Marvel Super Heroes vs Street Fighter/Dhalsim

From SuperCombo Wiki
MSHvsSF Dhalsim.png


Introduction

Nerfed from XvSF but assists can work well with him.

Normal Moves

Air drills are nerfed with much longer startup compared to XvSF

Ground Combo Chain: None
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing close MP
Aerial Rave Finisher: MP, MK, HP, HK
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: any direction but d / u + MP / HP
Variable Assist: MP Yoga Fire
Variable Counter: MP Yoga Flame
Variable Combination: Yoga Inferno (can't direct)

LP+LK Bug: Shortens c.HK slide recovery

Special Moves

Yoga Fire: QCF+P (air/ground)
Staple projectile. Punch strength determines speed.


Yoga Flame: HCB+P (ground only)
Slower startup than a Yoga Fire, longer recovery. Covers a lot of area but you are vulnerable for awhile if the opponent gets around it. Strength determines number of hits.


Yoga Breath: HCB+K (ground only)
Upward-angled Yoga Flame. Strength determines number of hits.


Yoga Teleport DP+3P or 3K, RDP+3P or 3K (air/ground)
Invincible startup teleport with very vulnerable recovery.


Yoga Flight: QCB+3K (air/ground)
Fly around. During flight, you have a stronger 1-2-3 chain. Drills cancel flight, although they cannot be done at the lower points in flight.

Super Moves

Yoga Inferno: QCF+2P (ground/air)
A wave of flames with long startup and recovery. Yoga Inferno startup is much longer compared to XvSF

Yoga Strike: QCF+2K (ground only)
Unblockable grab to snatch opponents out of the air. This is a trapping move as opposed to an anti-air, since it doesn't have invulnerability once the grab is active. Yoga Strike is actually better since it can no longer be tech escaped! Very vulnerable if it misses.

The Basics

Control space and use a good assist to cover you.

Advanced Strategy

A decent gimmick is to launch someone with close s.MP, dash under, launch again. If you've hit them with close s.MP (wait), Yoga Strike, they'll likely be mashing on the way down to hit you out of the strike.


Combos/Infinites

1. C.Forward XX Yoga Fire
2. S.Fierce XX Jab Yoga Flame
3. S.Strong XX Yoga Strike
4. C.Roundhouse or D/F+Roundhouse XX Yoga Inferno OTG (hold Down)
5. S.Strong -> SJ.Jab -> SJ.Strong -> SJ.Fierce (FS)
6. J.D+Short -> J.D+Forward -> J.D+Roundhouse, S.Strong -> SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)
7. J.B+Forward, S.Strong -> SJ.Jab -> SJ.Strong XX Jab Yoga Fire 8. S.Strong XX Yoga inferno (hold Up; FAST!)
9. (from a distance) Jab Yoga Fire, C.Strong or S.Roundhouse
10. J.D+Short -> J.D+Forward -> J.D+Fierce, C.Roundhouse XX Yoga Inferno OTG
11. J.B+Strong -> J.B+Fierce, S.Strong -> SJ.Jab, SJ.Short -> SJ.Forward -> SJ.Fierce (FS)
12. (near corner) J.B+Forward, S.Forward -> S.Roundhouse XX Yoga Inferno

Match-ups

Game Navigation

General
Controls
HUD
System
FAQ
Marvel Characters
Blackheart
Captain America
Cyclops
Hulk
Omega Red
Shuma Gorath
Spider-man
Wolverine
Capcom Characters
Akuma (Gouki)
Chun-Li
Dan
Dhalsim
Ken
M. Bison
Ryu
Sakura
Zangief
Secret Characters
Armored Spider-man
Dark Sakura
Mech Zangief
Mephisto
Norimaro (JP ONLY)
Shadow
U.S. Agent