Difference between revisions of "O. Dhalsim (ST)"

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(Command Normals: Damage data)
m (Jump Animations)
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====Ground Normals====
 
====Ground Normals====
*<b>Close Standing Jab:</b>
+
*<b>Close Standing Jab:</b> (Base max activation range: 21)
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab4.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab4.png}}
Line 54: Line 54:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCell| 5}}
 
|}
 
|}
 
+
One of your best standing anti-airs due to the low start-up frames. Not as effective for old Dhalsim as he has to be very close to use this move.
  
 
*<b>Far Standing Jab:</b>
 
*<b>Far Standing Jab:</b>
Line 74: Line 74:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
 
|}
 
|}
 +
A key move for O.Sim, because, unlike N.Sim, he can't use close crouching lp from far, so this ends up being the only decent answer for moves like Honda's headbutt for example.
  
 
+
*<b>Close Crouching Jab:</b> (Base max activation range: 47)
*<b>Close Crouching Jab:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
Line 94: Line 94:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 
|}
 
|}
 
+
Not as useuful with O.Sim because of the strict activation range, since you can't really use it as a defensive poke on neutral.
  
 
*<b>Far Crouching Jab:</b>
 
*<b>Far Crouching Jab:</b>
Line 114: Line 114:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
 
|}
 
|}
 +
Mostly outclassed by far crouch mp, but this does less pushback, so can be ok if you need them at a specific range.
  
 
+
*<b>Close Standing Strong:</b> (Base max activation range: 48)
*<b>Close Standing Strong:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}}
Line 134: Line 134:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 2 | 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 2 | 5}}
 
|}
 
|}
 
+
Works as an anti air, and pretty fast to come out.
  
 
*<b>Far Standing Strong:</b>
 
*<b>Far Standing Strong:</b>
Line 161: Line 161:
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 9}}
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 9}}
 
|}
 
|}
 +
Ok as a poke, can beat some attacks that are low on the ground.
  
 
+
*<b>Close Crouching Strong:</b> (Base max activation range: 47)
*<b>Close Crouching Strong:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
Line 181: Line 181:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}}
 
|}
 
|}
 
+
Less priority than close crouch lp, but more reach, can still be good to keep them out, as it has fast startup. Old Dhalsim has to be close to use it though, so it can be harder to use in some situations.
  
 
*<b>Far Crouching Strong:</b>
 
*<b>Far Crouching Strong:</b>
Line 201: Line 201:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
 
|}
 
|}
 +
This is a good low poke to pressure and punish with. It gives good frames upon landing, and forces them to block low. Gives Guile and DJ a lot of problems as it can safely punish their fireballs, you can even block them if you get up as the move ends.
  
 
+
*<b>Close Standing Fierce:</b> (Base max activation range: 60)
*<b>Close Standing Fierce:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1] + 22[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1] + 22[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}}
Line 221: Line 221:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 17}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 17}}
 
|}
 
|}
 
+
Does a huge amount of dizzy in the case that both hits land, and they do combo properly most of the time. Best to set this up after crossup drill, or meaty crossup slides. The old Dhalsim range restrictions don't hurt much here since you only want this move when close anyway.
  
 
*<b>Far Standing Fierce:</b>
 
*<b>Far Standing Fierce:</b>
Line 248: Line 248:
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
 
|}
 
|}
 
+
Good range, but is a little unsafe to whiff. Useful to punish moves like blanka ball, or to push the opponent back to a more ideal range. The old Dhalsim range restrictions don't negatively effect this movem much, since it's mainly only used from far away.
  
 
*<b>Close/Far Crouching Fierce:</b>
 
*<b>Close/Far Crouching Fierce:</b>
Line 268: Line 268:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 11}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 11}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}}
 
|}
 
|}
 +
Can still low profile under a lot of moves like the weaker variants, but has a much longer recovery. It has great reach, and good priority for a stretching normal, use carefully. This is his only crouch heavy punch normal, old Dhalsim lacks the close version that new Dhalsim gained.
  
 
+
*<b>Close Standing Short:</b> (Base max activation range: 51)
*<b>Close Standing Short:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
Line 288: Line 288:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|}
 
|}
 
+
Ok as an anti air. Just be careful as you need to be in activation range to use it.
  
 
*<b>Far Standing Short:</b>
 
*<b>Far Standing Short:</b>
Line 308: Line 308:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 9}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 9}}
 
|}
 
|}
 
+
Can be ok for checking some moves like chicken wing and scissor kicks, but usually far mk is a better move to use. Like far stand mk, old Dhalsim can also cancel this move, useful for locking opponents down.
  
 
*<b>Close/Far Crouching Short:</b>
 
*<b>Close/Far Crouching Short:</b>
Line 328: Line 328:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 2}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 2}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
 
|}
 
|}
 +
This slide is not much use for anti fireball tactics, but can combo into most other normals if done meaty enough. Also useful for ticks into throw, and as an anti air. This is his only crouching light kick normal, he lacks the close version that New Dhalsim gained.
  
 
+
*<b>Close Standing Forward:</b> (Base max activation range: 56)
*<b>Close Standing Forward:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
Line 348: Line 348:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|}
 
|}
 
+
Ok as a trade anti air, comes out pretty fast. Just make sure you know the activation range, so you don't get far mk by mistake.
  
 
*<b>Far Standing Forward:</b>
 
*<b>Far Standing Forward:</b>
Line 368: Line 368:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 9}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 9}}
 
|}
 
|}
 +
If there is a single reason to consider using O.Sim, this move is it. Notice how it is special cancelable? Great for locking opponents down.
  
 
+
*<b>Close Crouching Forward:</b> (Base max activation range: 60)
*<b>Close Crouching Forward:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
Line 388: Line 388:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|}
 
|}
 
+
Probably the best anti-ticking normal in the game due to the 1-frame startup. Mash on this to deter tick or walk-up throws. Still great, but now it only works when close, so it is less useful as a counter poke.
  
  
Line 409: Line 409:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 16}} |{{STDiagramCell| 5}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 16}} |{{STDiagramCell| 5}}
 
|}
 
|}
 +
Not used as much as his other slides, but can still set up mixups. Only works from far away, so less useful in general as old Dhalsim.
  
 
+
*<b>Close Standing Roundhouse:</b> (Base max activation range: 66)
*<b>Close Standing Roundhouse:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}}
Line 429: Line 429:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 8}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 8}}
 
|}
 
|}
 
+
Underrated move, has great priority, it will beat a lot of attacks clean. You can do it as a meaty from far, and a lot of characters reversals will whiff or lose. Much harder to use effectively as it now has a range restriction as old Dhalsim.
  
 
*<b>Far Standing Roundhouse:</b>
 
*<b>Far Standing Roundhouse:</b>
Line 456: Line 456:
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
 
|}
 
|}
 
+
A little slow, but has great range. Very effective at punishing fireballs, and for an anti air if they jump from far away.
  
 
*<b>Close/Far Crouching Roundhouse:</b>
 
*<b>Close/Far Crouching Roundhouse:</b>
Line 476: Line 476:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | 21}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | 21}}
 
|}
 
|}
 +
Great for punishing fireballs thanks to the long range, and the fact that it knocks down on hit.  This is his only crouching heavy kick normal, he lacks the close version that new Dhalsim gained.
  
 
====Aerial Normals====
 
====Aerial Normals====
Line 488: Line 489:
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
 
+
Jump hp is much better to use, however this can hit in spaces where j hp could whiff.
  
 
*<b>Neutral/Diagonal Jumping Strong:</b>
 
*<b>Neutral/Diagonal Jumping Strong:</b>
Line 504: Line 505:
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
 
+
Jump hp is flat out better, though this might hit in spaces where j hp would whiff.
  
 
*<b>Neutral/Diagonal Jumping Fierce:</b>
 
*<b>Neutral/Diagonal Jumping Fierce:</b>
Line 520: Line 521:
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | ∞}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
 
+
Ok range, but poor priority, can defend you from air to airs if you hit them early enough.
  
 
*<b>Neutral/Diagonal Jumping Short:</b>
 
*<b>Neutral/Diagonal Jumping Short:</b>
Line 540: Line 541:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | ∞}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
 
+
Jump mk is just flat out better, though this has a little more active frames.
  
 
*<b>Neutral/Diagonal Jumping Forward:</b>
 
*<b>Neutral/Diagonal Jumping Forward:</b>
Line 556: Line 557:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
 
+
Beats a handful of moves if used at specific ranges, but still has poor priority.
  
 
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
 
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
Line 572: Line 573:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | ∞}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | ∞}}
 
|}
 
|}
 +
Good reach. This is useful for air to airs, and for beating walldive attempts vs Claw.
  
 
===Command Normals===
 
===Command Normals===
 +
 +
It should be noted that all of his drills can hit low, and in some cases must be blocked low. They don't hit overhead like air normals, so it's usually best to crouch block drills.
 +
 
*<b>Drill Zutsuki a.k.a. Mummy Drill:</b> (On air, ↙/↓/↘ + Fierce)
 
*<b>Drill Zutsuki a.k.a. Mummy Drill:</b> (On air, ↙/↓/↘ + Fierce)
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[4]}} |{{STDiagramImageCell| 4 | ODhalsim_mummy1.png}} |{{STDiagramImageCell| 4 | ODhalsim_mummy2anm.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[4]}} |{{STDiagramImageCell| 4 | ODhalsim_mummy1.png}} |{{STDiagramImageCell| 4 | ODhalsim_mummy2anm.gif}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
Line 590: Line 595:
 
*<b>Drill Kick:</b> (On air, ↙/↓/↘ + Roundhouse)
 
*<b>Drill Kick:</b> (On air, ↙/↓/↘ + Roundhouse)
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[4]}} |{{STDiagramImageCell| 4 | ODhalsim_drill1.png}} |{{STDiagramImageCell| 4 | ODhalsim_drill2anm.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[4]}} |{{STDiagramImageCell| 4 | ODhalsim_drill1.png}} |{{STDiagramImageCell| 4 | ODhalsim_drill2anm.gif}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
Line 608: Line 613:
 
{{STDiagramCellColSpan| 3 | <b>Hold</b>}} |{{STDiagramCellColSpan| 2 | <b>Throw</b>}} |{{STDiagramImageCell| 5 | ODhalsim_throwb.png}} |{{STDiagramImageCell| 5 | ODhalsim_throw.png}} |{{STDiagramImageCell| 5 | ODhalsim_throwf.png}}
 
{{STDiagramCellColSpan| 3 | <b>Hold</b>}} |{{STDiagramCellColSpan| 2 | <b>Throw</b>}} |{{STDiagramImageCell| 5 | ODhalsim_throwb.png}} |{{STDiagramImageCell| 5 | ODhalsim_throw.png}} |{{STDiagramImageCell| 5 | ODhalsim_throwf.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 26 + 4*n}} |{{STDiagramCell| Damage}} |{{STDiagramCell| 34}}
+
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| <u>26</u> + <u>4</u>*n}} |{{STDiagramCell| Damage}} |{{STDiagramCell| <u>34</u>}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | Set amount of hits}} |{{STDiagramCell| 6}} |{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
 
{{STDiagramCellColSpan| 2 | Set amount of hits}} |{{STDiagramCell| 6}} |{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
Line 617: Line 622:
 
|}
 
|}
 
*<b>Yoga Smash a.k.a. Noogie:</b> (←/→ + Strong)
 
*<b>Yoga Smash a.k.a. Noogie:</b> (←/→ + Strong)
 
+
Dhalsim's Hold. This is his most damaging grab. It may be a good idea to try cheap out and loop this, depending on the opponent's reversal options and grab range. Against Dictator for example, it's possible to make it safe by spacing it out of his throw range, unless he has his super meter full, of course. Against Honda, you can followup with a Yoga Flame which he is pretty much forced to block.
  
 
*<b>Yoga Throw:</b> (←/→ + Fierce)
 
*<b>Yoga Throw:</b> (←/→ + Fierce)
 +
Dhalsim's Throw. It actually does a little more damage than most normal throws, a lot less than Chun's Strong throw though. Go for this throw when you want to keep a confortable distance from your oppponent or when you want to finish a round (the extra damage helps on this).
  
 
===Special Moves===
 
===Special Moves===
Line 635: Line 641:
 
*<b>Jab Version:</b>
 
*<b>Jab Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 15}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9jab.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 17[2]}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9jab.png}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
Line 649: Line 655:
 
*<b>Strong Version:</b>
 
*<b>Strong Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9strng.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[2]}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9strng.png}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
Line 663: Line 669:
 
*<b>Fierce Version:</b>
 
*<b>Fierce Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 17}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9frc.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[3]}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9frc.png}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
Line 675: Line 681:
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
 
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
 
|}
 
|}
 
+
Average frames in terms of startup and recovery, and has a small hitbox. However it has some great qualities, medium and heavy versions cause a hard knockdown, unlike Ryu's red fireballs, this can happen a any time, not just during the first few active frames. Jab version keeps them standing. Like Guile, you can throw one, and stay behind it, and try punish anything they do to avoid it. Dhalsim doesn't make himself nearly as vulnerable as most characters during startup, so it's not too hard to get this out sometimes.
  
 
*<b>Yoga Flame:</b> (←↙↓↘→ + P)
 
*<b>Yoga Flame:</b> (←↙↓↘→ + P)
Line 709: Line 715:
 
*<b>Jab Version:</b>
 
*<b>Jab Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[7]}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
Line 744: Line 750:
 
*<b>Strong Version:</b>
 
*<b>Strong Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[5] / 32[5]}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
Line 791: Line 797:
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | ...4 (48)}} |{{STDiagramCellColSpan| 2 | 4 (48)}}
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | ...4 (48)}} |{{STDiagramCellColSpan| 2 | 4 (48)}}
 
|}
 
|}
 +
<b>NOTE:</b> The higher damage value is for the last 4 active frames where the hitbox is bigger.
 
*<b>Fierce Version:</b>
 
*<b>Fierce Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 27}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 32[5]}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
 
|-
 
|-
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
Line 882: Line 889:
 
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | ...8 (20)}}
 
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | ...8 (20)}}
 
|}
 
|}
 
+
A great pressure tool, as it recovers almost instantly when it connects. If spaced from afar, most characters have no choice but to block, so in the corner you can use it to set up mixups into throw or low attacks. Useful in fireball wars to get the advantage.
  
 
*<b>Yoga Teleport:</b> (→↓↘/←↓↙ + PPP/KKK)
 
*<b>Yoga Teleport:</b> (→↓↘/←↓↙ + PPP/KKK)
Line 888: Line 895:
 
*<b>Before Teleporting:</b>
 
*<b>Before Teleporting:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport1.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport2.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport1.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport2.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.gif}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}}
 
|-
 
|-
 
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 12}}
 
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 12}}
Line 896: Line 903:
 
*<b>After Teleporting:</b>
 
*<b>After Teleporting:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport22.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.gif}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport22.png}}
 
|-
 
|-
 
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 9}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
 
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 9}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
Line 902: Line 909:
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 26}} |{{STDiagramCell| 3}}
 
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 26}} |{{STDiagramCell| 3}}
 
|}
 
|}
 +
Dhalsim's only true invincible reversal. Though it often still gets you punished. Vs chip kill attempts, or command grab ticks, this is your only option. In the corner, reversal teleport usually appears in the same spot, which does no good for you.
 +
 +
===Misc Animations===
 +
====Jump Animations====
 +
*<b>Neutral Jump:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj2_nj2_fj2.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj4&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj5.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj4&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_nj8.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 15}} |{{STDiagramCell| 17}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 5 | 63}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 +
|}
 +
*<b>Back Jump:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj2_nj2_fj2.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj4_fj6.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj5_fj5.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj6.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj8_fj8.png}} |{{STDiagramImageCell| 1 |  ODhalsim_bj1&9_nj1&9_fj1&9.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 25}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 5 | 64}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 +
|}
 +
*<b>Forward Jump:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_bj1&9_nj1&9_fj1&9.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj2_nj2_fj2.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_fj4.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj5_fj5.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj4_fj6.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj3&7_fj3&7.png}} |{{STDiagramImageCell| 1 | ODhalsim_bj8_fj8.png}} |{{STDiagramImageCell| 1 |  ODhalsim_bj1&9_nj1&9_fj1&9.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 24}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 5 | 63}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 +
|}
 +
Even though it may not look like, Dhalsim actually has the fastest prejump speed on the game (tied with Dictator and O.Sagat). On the other hand he has the overall longest jump duration on the game.<br>
 +
 +
{{STSharedJumpDescription}}
  
 
==The Basics==
 
==The Basics==

Revision as of 20:42, 9 August 2019

ST Main Page
The Characters

Old Dhalsim's portrait in Super Turbo

Introduction

Picking Old Dhalsim

To select O.Dhalsim, choose Dhalsim and then press ↓ ↑ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Dhalsim-old1.gif Dhalsim-old2.gif

--Born2SPD

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: O.Dhalsim can not tech throws, does not have the Yoga Blast and Super;
  • O.Dhalsim Close Normals behave normally, while for N.Dhalsim they are activated by blocking while pressing the button. N.Dhalsim also received 3 new close crouching normals (that were missing for O.Dhalsim and/or to keep things consistent): Fierce, Short, and Roundhouse;
  • O.Dhalsim has some differences in some of his normals:
    • Far Standing Jab can be special canceled;
    • Close Standing Fierce first hit can be special canceled;
    • Far Standing Short can be special canceled;
    • Far Standing Forward can be special canceled (!);
    • Neutral Jumping Jab has new animation and properties;
    • Diagonal Jumping Strong has new animation and properties;
  • O.Dhalsim only have the Forward Drill Kick, which is actually activated with Roundhouse;
  • O.Dhalsim's teleport has a 1 frame longer startup, a different animation and it does not have a pushbox during the small period of time where Dhalsim's sprites are invisible and he is actually teleporting (i.e. shifting his position);

N.Dhalsim is often regarded as the best character in the game (excluding Akuma who is plain broken). O.Dhalsim isn't as good as his new counterpart, but he is very competitive and can be used against most characters without many problems.

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab: (Base max activation range: 21)
Damage 14[0] ODhalsim stcljab1.png ODhalsim stcljab2.png ODhalsim stcljab3.png ODhalsim stcljab4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes / No
Frame Advantage -1 / +2
Frame Count 2 3 6 5
Simplified 1 + 2 9 5

One of your best standing anti-airs due to the low start-up frames. Not as effective for old Dhalsim as he has to be very close to use this move.

  • Far Standing Jab:
Damage 12[0] ODhalsim stfarjab1.png ODhalsim stfarjab2&4.png ODhalsim stfarjab3.png ODhalsim stfarjab2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage +2
Frame Count 2 3 6 5
Simplified 1 + 5 6 5

A key move for O.Sim, because, unlike N.Sim, he can't use close crouching lp from far, so this ends up being the only decent answer for moves like Honda's headbutt for example.

  • Close Crouching Jab: (Base max activation range: 47)
Damage 14[1] ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crcljab2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +4
Frame Count 2 4 5
Simplified 1 + 2 4 5

Not as useuful with O.Sim because of the strict activation range, since you can't really use it as a defensive poke on neutral.

  • Far Crouching Jab:
Damage 12[0] ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9

Mostly outclassed by far crouch mp, but this does less pushback, so can be ok if you need them at a specific range.

  • Close Standing Strong: (Base max activation range: 48)
Damage 18[1] ODhalsim stclstrng1&5.png ODhalsim stclstrng2.png ODhalsim stclstrng3.png ODhalsim stclstrng4.png ODhalsim stclstrng1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +4 / +7
Frame Count 2 3 6 4 1
Simplified 1 + 2 9 5

Works as an anti air, and pretty fast to come out.

  • Far Standing Strong:
Damage 16[1] ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng3.png ODhalsim stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1 / +3
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarstrng5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng1&7 stfarfrc1.png
Frame Count 4 4 1
Simplified 9

Ok as a poke, can beat some attacks that are low on the ground.

  • Close Crouching Strong: (Base max activation range: 47)
Damage 18[1] ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crclstrng2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 3 5 7
Simplified 1 + 3 5 7

Less priority than close crouch lp, but more reach, can still be good to keep them out, as it has fast startup. Old Dhalsim has to be close to use it though, so it can be harder to use in some situations.

  • Far Crouching Strong:
Damage 16[0] ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarstrng4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9

This is a good low poke to pressure and punish with. It gives good frames upon landing, and forces them to block low. Gives Guile and DJ a lot of problems as it can safely punish their fireballs, you can even block them if you get up as the move ends.

  • Close Standing Fierce: (Base max activation range: 60)
Damage 22[1] + 22[1] ODhalsim stclfrc1.png ODhalsim stclfrc2&6.png ODhalsim stclfrc3.png ODhalsim stclfrc4.png ODhalsim stclfrc5.png ODhalsim stclfrc2&6.png
Stun 10~16 + 10~16
Stun Timer 80 + 80
Chain Cancel No
Special Cancel Yes* / No
Frame Advantage -6 / -3(-4)
Frame Count 2 3 3 8 10 7
Simplified 1 + 5 3 8 17

Does a huge amount of dizzy in the case that both hits land, and they do combo properly most of the time. Best to set this up after crossup drill, or meaty crossup slides. The old Dhalsim range restrictions don't hurt much here since you only want this move when close anyway.

  • Far Standing Fierce:
Damage 20[1] ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc3.png ODhalsim stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -7 / -3
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarfrc5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc7.png
Frame Count 10 8 1
Simplified 19

Good range, but is a little unsafe to whiff. Useful to punish moves like blanka ball, or to push the opponent back to a more ideal range. The old Dhalsim range restrictions don't negatively effect this movem much, since it's mainly only used from far away.

  • Close/Far Crouching Fierce:
Damage 20[2] ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crclfrc4 crfarfrc4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 3 4 4 6 10 9
Simplified 1 + 11 6 19

Can still low profile under a lot of moves like the weaker variants, but has a much longer recovery. It has great reach, and good priority for a stretching normal, use carefully. This is his only crouch heavy punch normal, old Dhalsim lacks the close version that new Dhalsim gained.

  • Close Standing Short: (Base max activation range: 51)
Damage 14[0] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclshrt2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +0
Frame Count 3 8 5
Simplified 1 + 3 8 5

Ok as an anti air. Just be careful as you need to be in activation range to use it.

  • Far Standing Short:
Damage 12[1] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt3.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt5.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage -4
Frame Count 2 3 8 4 4 1
Simplified 1 + 5 8 9

Can be ok for checking some moves like chicken wing and scissor kicks, but usually far mk is a better move to use. Like far stand mk, old Dhalsim can also cancel this move, useful for locking opponents down.

  • Close/Far Crouching Short:
Damage 12[1] ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crclshrt2 crfarshrt2.png ODhalsim crclshrt3 crfarshrt3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage -6
Frame Count 1 1 14 5
Simplified 1 + 2 14 5

This slide is not much use for anti fireball tactics, but can combo into most other normals if done meaty enough. Also useful for ticks into throw, and as an anti air. This is his only crouching light kick normal, he lacks the close version that New Dhalsim gained.

  • Close Standing Forward: (Base max activation range: 56)
Damage 18[0] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclfrwrd2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 8 5
Simplified 1 + 3 8 5

Ok as a trade anti air, comes out pretty fast. Just make sure you know the activation range, so you don't get far mk by mistake.

  • Far Standing Forward:
Damage 16[1] ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarfrwrd2.png ODhalsim stfarfrwrd3.png ODhalsim stfarfrwrd4.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +1
Frame Count 2 3 8 4 5
Simplified 1 + 5 8 9

If there is a single reason to consider using O.Sim, this move is it. Notice how it is special cancelable? Great for locking opponents down.

  • Close Crouching Forward: (Base max activation range: 60)
Damage 18[2] ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png ODhalsim crclfrwrd2.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 1 8 5
Simplified 1 + 1 8 5

Probably the best anti-ticking normal in the game due to the 1-frame startup. Mash on this to deter tick or walk-up throws. Still great, but now it only works when close, so it is less useful as a counter poke.


  • Far Crouching Forward:
Damage 16[1] ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crfarfrwrd3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 4 16 5
Simplified 1 + 7 16 5

Not used as much as his other slides, but can still set up mixups. Only works from far away, so less useful in general as old Dhalsim.

  • Close Standing Roundhouse: (Base max activation range: 66)
Damage 22[1] ODhalsim stclrh1&7.png ODhalsim stclrh2&6.png ODhalsim stclrh3&5.png ODhalsim stclrh4.png ODhalsim stclrh3&5.png ODhalsim stclrh2&6.png ODhalsim stclrh1&7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 2 8 3 4 1
Simplified 1 + 8 8 8

Underrated move, has great priority, it will beat a lot of attacks clean. You can do it as a meaty from far, and a lot of characters reversals will whiff or lose. Much harder to use effectively as it now has a range restriction as old Dhalsim.

  • Far Standing Roundhouse:
Damage 20[1] ODhalsim stfarrh1.png ODhalsim stfarrh2.png ODhalsim stfarrh3.png ODhalsim stfarrh4.png ODhalsim stfarrh5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 1 2 3 4 6
Simplified 1 + 10 6
ODhalsim stfarrh6.png ODhalsim stfarrh7.png ODhalsim stfarrh8.png
Frame Count 10 8 1
Simplified 19

A little slow, but has great range. Very effective at punishing fireballs, and for an anti air if they jump from far away.

  • Close/Far Crouching Roundhouse:
Damage 20[2] ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclrh3 crfarrh3.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -17
Frame Count 3 4 18 20 1
Simplified 1 + 7 18 21

Great for punishing fireballs thanks to the long range, and the fact that it knocks down on hit. This is his only crouching heavy kick normal, he lacks the close version that new Dhalsim gained.

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 14[1] ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njjab3 djjab3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 3 4 16 4
Simplified 7 16

Jump hp is much better to use, however this can hit in spaces where j hp could whiff.

  • Neutral/Diagonal Jumping Strong:
Damage 18[1] ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njstrng3 djstrng3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 3 4 10 4
Simplified 7 10

Jump hp is flat out better, though this might hit in spaces where j hp would whiff.

  • Neutral/Diagonal Jumping Fierce:
Damage 24[2] ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njfrc3 djfrc3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 3 4 4 4
Simplified 7 4

Ok range, but poor priority, can defend you from air to airs if you hit them early enough.

  • Neutral/Diagonal Jumping Short:
Damage 14[1] ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njshrt3 djshrt3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 1~7(-2)
Stun Timer 40



Frame Count 4 6 18 4
Simplified 10 18

Jump mk is just flat out better, though this has a little more active frames.

  • Neutral/Diagonal Jumping Forward:
Damage 18[1] ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njfrwrd3 djfrwrd3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 5~11
Stun Timer 50(+10)



Frame Count 4 6 12 4
Simplified 10 12

Beats a handful of moves if used at specific ranges, but still has poor priority.

  • Neutral/Diagonal Jumping Roundhouse:
Damage 24[2] ODhalsim njrh1 djrh1.png ODhalsim njrh2 djrh2.png ODhalsim njrh3 djrh3.png ODhalsim njrh4 djrh4.png ODhalsim njrh5 djrh5.png ODhalsim njrh6 djrh6.png ODhalsim njrh7 djrh7.png ODhalsim njrh8 djrh8.png
Stun 11~17(-1)
Stun Timer 60(+20)



Frame Count 1 2 3 4 6 4 3
Simplified 10 6

Good reach. This is useful for air to airs, and for beating walldive attempts vs Claw.

Command Normals

It should be noted that all of his drills can hit low, and in some cases must be blocked low. They don't hit overhead like air normals, so it's usually best to crouch block drills.

  • Drill Zutsuki a.k.a. Mummy Drill: (On air, ↙/↓/↘ + Fierce)
Damage 18[4] ODhalsim mummy1.png ODhalsim mummy2anm.gif
Stun 10~16
Stun Timer 80



Frame Count 1 + 5

Useful because O.Sim can use it as a tick into Noogie.

  • Drill Kick: (On air, ↙/↓/↘ + Roundhouse)
Damage 18[4] ODhalsim drill1.png ODhalsim drill2anm.gif
Stun 10~16
Stun Timer 80



Frame Count 1 + 5

O.Sim can only use the N.Sim Forward drill (though with the Roundhouse button), so he can't use the other drills to set up the opponent as much from up close, or as a reaction to a thrown fireball.

Throws

Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.

  • Grabs Throwboxes:
Hold Throw ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Damage 26 + 4*n Damage 34
Set amount of hits 6 Stun 7~13
Holds do no stun Stun Timer 100
Range (from axis) 64 (from throwable box) 29
  • Yoga Smash a.k.a. Noogie: (←/→ + Strong)

Dhalsim's Hold. This is his most damaging grab. It may be a good idea to try cheap out and loop this, depending on the opponent's reversal options and grab range. Against Dictator for example, it's possible to make it safe by spacing it out of his throw range, unless he has his super meter full, of course. Against Honda, you can followup with a Yoga Flame which he is pretty much forced to block.

  • Yoga Throw: (←/→ + Fierce)

Dhalsim's Throw. It actually does a little more damage than most normal throws, a lot less than Chun's Strong throw though. Go for this throw when you want to keep a confortable distance from your oppponent or when you want to finish a round (the extra damage helps on this).

Special Moves

  • Yoga Fire: (↓↘→ + P)

Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim fire1.png ODhalsim fire2.png ODhalsim fire3.png ODhalsim fire4.png
Frame Count 2 2 7 1
Simplified 12
  • Active:
  • Jab Version:
Damage 17[2] ODhalsim fire5.png ODhalsim fire6jab.png ODhalsim fire7jab.png ODhalsim fire8jab.png ODhalsim fire9jab.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40
  • Strong Version:
Damage 18[2] ODhalsim fire5.png ODhalsim fire6strng.png ODhalsim fire7strng.png ODhalsim fire8strng.png ODhalsim fire9strng.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40
  • Fierce Version:
Damage 20[3] ODhalsim fire5.png ODhalsim fire6frc.png ODhalsim fire7frc.png ODhalsim fire8frc.png ODhalsim fire9frc.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40

Average frames in terms of startup and recovery, and has a small hitbox. However it has some great qualities, medium and heavy versions cause a hard knockdown, unlike Ryu's red fireballs, this can happen a any time, not just during the first few active frames. Jab version keeps them standing. Like Guile, you can throw one, and stay behind it, and try punish anything they do to avoid it. Dhalsim doesn't make himself nearly as vulnerable as most characters during startup, so it's not too hard to get this out sometimes.

  • Yoga Flame: (←↙↓↘→ + P)

Detailed Input: (← [0~6f] ↙ [0~6f] ↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim flame1.png ODhalsim flame2.png ODhalsim flame3.png ODhalsim flame4.png ODhalsim flame5.png ODhalsim flame6.png ODhalsim flame7.png
Frame Count (Jab) 2 2 3 2 2 1 1
Simplified (Jab) 13... (21)
Frame Count (Strong) 2 2 3 2 3 1 1
Simplified (Strong) 14... (22)
Frame Count (Fierce) 2 2 4 2 4 1 1
Simplified (Fierce) 16... (24)
ODhalsim flame8.png ODhalsim flame9.png ODhalsim flame10.png ODhalsim flame11.png ODhalsim flame12.png
Frame Count 1 2 1 3 1
Simplified (Jab) ...8 (21)
Simplified (Strong) ...8 (22)
Simplified (Fierce) ...8 (24)
  • Active:
  • Jab Version:
Damage 28[7] ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (32)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (32)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (32)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8 (32)
  • Strong Version:
Damage 28[5] / 32[5] ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (48)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (48) 4 (48)

NOTE: The higher damage value is for the last 4 active frames where the hitbox is bigger.

  • Fierce Version:
Damage 32[5] ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (63)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame39frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (63) 4... (63)
ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png ODhalsim flame43frc.png
Frame Count 3 1 3
Simplified ...7 (63)
  • Recovery:
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame29jab 37strng 45frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame31jab 39strng 47frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame33jab 41strng 49frc.png
Frame Count (Jab) 3 1 3 1 3
Simplified (Jab) 11... (19)
Frame Count (Strong) 3 1 3 1 3
Simplified (Strong) 11... (19)
Frame Count (Fierce) 1 3 1 3 1 3
Simplified (Fierce) 12... (20)
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame35jab 43strng 51frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame37jab 45strng 53frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png
Frame Count 1 3 1 1 2
Simplified (Jab) ...8 (19)
Simplified (Strong) ...8 (19)
Simplified (Fierce) ...8 (20)

A great pressure tool, as it recovers almost instantly when it connects. If spaced from afar, most characters have no choice but to block, so in the corner you can use it to set up mixups into throw or low attacks. Useful in fireball wars to get the advantage.

  • Yoga Teleport: (→↓↘/←↓↙ + PPP/KKK)

Detailed Input: (→/← [0~6f] ↓ [0~6f] ↘/↙ [0~6f] PPP/KKK)

  • Before Teleporting:
ODhalsim teleport1.png ODhalsim teleport2.png ODhalsim teleport3&21.png ODhalsim teleport4&20.png ODhalsim teleport5&19.png ODhalsim teleport6&8&10&14&16&18anm.gif ODhalsim teleport12&13.png
Frame Count 2 3 3 3 3 12 12
Simplified 38
  • After Teleporting:
ODhalsim teleport12&13.png ODhalsim teleport6&8&10&14&16&18anm.gif ODhalsim teleport5&19.png ODhalsim teleport4&20.png ODhalsim teleport3&21.png ODhalsim teleport22.png
Frame Count 8 9 3 3 3 3
Simplified 26 3

Dhalsim's only true invincible reversal. Though it often still gets you punished. Vs chip kill attempts, or command grab ticks, this is your only option. In the corner, reversal teleport usually appears in the same spot, which does no good for you.

Misc Animations

Jump Animations

  • Neutral Jump:
ODhalsim bj1&9 nj1&9 fj1&9.png ODhalsim bj2 nj2 fj2.png ODhalsim nj3&7.png ODhalsim nj4&6.png ODhalsim nj5.png ODhalsim nj4&6.png ODhalsim nj3&7.png ODhalsim nj8.png ODhalsim bj1&9 nj1&9 fj1&9.png
Frame Count 1 1 15 8 8 15 17 1 7*
Simplified 1 1 63 1 7*
  • Back Jump:
ODhalsim bj1&9 nj1&9 fj1&9.png ODhalsim bj2 nj2 fj2.png ODhalsim bj3&7 fj3&7.png ODhalsim bj4 fj6.png ODhalsim bj5 fj5.png ODhalsim bj6.png ODhalsim bj3&7 fj3&7.png ODhalsim bj8 fj8.png ODhalsim bj1&9 nj1&9 fj1&9.png
Frame Count 1 1 15 8 8 8 25 1 7*
Simplified 1 1 64 1 7*
  • Forward Jump:
ODhalsim bj1&9 nj1&9 fj1&9.png ODhalsim bj2 nj2 fj2.png ODhalsim bj3&7 fj3&7.png ODhalsim fj4.png ODhalsim bj5 fj5.png ODhalsim bj4 fj6.png ODhalsim bj3&7 fj3&7.png ODhalsim bj8 fj8.png ODhalsim bj1&9 nj1&9 fj1&9.png
Frame Count 1 1 15 8 8 8 24 1 7*
Simplified 1 1 63 1 7*

Even though it may not look like, Dhalsim actually has the fastest prejump speed on the game (tied with Dictator and O.Sagat). On the other hand he has the overall longest jump duration on the game.

The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. At the first landing frame, it's not possible to jump again (i.e. can't go directly to the prejump animation), to have a move to startup instantly (normal and special moves) or to block (which is why sweeps can be used as anti airs in this game), but you can do all that on the second landing frame. Throws are an exception and can be performed on the first landing frame(not the first ground throwable frame) and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward.
Things are different on jumps that crosses over the opponent (landing on the other side) though. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

The Basics

Advanced Strategy

Match-ups