Introduction
Character Specific Information
Color Option
Default | Start |
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Moves List
Normal Moves
- Standing Normal Moves (st.)
- Close Normal Moves (st.)
- Crouching Normal Moves (cr.)
- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
Unique Moves
Throw Moves
Special Moves
Hitboxes
Standing Normals
- Standing LP:
- Standing MP:
File:Sf2hf-dhalsim-cllp-r3.png | ![]() |
File:Sf2hf-dhalsim-mp-a.png | ![]() |
File:Sf2hf-dhalsim-mp-r2.png | File:Sf2hf-dhalsim-cllp-r3.png |
4 | 2 | 2 | 3 | 3 | 1 |
6 | 2 | 7* |
- Standing HP:
File:Sf2hf-dhalsim-cllp-r3.png | File:Sf2hf-dhalsim-hp-s1.png | ![]() |
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File:Sf2hf-dhalsim-hp-s1.png | File:Sf2hf-dhalsim-cllp-r3.png |
3 | 3 | 4 | 6 | 10 | 7 | 1 |
6 | 10 | 18* |
- Standing LK:
File:Sf2hf-dhalsim-cllp-r3.png | ![]() |
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File:Sf2hf-dhalsim-cllp-r3.png |
3 | 2 | 2 | 4 | 3 | 3 | 1 |
7 | 4 | 7* |
- Standing MK:
File:Sf2hf-dhalsim-cllp-r3.png | File:Sf2hf-dhalsim-mk-s1.png | ![]() |
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File:Sf2hf-dhalsim-mk-s1.png | File:Sf2hf-dhalsim-cllp-r3.png |
3 | 2 | 2 | 4 | 3 | 3 | 1 |
7 | 4 | 7* |
- Standing HK:
File:Sf2hf-dhalsim-cllp-r3.png | ![]() |
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File:Sf2hf-dhalsim-hk-a2.png |
4 | 3 | 6 | 5 |
7 | 11 |
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File:Sf2hf-dhalsim-cllk-s1.png | File:Sf2hf-dhalsim-cllp-r3.png |
5 | 5 | 5 | 5 | 1 |
21* |
Close Standing Normals
- Close Standing LP:
- Close Standing MP:
File:Sf2hf-dhalsim-cllp-r3.png | File:Sf2hf-dhalsim-clmp-s.png | File:Sf2hf-dhalsim-clmp-a.png | File:Sf2hf-dhalsim-clmp-s.png | File:Sf2hf-dhalsim-cllp-r3.png |
1 | 2 | 4 | 2 | 1 |
3 | 4 | 3* |
- Close Standing LK:
File:Sf2hf-dhalsim-cllk-s5.png | File:Sf2hf-dhalsim-cllk-s4.png | File:Sf2hf-dhalsim-cllk-s3.png | File:Sf2hf-dhalsim-cllk-s1.png | File:Sf2hf-dhalsim-cllp-r3.png |
3 | 3 | 3 | 3 | 1 |
13* |
- Close Standing MK:
File:Sf2hf-dhalsim-cllk-s5.png | File:Sf2hf-dhalsim-cllk-s4.png | File:Sf2hf-dhalsim-cllk-s3.png | File:Sf2hf-dhalsim-cllk-s1.png | File:Sf2hf-dhalsim-cllp-r3.png |
3 | 3 | 3 | 3 | 1 |
13* |
Crouching Normals
- Crouching LP:
File:Sf2hf-dhalsim-crlp-r3.png | ![]() |
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3 | 2 | 4 | 3 |
9 | 3 |
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File:Sf2hf-dhalsim-crlp-r3.png |
3 | 3 | 1 |
7* |
- Crouching MP:
File:Sf2hf-dhalsim-crlp-r3.png | File:Sf2hf-dhalsim-crmp-s1.png | File:Sf2hf-dhalsim-crmp-s2.png | ![]() |
1 | 3 | 3 | 3 |
7 | 3 |
File:Sf2hf-dhalsim-crmp-r1.png | File:Sf2hf-dhalsim-crmp-r2.png | File:Sf2hf-dhalsim-crmp-s2.png | File:Sf2hf-dhalsim-crmp-s1.png | File:Sf2hf-dhalsim-crlp-r3.png |
7 | 3 | 3 | 3 | 1 |
17* |
- Crouching HP:
- Crouching LK:
File:Sf2hf-dhalsim-crlp-r3.png | ![]() |
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File:Sf2hf-dhalsim-crlp-r3.png |
1 | 2 | 2 | 4 | 3 | 3 | 1 |
5 | 4 | 7* |
- Crouching MK:
File:Sf2hf-dhalsim-crlp-r3.png | ![]() |
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File:Sf2hf-dhalsim-crlp-r3.png |
1 | 2 | 2 | 4 | 3 | 3 | 1 |
5 | 4 | 7* |
- Crouching HK:
Aerial Normals
- Neutral/Diagonal Jumping LP:
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2 | 3 | 20 | 3 | ∞ |
5 | 20 | ∞ |
- Neutral/Diagonal Jumping MP:
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2 | 3 | 12 | 3 | ∞ |
5 | 12 | ∞ |
- Neutral Jumping HP:
- Diagonal Jumping HP:
File:Sf2hf-dhalsim-djhp-s1.png | File:Sf2hf-dhalsim-djhp-s2.png | File:Sf2hf-dhalsim-djhp-a.png | File:Sf2hf-dhalsim-djhp-r.png |
2 | 3 | 6 | ∞ |
5 | 6 | ∞ |
- Neutral Jumping LK:
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2 | 3 | 20 | 3 | ∞ |
5 | 20 | ∞ |
- Diagonal Jumping LK:
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File:Sf2hf-dhalsim-djlk-a.png | ![]() |
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2 | 3 | 20 | 3 | ∞ |
5 | 20 | ∞ |
- Neutral Jumping MK:
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2 | 3 | 12 | 3 | ∞ |
5 | 12 | ∞ |
- Diagonal Jumping MK:
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File:Sf2hf-dhalsim-djmk-a.png | ![]() |
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2 | 3 | 12 | 3 | ∞ |
5 | 12 | ∞ |
- Neutral Jumping HK:
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2 | 3 | 6 | 3 | ∞ |
5 | 6 | ∞ |
- Diagonal Jumping HK:
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File:Sf2hf-dhalsim-djhk-a.png | ![]() |
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2 | 3 | 6 | 3 | ∞ |
5 | 6 | ∞ |
Unique Moves
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + MP)
File:Sf2hf-dhalsim-cllp-r3.png | File:Sf2hf-dhalsim-fmp-s1.png | File:Sf2hf-dhalsim-fmp-a1.png | File:Sf2hf-dhalsim-fmp-a2.png | File:Sf2hf-dhalsim-fmp-a3.png |
5 | 4 | 4 | 3 | 2 |
9 | 7 | 2 |
File:Sf2hf-dhalsim-fmp-r1.png | File:Sf2hf-dhalsim-fmp-r2.png | File:Sf2hf-dhalsim-fmp-s1.png | File:Sf2hf-dhalsim-cllp-r3.png |
5 | 4 | 3 | 1 |
13 |
Throws
- Wild Fang a.k.a. Bite: (←/→ + HP)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Special Moves
- Sonic Boom: charge ←, → + Punch (charge 60f)
LP/MP versions (whiff):
File:Sf2hf-dhalsim-roll-lp-a1.png |
25 |
HP version (whiff):
File:Sf2hf-dhalsim-roll-lp-a1.png |
∞ |
- Sommersault Kick: charge ↓, ↑ + Kick (charge 60f)
LK version (whiff):
File:Sf2hf-dhalsim-roll-lp-a1.png | File:Sf2hf-dhalsim-uproll-lk-r1.png | File:Sf2hf-dhalsim-roll-lp-r.png |
45 | 6 | 1 |
45 | 7 |
Recovery is unthrowable except for the final frame.
MK version (whiff):
File:Sf2hf-dhalsim-roll-lp-a1.png | File:Sf2hf-dhalsim-uproll-lk-r1.png | File:Sf2hf-dhalsim-roll-lp-r.png |
50 | 6 | 1 |
50 | 7 |
Recovery is unthrowable except for the final frame.
HK version (whiff):
File:Sf2hf-dhalsim-roll-lp-a1.png | File:Sf2hf-dhalsim-uproll-lk-r1.png | File:Sf2hf-dhalsim-roll-lp-r.png |
56 | 6 | 1 |
56 | 7 |
Recovery is unthrowable except for the final frame.
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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File:Sf2hf-dhalsim-cllp-r3.png | ![]() |
File:Sf2hf-dhalsim-crlp-r3.png |
- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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File:Sf2hf-dhalsim-creel3.png |
- Dizzy:
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File:Sf2hf-dhalsim-dizzy4.png | File:Sf2hf-dhalsim-dizzy5.png |
The Basics
Advanced Strategy
Jumping forward against Guile is pretty stupid with most characters. Guile has so many options to kill you, it's just not good play. Jumping HP, air throw, jump HK, straight up HK, cr.MK, cr.HK, push nothing toss them when he lands, throw another sonic boom, etc. You can't get forward momentum and you're dead. --Jeff Schaefer
http://www.youtube.com/watch?v=enQ9P9VkKYs
Combos
Bread and Butter
- j.HP, cr.MP xx Flash Kick
Redizzy
- cr.LP xx Sonic Boom, cr.MP xx Sonic Boom, s.FP (corner only) [unverified]
Match-ups
Vs. Balrog (boxer):
Try to stay a certain distance (at the minimum, away from his standing fierce) a way from Balrog and throw repeated sonic booms, if he turn punches through the sonic boom, smack him with a backfist, this will usually dizzy Balrog. If Balrog jumps straight up, keep him away with footsies until you can get your charge back (mix up sonic boom speed to throw of Balrog's jump timing). You can also throw out a sonic boom and follow it, so if Balrog jumps straight up over it (which is actually very difficult for him), you can backfist him out of the air.
Vs. Blanka:
Vs. Chun-Li:
Vs. Dhalsim:
Vs. E. Honda:
Vs. Guile (self):
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Ryu:
Vs. Sagat:
After cancelling a low tiger shot with a sonic boom, try using b+mk (bazooka knee) to hit Sagat's outstretched arm. Spinning backfist will whiff due to Sagat's low hurtboxes.
Vs. Vega (claw):
Vs. Zangief:
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |