SvC Chaos: SNK Vs Capcom/Dhalsim

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धाल्सीम, Dhalsim
"Temper your body. And one day you can stretch like me."
Difficulty Difficult
Max Mode Needed? Doesn't Need It
Tier Placement Non-Threat (D), Maybe B Tier
Standing Hitbox ?
Crouching Hitbox Short

Introduction

Dhalsimfacesvc.png

Dhalsim is a classic character from the Street Fighter series that debuted in Street Fighter II: World Warriors. He can stretch his arms and legs, can teleport and even shoot fire from his mouth, which makes him a great character if you like keepaway and zoning characters. He's far from a beginner character, however, as he has fairly technical gameplay, notably learning to properly anti-air with him in the SF games. He's okay in SVC, as his zoning and punishment are pretty decent, so if you like him in SF, he should be fairly welcoming to play here, too. Unfortunately though, he isn't particularly threatening either and lurks on the character select screen. But on the bright side, almost no one plays him so you have the advantage of lack of knowledge on the character.

Strengths Weaknesses
  • Powerful long-ranged normals
  • Decent projectiles
  • Strong supers
  • Good walking speed
  • Yoga Flame is safe
  • Several command normals
  • Good teleport
  • Able to slide under projectiles
  • Fits the game pace pretty well: Zoning and punishment
  • Rare matchup
  • Poor mobility
  • Generally bad startup
  • Several blind spots in his attacks, especially up close
  • Situational, but unnoteworthy combos
  • Exceed range is ironically pretty bad
  • Poor Exceed combo options
  • Poke heavy character in a game where combos are the main punishes
  • Needs the corner to pose the biggest threat
  • Steep learning curve
  • Even with his best tools, Dhalsim is just there
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close/Far Normals

Note: Dhalsim has no proximity normals, so his standing buttons are the same regardless of distance from the opponent. His various moves from Street Fighter are instead performed as Command Normals.

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 2 2, 3 7 14 1st= +0 ; 2nd= +2 1st= -2 ; 2nd= +0 -
  • A very close and quick... Kind of chop. It could be used as an anti-air in his early games, and in this game this isn't different. Can chain into ifself and with his crouching counterpart(And only them). Can be normal canceled too.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 3 13 28 -4 -6 -
  • A slow kick that hits mid. Cannot be normal canceled too. Good as a poke only.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 2, 4, 8 27 50 Varies Varies -
  • Hit advantage: 1st= -21 ; 2nd= -19 ; 3rd= -15
  • Block advantage: 1st= -23 ; 2nd= -21 ; 3rd= -17
  • A great poke. The range on this normal is very nice too(It is his ground move with the most reach), which can lead him to long range(Or even fullscreen) combos, like QCF+A, Dash, s.C(More details on that will be on his combos section). Cannot be normal canceled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 2, 2, 6 26 47 1st= -16 1st= -18 -
  • Simple move. Was one of his anti-airs in the early SF games(Because it aims upwards), and it can still be used like that. Whiffs on most of the crouching characters in the cast.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 2 3 9 14 +0 -2 -
  • Very nice to use. Can be used in simple combos with st.A. Can be normal canceled.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 3 8 15 +1 -1 -
  • A little fast on the startup, but slow on the recovery. That's what makes this move a bad move to use. Cannot be used as part of a chain(Which is bad), but can be normal canceled.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 5 10 23 +5 +3 -
  • This move is good. It's Dhalsim's most damaging cancelable normal too. You can use it on punish situations(It's not that hard to combo with it, but don't worry, he has other options for that).

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 4 11 21 SKD +3 -
  • Has the same animation as the cr.B, but a little slower and knocks down.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 13 7 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Nothing very special with this move. Can be used as a wakeup attack for those characters without reliable anti-air(Like Dictador).

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Nice reach. It's okay to use it as an air-to-air. Only that.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 14 3 - - - - -
  • Neutral/Diagonal Jumping Attack
  • It's like the j.B, but has more damage, and(Obviously) is a punch.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 2, 9 - - - - -
  • Neutral/Diagonal Jumping Attack
  • It's a... s.D in the air? Okay... Use it when the opponent is above you while you're jumping.

Command Normals

Shutou Chop
b.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This... Kind of chop was Sim's cl.MP on his early games, and here, it was toned down. This move cannot hit most of the standing characters too, but it's very useful as an anti-air(Don't worry about the reach when you use it). Can be normal canceled too(Cannot be canceled into other Command Moves), so if you use it as an anti-air, the opponent will reset, and you can prepare something for him/her block, like a QCF+P, or even a HCB+P.

Low Kick
b.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • It's like his s.B, but with less reach(Yeah, I know, reach isn't a problem for Dhalsim, but he has close range moves). The name of the move says:"Low Kick", but it doesn't hit low(Like his s.B). This move can be used in his Light Attack combos too(I said, you had to use Command Moves to get the close versions of his attacks), but only as a finisher, like: cr.A, s.A, b+B. This move can be normal canceled too(I couldn't cancel it into ohter Command Moves).

Yoga Headbutt
b.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Oh, I remember this move... His classic cl.C is here! It can be normal cancelable on the first hit(And max cancelable on the second hit), and can even be followed up after the second hit, which is very nice for Dhalsim, but watch out for those GFCs, it will be dangerous for Sim if the opponent blocks it. Learn to use this move on punish situations.

Yoga Knee Kick
b.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Simple move. Just a cancelable knee. It's like the heatbutt above, but worse. It's very hard to combo with it too.

Zoom Punch
df.P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
df.A - - Mid - - - - - - - - - - -
  • This move is very interesting. The A and the C versions are very different from each other. (A version) Nice poke. Very fast and very safe(Due to the recovery of the move). It can look like, but it doesn't hits like a low move, sadly. Can be max canceled only. (C version) A very predictable move. It's slower than the A version on the startup(The recovery is almost the same in each version after the attack frames), but hits low, and does 3 hits. Any hit can be max canceled only.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
df.C - - Mid - - - - - - - - - - -

Sliding
df.K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
df.B - - Mid - - - - - - - - - - -
  • This is Dhalsim's classic slide. Like the move above, the move have differences between the two versions. (B version) Very quick, can be comboed with ease after any cancelable normal(And even after his projectile in some cases). Can be canceled in Max Mode only. (D version) This move is dangerous on block, watch out when you use it. It has almost all of the same properties as the B version(This move is slower than that version), but has more reach(He will slide for a longer time too), does more damage, and knocks down. You can use it with the classic strategy of "Passing under projectiles with my Slide". You can pass, or even punish your opponent's projectile.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
df.D - - Mid - - - - - - - - - - -

Jump Side Punch
j.4A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Oh... A jump attack... Well, like his normals, there's no difference in the move/animation while doing Neutral/Diagonal jumps(With the other jump Command Moves, this rule will be used too). Now for the move. A simple air-to-air move, but aiming in front of him. Can be useful, but you can use the other moves if you prefer the range.

Jump Punch
j.4C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A jump-in. He has better options for that(I'm not sure if he has good options in this game for a jump-in).

Jump Mae Geri
j.4K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.4B - - Mid - - - - - - - - - - -
  • Sim's best jump-in attack. You can easily combo after it, but how can you land it if Sim's jump will not help you? Okay... The only difference between the two versions is the damage, so use the D version only.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.4D - - Mid - - - - - - - - - - -

Drill Zutsuki
j.2C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • You, probably, remember this classic move. You can easily punish some projectiles with it(If the opponent tries to use a projectile while you're jumping(To make you fall on it), but cannot be Super canceled, unlike the move below. You can control Sim's air game with this move.

Drill Kick
j.2D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another classic move. Very fast, can help to make you land faster on the ground, and more, it can be Super canceled into any of his air Supers, which can lead you to some incredible damage(You'll see something about that in the combos section).

Move Kick
Dash D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A really... Strange move... First, it's a move to be used while you're dashing, which is really rare here. Second, it's like a s.D(And can be used like it). Third, you cannot use it after a GCF. If you want to use, go ahead, if you don't want, okay.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Yoga Fire
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Dhalsim's classic projectile. It doesn't knocks down(Unlike in his old versions), the recovery is pretty good, and the opponent will be stunned in a little time after it hits, so you can followup it(Don't worry about where you are, Dhalsim can followup it). The button pressed will determine the speed of the projectile.

Yoga Flame
hcb P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb C - - Mid - - - - - - - - - - -
  • Another classic move, and very interesting to use here. Why? It's 100% safe on block(In any version). You can try to do a meaty Yoga Flame on the opponent's wakeup when you can(Or even everytime if the opponent... Likes to be knocked down, I mean, you can punish easily with Dhalsim's main knockdown moves: The cr.D, this move, the move below, and the D slide). If you get a counter hit on the corner, you can follow it up with some moves, including itself(More details will be on his combos section). It can negate normal projectiles too. The button pressed will determine how many frames Dhalsim will be breathing fire(C version makes him breathe longer).

Yoga Blast
hcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb D - - Mid - - - - - - - - - - -
  • Like a Yoga Flame, but aiming up(Like an anti-air). It can negate normal projectiles, like Akuma's air fireball. Like the Yoga Flame, you can juggle the opponent in the corner with this move(But the followup will be easier to do than in the Yoga Flame) if you get a counter hit, and the button pressed will determine how many frames he will be breathing fire(Exactly like the Yoga Flame). It will whiff on most of the standing characters too, so don't even think about pressing a kick button when the opponent is standing(Even if the opponent is a big character).

Yoga Teleport
(Jump) rdp or dp AC/BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • DP input moves Dhalsim forwards, whereas RDP input moves Dhalsim backwards.
  • A very useful move(Along with the Backward version). It's very nice to use, because you can use it in the air too. The main use of this Special Move in this game is to run away from the corners(Or even from your opponent if you like runaway strategies), to move in the air(Dhalsim can be controled easily in the air), or even to punish reversal DPs on the opponent's wakeup(After a Yoga Teleport in the air, you can do any air normal/Command Move, and even crossup the opponent when he/she is in the corner, like in SFV. I'll say more about that later). The buttons pressed will determine where Dhalsim will land(The KK version will make him go further than in the PP version), so watch out if you miss the versions.

Super Moves

Sim's Supers are very useful to him in the offensive and in the defensive.

Yoga Inferno
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
32x9 40 Mid 2x9 0 0 X - - - - - - -
  • This move is classic, and it's Dhalsim's best anti-air(It can even be one of the best anti-airs in the game), and is very bad to use in combos(But you can do some possible ones in the corner). It's very hard to jump over it, so if you like to save meter, you can prepare this move to use when the opponent jumps. You can use this move to punish too. Dhalsim has some invincibility frames on the startup of this Super.

Yoga Drill Zutsuki
j.qcf x2 B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
22x10 40 Mid 2x10 0 0 X - - - - - - -
  • Very nice to use. Dhalsim will perform a multi-hit Drill Suzuki, and it can do up to 7-9 hits(That was what I got). It can be used to Super cancel the Drill Kick(d+D in the air), and combo after it. You can juggle your opponent in the corner after this Super(More details will be in the combos section).

Yoga Drill Kick
j.qcf x2 D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
22x10 40 Mid 2x10 0 0 X - - - - - - -
  • Very nice too. Dhalsim will perform a multi-hit Drill Kick. It can do up to 10 hits, and after the 10th hit, the opponent will be knocked down(If the Super do less than 10 hits, the opponent will not be knocked down). Like the Super above, this can be used to Super cancel the Drill Kick(And you can combo with it too), but unlike the other Super, it cannot juggle the opponent in the corner. Oh, and remember: For this move, and the Super above, the bigger the opponent is, the more hits he/she can get.

Exceed

Yoga Legend (Yoga Headbutt version)
Qcf.pngQcf.pngKof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(14x8) 0+(14x8) Mid 0 0 0 X 1+10 4 14 29 HKD (+39) +7 1F-15F (Full invul during startup and active)
  • Well... His two Exceeds have the same hit animation(It's his b+A Command Move, but can hit every character) and startup, but the finisher is different. After the hit, Dhalsim will do an... Air combo? Like if he is in MvC? Uhh.. Okay... The Exceed's first hit is the launcher... The reach isn't that good too(He is a long-range char, and if you think about the b+A's animation...). For this button, he will finish with the Headbutt(That command move with two hits, but he will do only one hit, and knockdown the opponent). The damage of this Exceed isn't that good when compared to the other Exceeds in the game. Why? Damage(It doesn't even do one bar of damage, like most of the Exceeds in the game). Yeah, I know, some Exceeds(Like Zero's) don't do THAT damage, but they can help in the character's gameplay(In Zero's case, the Exceed is unblockable, will recover his health, and increase his speed for a little time), but what Dhalsim can do with this Exceed? An unsafe anti-air that can be used only once? No. The best way to use it is on combos(Yeah, you can combo with this Exceed). More details about that will be on his combos section.

Yoga Legend (Drill Kick version)
Qcf.pngQcf.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(9x12) 0+(9x12) Mid 0 0 0 X 1+11 4 13 29 SKD +7 1F-16F (Full invul during startup and active)
  • Same as the above, but Dhalsim will finish with a multi-hit Drill Kick. It can be used to combo, like the above(The first animation is the same, remember?). The damage is kind of the same as the Exceed above(So just do the cooler Exceed in your opinion).

Strategy

Basic Strategy

Here, you'll know a little more about Dhalsim. You can use nearly anything here in your matches.

Dhalsim's gameplan
Dhalsim isn't an easy character to use, but can be really annoying on the right hands. And those hands can be yours. You just need to practice his long(and close)-range strategies. Something interesting about Dhalsim is that you can use him in the way you like(He can be a rushdown char, a runaway char, a ground game char, a jumper, and many others, it's up to you to choose his best style. You can even mix some of them and create your own style, which is great). I think I can explain some of them here.

  • Rushdown - This is one of the most used styles with Dhalsim. Mainly because he can push his opponent to the corner very easily(And because it's a more offensive style). You can be saying: "Dhalsim doesn't have a good walking speed in this game to be a rushdown char." Well... This is true, but we aren't talking about speed. We're talking about Dhalsim, and Dhalsim = reach. You can use your projectiles too(You can even combo if they hit the opponent in the ground, no matter where you are, and they are really fast too), just to push him. You can jump to do some of his corner combos with the Drill Kick(They are really nice on the corner) on the wakeup(You don't really need to do the Super cancel, you just need to aim on the opponent's legs to make it safe). Oh, and the crossup in the corner... I'll talk about it, don't worry.
  • Runaway/Keepaway - His runaway strategies are very nice, and you probably know why. Against some characters, you can spam(and mix) your fireballs freely. If you need to run, just do a Teleport(Don't miss the version), or even the Drill Zutsuki(It's very good to runaway with it). If the opponent jumps, you just need to use his QCF(2x)+P anti-air, which can even be useful in the wakeup. His long-range normals will help him, no matter what you think. Moves like his s.C, and his s.D(And some others) can help him in your journey to be a good runaway Dhalsim player. His HCB+K/P Special Moves are very good to anti-air too if you don't have meter, but you'll need to time well. If you're with trouble, just do a GCF/CD counter and you can recover your space. Remember: Don't get stuck in the corners, this is what you'll need to think almost everytime.
  • Ground game - Well... This is very simple to use. It's just a more defensive game. You just need to make your opponent think: "Damn, I can't jump anymore.", and you won the match. You don't need to think that you can't press up too(The directional is in there for you). You don't need to be fullscreen away to use this too(You can move back and forward as you want, you just need to prepare yourself for the opponent's jump). Spam and mix your fireballs, and combo with them if you want to. If the opponent jumps, you'll need to think about: "Which anti-air can I use against him/her?" You have his Super to use(It's his best anti-air), but if you don't have meter, what can you do? Dhalsim have some options with his normals/Command/Special Moves, but they can be very risky against some characters. The best you can use is the HCB+K, but... If that move isn't helping you, you can just do a GCF+any grab after his/her jump attack. Oh, and remember: If you need to punish, do damage, and if you're needing damage, do it with some of his damaging combos(You'll see some of them later).
  • Jumper - Yeah, the jumper, the hardest to use. This is a nice offensive/defensive style, which is nice. His air normals have so much reach, and you don't even need to worry about anti-airs, because you have an air teleport in your side(Your main gameplan here is to control your air position). Oh, and like in the "Ground game" strats above, you don't need to think about "I need to be in the air everytime, right?" No. You can need some of his ground strategies, because the opponent can predict your next move sometimes(Dhalsim is a predictable character in the air), so watch out. The best part of being a jumper is that you can land his Drill Kick combos where you want, and anytime. Now, choose one, or two, or even all of them, practice, and good luck in your matches.

Crossuping the opponent in the corner with Sim
This is a great, and simple strategy. To make this work, the opponent needs to be a little away from the corner(I mean, you'll need a space between the opponent and the corner of the screen). Do any knockdown move in your opponent while he/she is in the corner(No matter who is the opponent's char, just knock him/her down, and now, you'll need that space). Just jump and do a Yoga teleport(Do the KK version), and after that, do any of his air Supers/Moves. The opponent will need to block to the other side, like a normal crossup, and you can get the damage(If the opponent knows what a crossup is, that will be very bad for you, so don't try to do it everytime, okay?)

Quick Air Supers
This section is very normal for almost all of the characters with air Supers/Special Moves. I'll use Akuma's air fireball as an example. The input is (While you're in the air) QCF+P, and the ground fireball has the same input, but obviously, it can only be done in the ground. So what if we try the ground fireball, but adding a jump before you press P? Like QCF, any jump directional(It should be better if you use uf)+P. He will use a fireball when he's very near from the ground, and this works with his Super air fireball too, which has almost the same input as Dhalsim's Supers(In Akuma's case, you'll need to press a punch button). Now, just try this input: QCF(2x), uf(Or any other jump button)+any kick(The Supers are different). After the input, you can get a quick(And very surprising) Super for the opponent. He/she can even get hit, or be forced to block it, which can help you sometimes.

Advanced Strategy

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

It is (potentially) very risky to add jump-in attacks for Dhalsim's attacks in his combos (risky how?), so your choice if you want to go for them.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X / qcf A (corner),) cr.A, cl.A, df.D TBA TBA TBA TBA A very simple link to use with Dhalsim. The damage isn't that good, but it's okay, you just don't care about that, because you're Dhalsim.
qcf A, walk/dash forward, cl.C TBA TBA TBA TBA Very interesting to do if you like long reach combos. You can use this to do meaty long-range combos on the opponent(And to do safe guard damage on the opponent).
qcf A, walk/dash forward, df.A TBA TBA TBA TBA
b.C(1), qcf C, df.D TBA TBA TBA TBA Simple link. If you're having trouble with canceling the first hit of the b+C, you can just do b+C(Hitting with the 2 hits), df+D. This works too.
(j.X / qcf A (corner),) cl.A, df.A TBA TBA TBA TBA For this combo, you'll need to watch out. For what? The df+A can whiff depending of how the s.A hits your opponent. If you want to make this combo work, you'll have to make the s.A hit the opponent with the tip of Dhalsim's hand.
j.2D, j.qcf x2 D TBA TBA TBA TBA A very simple, and damaging combo. The Drill Kick can be Super Canceled in this game, which can make this combo a very easy one. It's very easy to land it too. And, with the Drill Kick Super, the bigger the character, the bigger is the damage, remember that. Oh, and you can try to use it with that crossup strategy too(Remember? Teleports and stuff... If not, just scroll up). There is something interesting about this move too. After the teleport, you'll do a d+D, and cancel it. Strangely enough, the d+D can be max canceled only, and I don't know why...
(Corner only) CH hcb P/K, hcb P TBA TBA TBA TBA Very damaging combo, but very hard to land too, because it's a counter hit on the corner(Which is rare). I don't know if you can land this in a real match, but it's possible to do.
(Corner only) CH hcb P/K, qcf x2 P TBA TBA TBA TBA
b.C(1), Exceed Anywhere TBA TBA TBA Needs to hit fairly close to the opponent, but if the b.C connects, Exceed won't whiff afterwards. Perform it like so: hcf~b.C > hcf K.
(Corner only) j.2D, j.qcf x2 B, Exceed TBA TBA TBA TBA Simple to do, because it's like the combo number 4, but with more damage. It's one of Dhalsim's most damaging combos too(If not the most damaging one). If you don't have the Exceed, just hit the opponent with any normal/Command Move(He/she will be reseted, so plan on what you will do after the reset). Having trouble with the Exceed? I can help you. When you're going to use the Drill Kick, aim on the opponent's legs, and then cancel it on the Super(You'll have more time to do the Exceed's input now).

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
b.A(2), (C)qcf P, df.D TBA TBA TBA TBA Do you remember this combo in the normal mode combos list? It's just a version of it. Nothing very special.

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