Street Fighter 2: Hyper Fighting/Dhalsim

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Dhalsim

Sf2hf-dhalsim-portrait.gif

Yoga yoga yogaaa yoga yoga yoga. Dhalsim enters a brutal fighting tournament despite his pacifism in order to raise money for his village. Upon winning, he steals one of Tony Jaa's elephants to ride home on, and then spends the remainder of his life meditating in order to destroy Jaa before he can find Dhalsim's village.

In a nutshell

While one of the weaker incarnations of Dhalsim, HF Dhalsim is still capable of keeping opponents in their place with long range normals, slides and fireballs. Although primarily a keepaway character, Dhalsim can set up some nasty throw loops and corner traps when given a chance.


Character Specific Information

Color Options

Moves List

Normal Moves

Unique Moves

Throws

Special Moves

Yoga Fire: Quarter-Circle Forward + Punch (236 + Punch)

Yoga Flame: Half-Circle Forward + punch (41236 + Punch)

Yoga Teleport: Forward, Down, Down-Forward + All 3 Punch buttons (623 + All 3 Punch buttons)

The Basics

Dhalsim is NOT an easy character to learn. Unlike later games, you have no direct control over which version of his normal moves are used, only the proximity of the opponent determines whether you get the close or far versions. This makes timing and positioning, along with an innate understanding of his entire moveset, even more crucial than is usually the case for Dhalsim. In general, you must outplay your opponent and make considerably fewer mistakes in order to win.

His main goal against most characters is to keep the opponent away, and hit them with long range attacks when vulnerable. Using fireballs to force the opponent to jump, and then hitting them out of the air with moves such as s.MK are very basic but strong techniques.

His slide moves will travel under fireballs (except Sagat's low tiger shot), and can be used as a punish. HK slide has considerable range.

Unfortunately, his damage output is very low, and any mistakes are very hard to come back from. Once the opponent is up close, Dhalsim has very little to fall back on to generate the much needed space.

Advanced Strategy

Anti-airs:

  • cl.LP
  • slide


General Advice

I can tell you that his Roundhouse Slide is great anti-air from far, and standing jab is great anti-air from close. And AFAIK (as far as I know), never teleport. That's about it. =\ --Ultima


his best anti-airs are slides (don't do this on anyone with a splash-type move, though) and close stand jab (Sim's only hope on a jumpy Sagat). You want to poke from a distance with low punches, tick with forward slides, and go for an occasional yoga fire to force them to leave the ground. Use drills to evade fireballs and the torpedo for air-to-air battles (and NOTHING else). As for the teleport, there's only one time to use it - when you're getting trapped by fireballs. Teleport then gauge whether you are at risk for a DP, and go for the noogie. --Dasrik


A top UK ST player had noted to me that Sim does so well against Shotos because his old HK slide has way bigger range in HF. I don't have the numbers on this (RC?), but just look at how far out Sim is countering Ryu's FB, and on reaction too, he just can't throw anything once it gets near half screen. Light DP doesnt pay off in terms of risk reward against Sim's poking game esp as Sim has s.MK, again see matches. c.LK (which I asume you got off the Tomo vid) is useful in certain situations, but far from a real match defining technique.

HF Sim still has all the classic Sim sickness that makes him great, insane pokes, ticks, counters etc.. just with reduced damage. The matchups play mostly (not Blanka etc..) the same [as in ST], but just take a little more time and patience to play out. --Crayfish



Match Videos

http://www.youtube.com/watch?v=xwltd6enlmM

http://www.youtube.com/watch?v=wh8DlzfMRvQ

Pay careful attention to Mike Watson's general spacing, use of normals as antiairs, tick setups and corner chip patterns.

Combos

Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim (self):


  • Vs. E. Honda:


  • Vs. Guile:


  • Vs. Ken:


  • Vs. M. Bison (dictator):


  • Vs. Ryu:


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief:


Hitboxes

Standing Normals

Close Standing Normals

Crouching Normals

Aerial Normals

Unique Moves

Throws

Special Moves

Misc Animations