Street Fighter Alpha 3/Dhalsim/Introduction

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Introduction

Once again, Dhalsim fights to protect his family and the poor. After sensing a disturbance caused by the evil energy of the Psycho Drive, Dhalsim leaves his village to investigate further, but fears that by doing so, he will further the chances of him becoming corrupted with darkness.

Pros Cons
  • Insane speed and priority on all his normals, making it very difficult to find any safe openings against him
  • Very high priority anti-airs that setup juggles
  • Strong at close, mid and long range unlike most incarnations of the character
  • Guard crush helps him immensely, as it allows him to have offensive pressure from full screen at all times
  • Gigantic air throw range that practically looks like a bug at times
  • Drills are incredibly fast with great pushback and can make him look like a divekick character at times
  • Slides are cancellable, can low profile, and are very safe on block.
  • Can act/air block after air teleports
  • Teleport lets him bail out of bad activates
  • Difficult to keep cornered due to teleport and a large array of air mobility options
  • Strong set of custom combos give him big burst potential and a strong reversal option
  • Can easily bully opponents into the corner for hadou rave pressure
  • Air blocking nullifies a lot of the downsides of his jump
  • Has a unique yoga escape move that allows him to teleport out of juggles, including CC infinites, making him completely immune
  • Undisputed best character in the game with no bad match-ups
  • Slow, floaty jump
  • Tall/fat hurtbox makes him susceptible to jab pressure and some normally "standing-only" combos
  • Teleport has a lot of recovery
  • Can be reset out of yoga escape by players who know what they're doing, making it a better idea just to take the full VC and teleport out of any infinites that follow