Super Street Fighter IV AE/Dhalsim

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Dhalsim

SSFIV-Dhalsim Face.jpg

Although greatly opposed to violence and its antithetical nature to his yoga practices, Dhalsim has become one of the most powerful warriors on the Street Fighter circuit thanks to his intense training, meditation, and practice with the yoga arts. Originally, he entered Street Fighting as a means to financially save his village from an epidemic but, after discovering the corruption and evils behind the workings of the circuit, Dhalsim has vowed to purge the world of these evils and continues to fight as a means to that end.


In a nutshell

The epitome of the keep-away character. As always, Dhalsim is designed to consistently punish and anger his opponents, then use their frustration to lead them into a fatal mistake that costs them the round. To that end, he utilizes the immensely long range of his limbs to control his opponent's movements and keep them locked in the corner. With his Yoga Fire and extremely slow jump, Dhalsim can also fake out his opponents with a sudden Yoga Teleport that can potentially lead into a shocking mixup. The price of this strategy is that Dhalsim is forever cursed with one of the slowest movement speeds of any character, as well as one of the lowest stamina amounts in the game. One must have a very calculating mindset and quick reflexes when playing Dhalsim, and always remember that you can keep the opponent out for 90 seconds, only for them to suddenly get in and win in 9. Such is the life of Dhalsim players.

Players to Watch

FChamp, Sabin, YHC-Mochi

Moves

Unique Attacks

Name
Command
Notes
Yoga Spear
(in air) D.png + Lk.png
Nearly horizontal angle
Yoga Spear
(in air) D.png + Mk.png
45 degree angle
Yoga Spear
(in air) D.png + Hk.png
Nearly vertical angle
Yoga Mummy
(in air) D.png + Hp.png
Yoga Tower
D.png + 3p.png
Continue holding D.png to stay in tower longer

Throws

Name
Command
Notes
Yoga Smash
F.png or N.png + Lp.png + Lk.png
Throw.png
Yoga Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Yoga Fire
Qcf.png + P.png
Ex.png
Yoga Flame
Hcb.png + P.png
Ex.png Armorbreak.png
Yoga Blast
Hcb.png + K.png
Ex.png
Yoga Teleport
Dp.png or Rdp.png + 3p.png or 3k.png
Dp.png + 3p.png will appear next to opponent in back. Dp.png + 3k.png will appear next to opponent in front. Rdp.png versions are identical and will go backwards as far as the screen allows

Super Combo

Name
Command
Notes
Yoga Inferno
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Yoga Catastrophe
Qcf.png Qcf.png + 3p.png
Yoga Shangri-La
(in air) Qcf.png Qcf.png + 3p.png
Throw.png

AE ver. 2012 Changes

Standing Light Punch

Increased hit detection period from 1F to 4F. Increased hit stun by 1F, giving the attacker a possible +2F advantage on a hit.


Yoga Inferno

Changed damage from 60 * 5 (300 total) to 75 * 2 + 60 * 3 (330 total).


Yoga Blast

Changed EX version’s damage distribution to 90 + 50. No change to overall damage. Shrunk mid-move hurtbox for medium and heavy versions. Made follow-up with any move possible after a heavy version hit. Shortened post-hit recovery by 10F for light and medium versions. Shortened post-hit recovery by 5F for heavy version. Made quick-stand impossible on a hit for all versions. Made release-triggering impossible for light, medium, and heavy versions.


AE Changes

  • Dhalsim received a few damage reductions on his normal moves:
    Jumping Hard Punch does 80, down from 85.
    B + Hard Kick does 90, down from 110.
    B + Hard Punch does 110, down from 120.
    B + Light Kick does 30, down from 40.
  • DB + Crouching Medium Punch has faster startup and less recovery time. Now this combo is possible: DB + Crouching Medium Punch 2x into EX Yoga Flame.
  • Faster startup time on the EX Yoga Flame, making it comboable from Medium Punch and Kick normal moves. Damage was reduced from 180 down to 120.
  • Yoga Inferno (Super) damage was reduced to 300, down from 350.
  • During back dash, airborne frame comes immediately after invincibility frames ends.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
stand Jab.gif HL 30 50 20 sp/su 4 4 9 -2 +2
stand Strong.gif HL 60 80 40 - 10 3 14 -3 0
stand Fierce.gif HL 75 140 60 - 10 6 16 -4 0
stand Short.gif HL 30 50 20 - 7 4 8 -1 +2
stand Forward.gif HL 60 100 40 - 9 3 14 -3 0
stand Roundhouse.gif HL 90 160 60 - 13 4 16 -2 +2
Left.gif+Jab.gif H 50 50 20 - 14 2(1)2 11 -2 +1 1st active frames cannot hit crouching opponents, Hits only once
Left.gif+Strong.gif HL 70 100 40 sp/su 6 6 11 -3 0
Left.gif+Fierce.gif HL 60*50 100*100 60*20 sp/su*- 7 3*3 17 -2 +2
Left.gif+Short.gif HL 30 50 20 sp/su 3 4 8 -1 +2
Left.gif+Forward.gif HL 65 100 40 sp/su 5 4 12 -2 +1
Left.gif+Roundhouse.gif HL 90 200 60 - 6 5 15 -2 +2
Down.gif or Downright.gif+Jab.gif L 25 25 20 - 9 4 11 -4 -1
Down.gif or Downright.gif+Strong.gif L 60 60 40 - 12 3 16 -5 -2
Down.gif or Downright.gif+Fierce.gif L 80 100 60 - 14 3 21 -6 -2
Down.gif or Downright.gif+Short.gif L 30 50 20 sp/su 3 8 12 -9 -6
Down.gif or Downright.gif+Forward.gif L 60 100 40 - 6 11 11 -8 -5
Down.gif or Downright.gif+Roundhouse.gif L 100 200 60 - 10 12 24 -18 - Hard knockdown
Downleft.gif+Jab.gif HL 30 50 20 sp/su 4 3 8 0 +3
Downleft.gif+Strong.gif HL 60 100 40 sp/su 5 5 6 +3 +6
Downleft.gif+Fierce.gif HL 85 150 60 - 7 5 10 +3 +7
Downleft.gif+Short.gif L 30 50 20 sp/su 5 6 7 -2 +1
Downleft.gif+Forward.gif L 60 100 40 sp/su 6 5 11 -2 +1
Downleft.gif+Roundhouse.gif L 100 200 60 - 12 3 20 -5 - Hard knockdown
Jump Jab.gif H 40 25 20 - 7 9 - - -
Jump Strong.gif H 70 140 40 - 8 4 - - -
Jump Fierce.gif H 80 140 60 - 9 4 - - -
Jump Short.gif H 40 25 20 - 10 5 - - - 1~4f legs invincible to projectiles
Jump Forward.gif H 70 120 40 - 12 3 - - - 1~7f legs invincible to projectiles
Jump Roundhouse.gif H 90 160 60 - 10 6 - - - 1~7f legs invincible to projectiles
Jump Left.gif+Jab.gif H 20 25 20 - 6 7 - - -
Jump Left.gif+Strong.gif H 80 50 40 - 6 8 - - -
Jump Left.gif+Fierce.gif H 100 100 60 - 6 6 - - -
Jump Left.gif+Short.gif H 40 25 20 - 6 9 - - -
Jump Left.gif+Forward.gif H 80 50 40 - 8 7 - - -
Jump Left.gif+Roundhouse.gif H 100 150 60 - 7 6 - - -
Down.gif+Kick.gif (air) HL 70 50 40 - 12 Until ground After landing 6 - - 1~8f legs invincible to projectiles
Down.gif+Punch.gif (air) HL 90 100 60 - 13 Until ground After landing 6 - - 1~12f legs invincible to projectiles, pursuit property
Yoga Tower - - - - See notes - - Total 120 - - 1~59f unthrowable, 1~59f legs strike and projectile invincible, can cancel from 31f~
Focus Attack LVL1 HL 50 100 20 - 10+10 3 34 -21 -21
Focus Attack LVL2 HL 70 150 40 - 18+10 3 34 -15 -
Focus Attack LVL3 - 100 200 60 - 58 2 28 - -
Right.gif+Jab.gif+Short.gif 1.01 120 80 40 - 3 2 20 - - Hard knockdown
Left.gif+Jab.gif+Short.gif 1.01 120 80 40 - 3 2 20 - - Hard knockdown
Yoga Fire Jab.gif HL 50 50 20/20 su 14 95 Total 48 -8 -4 18~19f cancellable
Yoga Fire Strong.gif HL 70 100 20/20 su 14 57 Total 48 -8 - 18~19f cancellable
Yoga Fire Fierce.gif HL 80 100 20/20 su 14 43 Total 48 -8 - 18~19f cancellable
Yoga Fire EX.gif HL 50*50 50*50 -250/0 su 14 - Total 42 +1 +4 18~19f cancellable, pursuit property
Yoga Flame Jab.gif HL 110 100 30/30 su 15 23 22 -6 - Armor break, projectile hitbox
Yoga Flame Strong.gif HL 140 100 30/30 su 17 27 16 -1 - Armor break, projectile hitbox
Yoga Flame Fierce.gif HL 170 100 30/30 su 34 32 13 +2 - Armor break, projectile hitbox
Yoga Flame EX.gif HL 50*70 100*100 -250/0 su 14 32 16 -1 - Armor break, projectile hitbox, pursuit property
Yoga Blast Short.gif - 130 100 30/40 su 11 20 45 - - Hard knockdown, projectile hitbox, cannot hit grounded opponents
Yoga Blast Forward.gif - 150 100 30/40 su 15 20 36 - - Hard knockdown, projectile hitbox, cannot hit grounded opponents
Yoga Blast Roundhouse.gif - 180 100 30/40 su 30 20 22 - - Untechable knockdon, floats opponent, pursuit property, projectile hitbox, cannot hit grounded opponents
Yoga Blast EX.gif - 90*50 100*100 -250/0 su 5 17 30 - - 1~4f Invincible, Hard knockdown, pursuit property, projectile hitbox, cannot hit grounded opponents
Yoga Teleport - - - - - - - Total 48 - - 1~29f Invincible, teleport complete on 15f, 19 grounded recovery frames
Yoga Teleport (air) - - - - - - - Total 30 - - 1~24f Invincible, teleport complete on 15f, can be activated from 1st jump frame
Super Combo Jab.gif HL 75x2*60x3 0 -1000/0 - 1+3 14 21 -5 - 1~3f Invincible, floats opponent, pursuit property, projectile hit box
Super Combo Strong.gif HL 75x2*60x3 0 -1000/0 - 1+3 23 21 -9 - 1~4f Invincible, floats opponent, pursuit property, projectile hit box
Super Combo Fierce.gif HL 75x2*60x3 0 -1000/0 - 1+3 47 21 -17 - 1~6f Invincible, floats opponent, pursuit property, projectile hit box
Ultra Combo 1 HL 60x5 0 0/0 - 0+12 142 Total 25 +44 - 1f Invincible, [Air hit] or [5th hit] floats opponent, pursuit property, projectile always releases
Ultra Combo 2 1.75~2.89 450 0 0/0 - 0+5 7 After landing 9 - - 1~9f Invincible, Hard knockdown, Throw range 1.75~2.89 depending on jump height
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: