Combo Notation
motion inputs other than half circles are notated with numpad notation.
f. = far standing normal
c. = close
j. = jumping normal
SJ = Super Jump
xx = cancel
> = chain combo route
AD# = Air Dash and direction
fly = 214KK, used to indicate entering flight mode.
Midscreen
- Dash 2LK > 5MP, slight pause, 236+KK
- This is an inescapable grab reset! You must pause in order to let the opponent leave hitstun due to 236+KK being a grab.
- hcb + HK, dash c.2LK > 5LP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HK
- hcb + HK xx 236+PP (hold up to steer super correctly.)
- hcb + HK, OTG 2LP > 5MP xx SJ, j.LP > j.LK > j.MK, j.HP
Corner Only
- c.6HK, dash c.2LK > 5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP > j.HK > j.2+HP > j.2+HK
- 236+LP, dash(x2) 5LK > 5MK > 5HK xx hcb + LK xx 236+PP
Jump-in Starter
- j.HP, 3HP xx SJ, j.LP > j.LK > j.MK > j.HP
- j.6+LK, j.HK, dash 5LP > 5MP xx SJ, j.LP > j.LK > j.MK > j.HP
- j.HP, 3HP xx SJ, j.LP > j.LK > j.MP > j.MK, j.6+HP
- j.2LK > j.HK, dash c.5LP > c.5MP xx SJ, j.LP > j.LK > j.MP > j.MK > j.HP/HK
- j.2LK > j.LP > j.HP, c.2LK > 2MK > 2HK xx 236+PP
Links
- c.2MP links into the following:
- f.5LK
- f.5LP
- f.5LK has more range but a tighter link window, f.5LP is stubbier but a more lenient link window.
- Dash, c.2LP > c.2MP, f.5LK > 5MK > 5HK
- Dash, c.2LP > c.2MP, f.5LP > 5MK > 5HK
- c.5LP can link into itself up to 2 times, then link into far 5LP
- c.5LP(x3), f.5LP > c.HK, (OTG) c.2LK > 5LP x SJ...
- c.5HP can link into c.5LP
- c.5HP, 5LP xx SJ, j.LK > j.MK > j.HK
- j.c.MK can link into j.LK
- j.HK can link into itself
- 3HP x SJ, j.LK > j.c.MK x AD8, j.LK > j.MK > j.HK, j.HK (while falling)
- j.MP can link into j.LP
- 2LP > 5MP x SJ, j.LK > j.MP, j.LP > hold 7 + j.f.LP > j.LK > j.HK (far normals should account for backwards drift)
Fly Combos
- Dhalsim can use his flight mode and links together to extend combos and maximize damage.
- c.2LP > c.5LP x SJ, j.LK X Fly, j.LK > j.MK > j.HK, j.LK x Fly, j.LK > j.MK, j.LK > j.MK > j.HK xx Fly, j.LK > j.LK > j.HK
-Source Video and Timestamp: https://youtu.be/dRAd5brVUmU?si=8erVXSRDkKHpXdZ4&t=448
Flying Screen Deterioration
- Dhalsim can break the Flying Screen with his j.HK, landing, pausing slightly, and then he can OTG. This allows for Dhalsim to get an OTG launch where he would normally be forcing a hard knockdown.
- This video is a practical demonstration of Dhalsim's ability to cause Flying Screen Deterioration.
- Example FSD combo from SRK forum users Chrisis:
- SJ, AD6 j.HP > j.HK, land, 3HP xx SJ, j.LP j.LK j.MK j.MP xx AD7, j.LK j.f.LK j.f.MK j.f.HK, j.f.HK, land, OTG SFD 2LK > 2MP > 3HP xx SJ, j.LP > j.LK > j.MK, j.LK > j.MP xx AD7, j.LK, j.f.MK, j.f.HK, j.f.HK, land, 5LK, 5MK, 5HK
Older Dhalsim Videos (Visual Quality may be low)