dp + 3p next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go backwards as far as the screen allows |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Inferno |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Yoga Catastrophe |
Ultra Combo I | qcf qcf + 3p | |
~~ Uses and Strategies ~~ It might not look like it, but Yoga Catastrophe is arguably one of the best Ultra Combos in the game. It has an insanely fast recovery, makes for incredible setups that dish out huge damage, and takes a long time to dissipate. You can toss this Ultra out immediately after a hard knockdown to gain some free chip damage, or you can use it to put yourself in a better position, whether it's behind your opponent for a high-damaging mixup attempt, or back in the distance where Dhalsim belongs. Using this Ultra almost always gives you immediate control of the match for a split-second, and that split-second might be all you need for a much-needed comeback. | ||||
File:No image.png | Yoga Shangri-La | Ultra Combo II | (in air) qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data