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

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(Ground Normals)
(Aerial Normals)
Line 462: Line 462:
 
*<b>Neutral/Diagonal Jumping Jab:</b>
 
*<b>Neutral/Diagonal Jumping Jab:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab3_djjab3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]]
+
| align="center" | Damage || align="center" | 12 || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab3_djjab3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]]
 
|-
 
|-
| align="center" | Stun || align="center" | ?~?
+
| align="center" | Stun || align="center" | 1~7
 
|-
 
|-
| align="center" | Stun Timer || align="center" | ?
+
| align="center" | Stun Timer || align="center" | 40
 
|-
 
|-
 
| align="center" colspan="2" |
 
| align="center" colspan="2" |
Line 478: Line 478:
 
*<b>Neutral/Diagonal Jumping Strong:</b>
 
*<b>Neutral/Diagonal Jumping Strong:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njstrng3_djstrng3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]]
+
| align="center" | Damage || align="center" | 16 || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njstrng3_djstrng3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]]
 
|-
 
|-
| align="center" | Stun || align="center" | ?~?
+
| align="center" | Stun || align="center" | 5~11
 
|-
 
|-
| align="center" | Stun Timer || align="center" | ?
+
| align="center" | Stun Timer || align="center" | 50
 
|-
 
|-
 
| align="center" colspan="2" |
 
| align="center" colspan="2" |
Line 494: Line 494:
 
*<b>Neutral/Diagonal Jumping Fierce:</b>
 
*<b>Neutral/Diagonal Jumping Fierce:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njfrc3_djfrc3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]]
+
| align="center" | Damage || align="center" | 21 || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njfrc3_djfrc3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png]]
 
|-
 
|-
| align="center" | Stun || align="center" | ?~?
+
| align="center" | Stun || align="center" | 11~17
 
|-
 
|-
| align="center" | Stun Timer || align="center" | ?
+
| align="center" | Stun Timer || align="center" | 60
 
|-
 
|-
 
| align="center" colspan="2" |
 
| align="center" colspan="2" |
Line 510: Line 510:
 
*<b>Neutral/Diagonal Jumping Short:</b>
 
*<b>Neutral/Diagonal Jumping Short:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt3_djshrt3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]]
+
| align="center" | Damage || align="center" | 12 || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt3_djshrt3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]]
 
|-
 
|-
| align="center" | Stun || align="center" | ?~?
+
| align="center" | Stun || align="center" | 1~7
 
|-
 
|-
| align="center" | Stun Timer || align="center" | ?
+
| align="center" | Stun Timer || align="center" | 40
 
|-
 
|-
 
| align="center" colspan="2" |
 
| align="center" colspan="2" |
Line 526: Line 526:
 
*<b>Neutral/Diagonal Jumping Forward:</b>
 
*<b>Neutral/Diagonal Jumping Forward:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njfrwrd3_djfrwrd3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]]
+
| align="center" | Damage || align="center" | 16 || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njfrwrd3_djfrwrd3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png]]
 
|-
 
|-
| align="center" | Stun || align="center" | ?~?
+
| align="center" | Stun || align="center" | 5~11
 
|-
 
|-
| align="center" | Stun Timer || align="center" | ?
+
| align="center" | Stun Timer || align="center" | 50
 
|-
 
|-
 
| align="center" colspan="2" |
 
| align="center" colspan="2" |
Line 542: Line 542:
 
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
 
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Damage || align="center" | ? || align="center" rowspan="4" | [[File:ODhalsim_njrh1_djrh1.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh2_djrh2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh3_djrh3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh4_djrh4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh5_djrh5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh7_djrh7.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh8_djrh8.png]]
+
| align="center" | Damage || align="center" | 21 || align="center" rowspan="4" | [[File:ODhalsim_njrh1_djrh1.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh2_djrh2.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh3_djrh3.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh4_djrh4.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh5_djrh5.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh6_djrh6.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh7_djrh7.png]] || align="center" rowspan="4" | [[File:ODhalsim_njrh8_djrh8.png]]
 
|-
 
|-
| align="center" | Stun || align="center" | ?~?
+
| align="center" | Stun || align="center" | 11~17
 
|-
 
|-
| align="center" | Stun Timer || align="center" | ?
+
| align="center" | Stun Timer || align="center" | 60
 
|-
 
|-
 
| align="center" colspan="2" |
 
| align="center" colspan="2" |

Revision as of 17:38, 10 August 2012

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

Moves Analysis

Normal Moves

Ground Normals

Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.

  • Close Standing Jab:
Damage 12 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  ?
Frame Count 2 3 6 5
Simplified 1 + 2 9 5


  • Far Standing Jab:
Damage 11 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  ?
Frame Count 2 3 6 5
Simplified 1 + 5 6 5


  • Close Crouching Jab:
Damage 12 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  ?
Frame Count 2 4 5
Simplified 1 + 2 4 5


  • Far Crouching Jab:
Damage 11 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  ?
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9


  • Close Standing Strong:
Damage 16 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  ?
Frame Count 2 3 6 4 1
Simplified 1 + 2 9 5


  • Far Standing Strong:
Damage 14 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  ?
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


  • Close Crouching Strong:
Damage 16 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  ?
Frame Count 3 5 7
Simplified 1 + 3 5 7


  • Far Crouching Strong:
Damage 14 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  ?
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9


  • Close Standing Fierce:
Damage 19+19 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  ?
Frame Count 2 3 3 8 10 7
Simplified 1 + 5 3 8 17


  • Far Standing Fierce:
Damage 17 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  ?
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


  • Close/Far Crouching Fierce:
Damage 17 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  ?
Frame Count 3 4 4 6 10 9
Simplified 1 + 11 6 19


  • Close Standing Short:
Damage 12 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  ?
Frame Count 3 8 5
Simplified 1 + 3 8 5


  • Far Standing Short:
Damage 11 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  ?
Frame Count 2 3 8 4 4 1
Simplified 1 + 5 8 9


  • Close/Far Crouching Short:
Damage 11 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  ?
Frame Count 1 1 14 5
Simplified 1 + 2 14 5


  • Close Standing Forward:
Damage 16 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  ?
Frame Count 3 8 5
Simplified 1 + 3 8 5


  • Far Standing Forward:
Damage 14 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  ?
Frame Count 2 3 8 4 5
Simplified 1 + 5 8 9


  • Close Crouching Forward:
Damage 16 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  ?
Frame Count 1 8 5
Simplified 1 + 1 8 5


  • Far Crouching Forward:
Damage 14 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  ?
Frame Count 3 4 16 5
Simplified 1 + 7 16 5


  • Close Standing Roundhouse:
Damage 19 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  ?
Frame Count 3 3 2 8 3 4 1
Simplified 1 + 8 8 8


  • Far Standing Roundhouse:
Damage 17 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  ?
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


  • Close/Far Crouching Roundhouse:
Damage 17 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  ?
Frame Count 3 4 18 20 1
Simplified 1 + 7 18 21

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 12 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
Stun Timer 40
Frame Count 3 4 16  ?
Simplified 7 16


  • Neutral/Diagonal Jumping Strong:
Damage 16 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
Frame Count 3 4 10  ?
Simplified 7 10


  • Neutral/Diagonal Jumping Fierce:
Damage 21 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
Stun Timer 60
Frame Count 3 4 4  ?
Simplified 7 4


  • Neutral/Diagonal Jumping Short:
Damage 12 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
Stun Timer 40
Frame Count 4 6 18 4
Simplified 10 18


  • Neutral/Diagonal Jumping Forward:
Damage 16 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
Frame Count 4 6 12 4
Simplified 10 12


  • Neutral/Diagonal Jumping Roundhouse:
Damage 21 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
Stun Timer 60
Frame Count 1 2 3 4 6 4 3
Simplified 10 6

Command Normals

  • Drill Zutsuki a.k.a. Mummy Drill: (On air, ↙/↓/↘ + Fierce)
Damage  ? ODhalsim mummy1.png ODhalsim mummy2anm.png
Stun  ?~?
Stun Timer  ?
Frame Count 1 + 5

Useful because OSim can use it as a tick into Noogie.

  • Drill Kick: (On air, ↙/↓/↘ + Roundhouse)
Damage  ? ODhalsim drill1.png ODhalsim drill2anm.png
Stun  ?~?
Stun Timer  ?
Frame Count 1 + 5

OSim can only use NSim RH dril, NSim's have different angles, but I don't play him so I can't remember.

Throws

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

  • Yoga Smash a.k.a. Noogie: (←/→ + Strong)
Damage 26 + 4*n ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Set amount of hits 6
Holds do no stun
Range (from axis) 64
(from throwable box) 29


  • Yoga Throw: (←/→ + Fierce)
Damage 34 ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 64
(from throwable box) 29

Special Moves

All motions are listed under the assumption that Dhalsim is facing right.

  • 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  ? ODhalsim fire5.png ODhalsim fire6jab.png ODhalsim fire7jab.png ODhalsim fire8jab.png ODhalsim fire9jab.png
Stun  ?~?
Stun Timer  ?
Frame Count 1 1 3 6 9...
Simplified 40
  • Strong Version:
Damage  ? ODhalsim fire5.png ODhalsim fire6strng.png ODhalsim fire7strng.png ODhalsim fire8strng.png ODhalsim fire9strng.png
Stun  ?~?
Stun Timer  ?
Frame Count 1 1 3 6 9...
Simplified 40
  • Fierce Version:
Damage  ? ODhalsim fire5.png ODhalsim fire6frc.png ODhalsim fire7frc.png ODhalsim fire8frc.png ODhalsim fire9frc.png
Stun  ?~?
Stun Timer  ?
Frame Count 1 1 3 6 9...
Simplified 40


  • 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 (Strng) 2 2 3 2 3 1 1
Simplified (Strng) 14... (22)
Frame Count (Frc) 2 2 4 2 4 1 1
Simplified (Frc) 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 (Strng) ...8 (22)
Simplified (Frc) ...8 (24)
  • Active:
  • Jab Version:
Damage  ? ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun  ?~?
Stun Timer  ?
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  ? ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun  ?~?
Stun Timer  ?
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)
  • Fierce Version:
Damage  ? ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun  ?~?
Stun Timer  ?
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) X 3 1 3 1 3
Simplified (Jab) 11... (19)
Frame Count (Strng) X 3 1 3 1 3
Simplified (Strng) 11... (19)
Frame Count (Frc) 1 3 1 3 1 3
Simplified (Frc) 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 (Strng) ...8 (19)
Simplified (Frc) ...8 (20)


  • 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.png 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.png 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

The Basics

Advanced Strategy

Match-ups