Difference between revisions of "Dhalsim (CE)"

From Shoryuken Wiki!
Jump to: navigation, search
(Advanced Strategy)
Line 745: Line 745:
 
=Advanced Strategy=
 
=Advanced Strategy=
  
Dhalsim's gameplan is about zoning with his standing normals and projectiles,he isn't good with anti air and close combat but his crouching slides are useful for auto-crossup traps and holds
+
Dhalsim's gameplan is about zoning with his standing normals and projectiles,he isn't good with anti air and close combat but his crouching slides are useful for auto-crossup opponents traps and holds traps.
  
 
Sim's air game is tuned up now with his Drill and Mummy as command moves that can be used every active jumping frame and not along at the top of the jump anymore,however use carefully because he had the slowest jump in the game,but can use Drill for overheads and pressure at the shortest active jump frame.
 
Sim's air game is tuned up now with his Drill and Mummy as command moves that can be used every active jumping frame and not along at the top of the jump anymore,however use carefully because he had the slowest jump in the game,but can use Drill for overheads and pressure at the shortest active jump frame.
  
At close combat his throws are useful to Yoga Fire traps and also his hold isn't damaging but are standing normal poke safe.
+
At close combat his throws are useful to Yoga Fire traps and also his hold isn't damaging but are standing normal poke safe,also his Close Fierce its great and mades seirous stun damage if hits,Close Jab is best for keep away at short range and with safe block.
 +
 
 +
Yoga Fire always knocks down an opponent and mades great damage but had a bad recovery and startup,be careful to use it and if your opponents jump in to you and its far ,use Far Short or Forward for medium range trap and Roundhouse for a long range one,but if its close be sure to throw it. Yoga Fire its your option for medium range and wake up games,if it blocked its safe ,but its not,you make the most stun damage with this move.
 +
 
 +
Anti air options can be your Far Roundhouse and Forward for any situation of long and medium combat,also Far Fierce if your opponents jump in on your Yoga Fire.
  
 
=Match-Ups=
 
=Match-Ups=

Revision as of 06:56, 8 July 2016

Street Fighter 2: Champion EditionSf2ce-logo.png
Street Fighter 2: Champion Edition#Game ElementsStreet Fighter 2: Champion Edition#Game ElementsStreet Fighter 2: Champion Edition#CharactersStreet Fighter 2: Champion Edition#System InfoStreet Fighter 2: Champion Edition#MiscellaneousStreet Fighter 2: Champion Edition#Basic StrategyMvC3HeaderButtons.png

Sf2ceDhalsim.gif


Introduction

Color Options

Start Default
Dhalsim-mp.gif Dhalsim-old1.gif

Moves List

Normal Moves

Yoga Noogie: close, b or f + Medium Punch

Yoga Throw: close, b or f + Hard Punch

Yoga Spear: in air, d + Hard Kick

Yoga Mummy: in air, d + Hard Punch

Slide Kick: d + K

Double Headbutt: close, Hard Punch

Special Moves

Yoga Fire: d, df, f + Punch

Yoga Flame: b, db, d, df, f + Punch

The Basics

Anti Air: close Medium Punch

High Pokes: standing Medium and High Kick

Low Pokes: crouching Medium and High Punch


Combos

  • cr.MK,cr.MK
  • cr.Mk xx Yoga Fire

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2ce-dhalsim-lp-s1.png Sf2ce-dhalsim-lp-s2.png Sf2ce-dhalsim-lp-a.png Sf2ce-dhalsim-lp-s2.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 2 3 6 5
Simplified 5+1 6 4
  • Standing MP:
Damage 10 Sf2ce-dhalsim-mp-s1.png Sf2ce-dhalsim-mp-s2.png Sf2ce-dhalsim-mp-a1.png Sf2ce-dhalsim-mp-a2.png Sf2ce-dhalsim-mp-r1.png Sf2ce-dhalsim-mp-s2.png Sf2ce-dhalsim-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage 0
Frame Count 3 4 4 6 4 4 1
Simplified 1+7 10 9
  • Standing HP:
Damage 16 Sf2ce-dhalsim-mp-s1.png Sf2ce-dhalsim-mp-s2.png Sf2ce-dhalsim-hp-a1.png Sf2ce-dhalsim-hp-a2.png Sf2ce-dhalsim-hp-r1.png Sf2ce-dhalsim-hp-r2.png Sf2ce-dhalsim-mp-s2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 3 4 4 6 10 8 1
Simplified 1+7 10 19
  • Standing LK:
Damage 8 Sf2ce-dhalsim-lk-s1.png Sf2ce-dhalsim-lk-s2.png Sf2ce-dhalsim-lk-a.png Sf2ce-dhalsim-lk-s2.png Sf2ce-dhalsim-lk-r1.png Sf2ce-dhalsim-lk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 2 3 8 4 4 1
Simplified 1+5 8 9
  • Standing MK:
Damage 10 Sf2ce-dhalsim-lk-s1.png Sf2ce-dhalsim-mk-s2.png Sf2ce-dhalsim-mk-a.png Sf2ce-dhalsim-mk-r1.png Sf2ce-dhalsim-lk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 2 3 8 4 5
Simplified 1+5 8 9
  • Standing HK:
Damage 14 Sf2ce-dhalsim-hk-s1.png Sf2ce-dhalsim-hk-s2.png Sf2ce-dhalsim-hk-s3.png Sf2ce-dhalsim-hk-s4.png Sf2ce-dhalsim-hk-a.png Sf2ce-dhalsim-hk-r1.png Sf2ce-dhalsim-hk-r2.png Sf2ce-dhalsim-hk-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 1 2 3 4 6 10 8 1
Simplified 1+10 6 19

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2ce-dhalsim-cllp-s1.png Sf2ce-dhalsim-cllp-a1.png Sf2ce-dhalsim-cllp-a2.png Sf2ce-dhalsim-cllp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +2
Frame Count 2 3 6 5
Simplified 1+2 9 5
  • Close Standing MP:
Damage 10 Sf2ce-dhalsim-clmp-s1.png Sf2ce-dhalsim-clmp-a1.png Sf2ce-dhalsim-clmp-a2.png Sf2ce-dhalsim-clmp-r1.png Sf2ce-dhalsim-clmp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 3 6 4 1
Simplified 1+2 9 5
  • Close Standing HP:
Damage 16,16 Sf2ce-dhalsim-clhp-s1.png Sf2ce-dhalsim-clhp-s2.png Sf2ce-dhalsim-clhp-a1.png Sf2ce-dhalsim-clhp-a2.png Sf2ce-dhalsim-clhp-r1.png Sf2ce-dhalsim-clhp-s2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 2 3 3 8 10 7
Simplified 1+5 11 17
  • Close Standing LK:
Damage 6 Sf2ce-dhalsim-lk-s1.png Sf2ce-dhalsim-cllk-a.png Sf2ce-dhalsim-lk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +2
Frame Count 3 8 5
  • Close Standing MK:
Damage 10 Sf2ce-dhalsim-lk-s1.png Sf2ce-dhalsim-clmk-a.png Sf2ce-dhalsim-lk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 3 8 5


  • Close Standing HK:
Damage 16 Sf2ce-dhalsim-clhk-s1.png Sf2ce-dhalsim-clhk-s2.png Sf2ce-dhalsim-clhk-s3.png Sf2ce-dhalsim-clhk-a.png Sf2ce-dhalsim-clhk-s3.png Sf2ce-dhalsim-clhk-s2.png Sf2ce-dhalsim-clhk-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +9
Frame Count 3 3 2 8 3 4 1
Simplified 1+8 8 8

Crouching Normals

  • Crouching LP:
Damage 6 Sf2ce-dhalsim-crlp-s1.png Sf2ce-dhalsim-crlp-s2.png Sf2ce-dhalsim-crlp-r.png Sf2ce-dhalsim-crlp-a.png Sf2ce-dhalsim-crlp-r.png Sf2ce-dhalsim-crlp-s2.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 2 3 3 6 4 5
Simplified 1+8 6 9
  • Crouching MP:
Damage 10 Sf2ce-dhalsim-crlp-s1.png Sf2ce-dhalsim-crlp-s2.png Sf2ce-dhalsim-crlp-r.png Sf2ce-dhalsim-crmp-a.png Sf2ce-dhalsim-crlp-r.png Sf2ce-dhalsim-crlp-s2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +5
Frame Count 2 3 3 6 4 5
Simplified 1+8 6 9
  • Crouching HP:
Damage 14 Sf2ce-dhalsim-crlp-s1.png Sf2ce-dhalsim-crlp-s2.png Sf2ce-dhalsim-crlp-r.png Sf2ce-dhalsim-crhp-a.png Sf2ce-dhalsim-crlp-r.png Sf2ce-dhalsim-crlp-s2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 4 4 6 10 9
Simplified 1+11 6 19


  • Crouching LK:
Damage 8 Sf2ce-dhalsim-crlk-s1.png Sf2ce-dhalsim-crlk-s2.png Sf2ce-dhalsim-crlk-a.png Sf2ce-dhalsim-crlk-s2.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 1 1 14 5
Simplified 1+2 14 5
  • Crouching MK:
Damage 12 Sf2ce-dhalsim-crlk-s1.png Sf2ce-dhalsim-crlk-s2.png Sf2ce-dhalsim-crmk-a.png Sf2ce-dhalsim-crlk-s2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 3 4 16 5
Simplified 1+7 16 5
  • Crouching HK:
Damage 16 Sf2ce-dhalsim-crlk-s1.png Sf2ce-dhalsim-crlk-s2.png Sf2ce-dhalsim-crhk-a.png Sf2ce-dhalsim-crlk-s2.png Sf2ce-dhalsim-crhk-r1.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -27
Frame Count 3 4 18 20 1
Simplified 1+7 18 21

Close Crouching Normals

  • Close Crouching LP:
Damage 8 Sf2ce-dhalsim-clcrmp-s1.png Sf2ce-dhalsim-clcrlp-a.png Sf2ce-dhalsim-clcrmp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 2 4 5


  • Close Crouching MP:
Damage 12 Sf2ce-dhalsim-clcrmp-s1.png Sf2ce-dhalsim-clcrmp-a.png Sf2ce-dhalsim-clcrmp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 5 7
  • Close Crouching MK:
Damage 12 Sf2ce-dhalsim-crhk-r1.png Sf2ce-dhalsim-clcrmk-a.png Sf2ce-dhalsim-crhk-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +8
Frame Count 1 8 5

Aerial Normals

  • Neutral/Diagonal Jumping LP:
Damage 8 Sf2ce-dhalsim-njlp-s1.png Sf2ce-dhalsim-njlp-s2.png Sf2ce-dhalsim-njlp-a.png Sf2ce-dhalsim-njlp-r1.png Sf2ce-dhalsim-njlp-s1.png
Stun 1~7
Stun Timer 40
Frame Count 3 4 16  ?
Simplified 7 16
  • Neutral/Diagonal Jumping MP:
Damage 12 Sf2ce-dhalsim-njlp-s1.png Sf2ce-dhalsim-njlp-s2.png Sf2ce-dhalsim-njmp-a.png Sf2ce-dhalsim-njlp-r1.png Sf2ce-dhalsim-njlp-s1.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 10  ?
Simplified 7 10
  • Neutral/Diagonal Jumping HP:
Damage 16 Sf2ce-dhalsim-njlp-s1.png Sf2ce-dhalsim-njlp-s2.png Sf2ce-dhalsim-njhp-a.png Sf2ce-dhalsim-njlp-r1.png Sf2ce-dhalsim-njlp-s1.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 4  ?
Simplified 7 4
  • Neutral/Diagonal Jumping LK:
Damage 8 Sf2ce-dhalsim-jk-s1.png Sf2ce-dhalsim-jk-s2.png Sf2ce-dhalsim-njlk-a.png Sf2ce-dhalsim-jk-r1.png Sf2ce-dhalsim-jk-s1.png
Stun 1~7
Stun Timer 40
Frame Count 4 6 18 4
Simplified 10 18
  • Neutral/Diagonal Jumping MK:
Damage 12 Sf2ce-dhalsim-jk-s1.png Sf2ce-dhalsim-jk-s2.png Sf2ce-dhalsim-njmk-a.png Sf2ce-dhalsim-jk-r1.png Sf2ce-dhalsim-jk-s1.png
Stun 5~11
Stun Timer 50
Frame Count 4 6 12 4
Simplified 10 12
  • Neutral/Diagonal Jumping HK:
Damage 16 Sf2ce-dhalsim-njhk-s1.png Sf2ce-dhalsim-njhk-s2.png Sf2ce-dhalsim-njhk-s3.png Sf2ce-dhalsim-njhk-s4.png Sf2ce-dhalsim-njhk-a.png Sf2ce-dhalsim-njhk-r1.png Sf2ce-dhalsim-njhk-r2.png Sf2ce-dhalsim-njhk-r3.png
Stun 11~17
Stun Timer 60
Frame Count 1 2 3 4 6 4 3
Simplified 10 6

Unique Moves

  • Yoga Drill: (On air, ↓ + HK)
Damage 12 Sf2ce-dhalsim-dhk-s1.png Sf2ce-dhalsim-dhk-a1.png
Stun 11~17
Stun Timer 80
Frame Count 5
Simplified 4


  • Yoga Mummy: (On air, ↓ + HP)
Damage 12 Sf2ce-dhalsim-dhp-s1.png Sf2ce-dhalsim-dhp-a1.png
Stun 11~17
Stun Timer 80
Frame Count 5
Simplified 4

Throws

  • Yoga Smash: (←/→ + MP) and
  • Yoga Throw: (←/→ + HP)
Throw Hold Sf2ce-dhalsim-throw.png
Damage 30 Damage 20+(4*n)
Duration - Duration 300
Stun 7~13 Stun -
Stun Timer 100 Stun Timer -
Range (from axis) 64 Range (from axis) 64
Range advantage 29 Range advantage 29

Special Moves

  • Yoga Fire: ↓↘→ + Punch

Start up:

Sf2ce-dhalsim-fire-s1.png Sf2ce-dhalsim-fire-s2.png Sf2ce-dhalsim-fire-s3.png Sf2ce-dhalsim-fire-s4.png
2 2 7 1


LP version:

Damage 12 Sf2ce-dhalsim-firelp-a1.png Sf2ce-dhalsim-firelp-a2.png Sf2ce-dhalsim-firelp-a3.png Sf2ce-dhalsim-firelp-a4.png Sf2ce-dhalsim-firelp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 3 6 9...

MP version:

Damage 14 Sf2ce-dhalsim-firemp-a1.png Sf2ce-dhalsim-firemp-a2.png Sf2ce-dhalsim-firemp-a3.png Sf2ce-dhalsim-firemp-a4.png Sf2ce-dhalsim-firemp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 3 6 9...

HP version :

Damage 16 Sf2ce-dhalsim-firehp-a1.png Sf2ce-dhalsim-firehp-a2.png Sf2ce-dhalsim-firehp-a3.png Sf2ce-dhalsim-firehp-a4.png Sf2ce-dhalsim-firehp-a5.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 3 6 9...


  • Yoga Flame: ←↙↓↘→ + Punch


Start up:

Damage 32 Sf2ce-dhalsim-sflame-s1.png Sf2ce-dhalsim-sflame-s2.png Sf2ce-dhalsim-sflame-s3.png Sf2ce-dhalsim-sflame-s4.png Sf2ce-dhalsim-sflame-s5.png Sf2ce-dhalsim-sflame-s6.png Sf2ce-dhalsim-sflame-s6a.png Sf2ce-dhalsim-sflame-s7.png Sf2ce-dhalsim-sflame-s8.png Sf2ce-dhalsim-sflame-s9.png Sf2ce-dhalsim-sflame-s10.png Sf2ce-dhalsim-sflame-s11.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Jab 2 2 3 2 2 1 1 1 2 1 3 1
Strong 2 2 3 2 3 1 1 1 2 1 3 1
Fierce 2 2 4 2 4 1 1 1 2 1 3 1

Precycle:

Sf2ce-dhalsim-pflame-1.png Sf2ce-dhalsim-pflame-2.png Sf2ce-dhalsim-pflame-3.png Sf2ce-dhalsim-pflame-2.png Sf2ce-dhalsim-pflame-4.png Sf2ce-dhalsim-pflame-5.png Sf2ce-dhalsim-pflame-6.png Sf2ce-dhalsim-pflame-5.png
Frame Count 3 1 3 1 3 1 3 1


Cycle:

Sf2ce-dhalsim-flame-1.png Sf2ce-dhalsim-pflame-5.png Sf2ce-dhalsim-flame-2.png Sf2ce-dhalsim-pflame-5.png Sf2ce-dhalsim-flame-3.png Sf2ce-dhalsim-pflame-5.png Sf2ce-dhalsim-flame-1.png Sf2ce-dhalsim-pflame-5.png
Frame Count 3 1 3 1 3 1 3 1

Jab: 1 time
Strong: 2 times
Fierce: 3 times

Recovery:

Sf2ce-dhalsim-rflame-a1.png Sf2ce-dhalsim-rflame-a2.png Sf2ce-dhalsim-rflame-a1.png Sf2ce-dhalsim-rflame-a3.png Sf2ce-dhalsim-rflame-a1.png Sf2ce-dhalsim-rflame-a4.png Sf2ce-dhalsim-rflame-a1.png Sf2ce-dhalsim-rflame-a5.png Sf2ce-dhalsim-rflame-a1.png Sf2ce-dhalsim-rflame-a6.png Sf2ce-dhalsim-rflame-a1.png
Jab 0 3 1 3 1 3 1 3 1 1 2
Strong 0 3 1 3 1 3 1 3 1 1 2
Fierce 1 3 1 3 1 3 1 3 1 1 2

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2ce-dhalsim-bwd.png Sf2ce-dhalsim-cllp-n.png Sf2ce-dhalsim-fwd.png Sf2ce-dhalsim-cr-n.png
  • Standing reel:
Sf2ce-dhalsim-reel1.png Sf2ce-dhalsim-reel2.png Sf2ce-dhalsim-reel3.png Sf2ce-dhalsim-reel4.png
  • Standing gut reel:
Sf2ce-dhalsim-gutreel1.png Sf2ce-dhalsim-gutreel2.png Sf2ce-dhalsim-gutreel3.png Sf2ce-dhalsim-gutreel4.png
  • Crouching reel:
Sf2ce-dhalsim-creel1.png Sf2ce-dhalsim-creel2.png
  • Dizzy:
Sf2ce-dhalsim-dizzy1.png Sf2ce-dhalsim-dizzy2.png Sf2ce-dhalsim-dizzy3.png

Advanced Strategy

Dhalsim's gameplan is about zoning with his standing normals and projectiles,he isn't good with anti air and close combat but his crouching slides are useful for auto-crossup opponents traps and holds traps.

Sim's air game is tuned up now with his Drill and Mummy as command moves that can be used every active jumping frame and not along at the top of the jump anymore,however use carefully because he had the slowest jump in the game,but can use Drill for overheads and pressure at the shortest active jump frame.

At close combat his throws are useful to Yoga Fire traps and also his hold isn't damaging but are standing normal poke safe,also his Close Fierce its great and mades seirous stun damage if hits,Close Jab is best for keep away at short range and with safe block.

Yoga Fire always knocks down an opponent and mades great damage but had a bad recovery and startup,be careful to use it and if your opponents jump in to you and its far ,use Far Short or Forward for medium range trap and Roundhouse for a long range one,but if its close be sure to throw it. Yoga Fire its your option for medium range and wake up games,if it blocked its safe ,but its not,you make the most stun damage with this move.

Anti air options can be your Far Roundhouse and Forward for any situation of long and medium combat,also Far Fierce if your opponents jump in on your Yoga Fire.

Match-Ups

Vs. Ryu

Vs. Ken

Vs. E.Honda

Vs. Chun Li

Vs. Blanka

Vs. Zangief

Vs. Guile

Vs. Dhalsim

Vs. Boxer

Vs. Claw

Vs. Sagat

Vs. Dictador