SuperCombo Wiki

SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Capcom vs SNK 2/Dhalsim

From SuperCombo Wiki

Introduction

CVS2 Dhalsim CAPCOM Art.jpg
Health (at Ratio 2)
14000 Low
Stun
60 Average
Dash Length
15 Frames Short
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
6.4 Extremely Slow
Roll Distance
140 pixels Far
Roll Duration
29f Very Long
Wakeup Speed compared to Ryu
0f Average

Story

Dhalsim is a powerful Yoga master. He is capable of stretching his body out to immense lengths, and conjuring fire from his mouth. He can also teleport, and later on learns how to float. He starts out fighting to raise money for his village, as he cares deeply for those who live there. Although, he has to contradict his natural pacifist beliefs. Throughout many of the games, he finds himself conflicted between his pacifist lifestyle and having to use his great powers to fight for his village. After the events of Street Fighter II: World Warrior, Dhalsim retires from fighting. That is, until S.I.N. in Street Fighter IV builds a dam that bars water from getting into Dhalsim's village. He is once again forced to choose between his pacifist beliefs and the need to fight.

Gameplay

Dhalsim is the original long-arms zoner. He has stretchy normals that allow him to cover plenty of angles, but has to carefully pick and choose which one he needs for what situation, as they all hit at specific and precise angles. While Dhalsim is infamously powerful in other games like Super Turbo and Alpha 2, CvS2 Dhalsim is quite underwhelming. Many characters are dominant in neutral already, and his extended hurtboxes end up hurting him a lot more. His weak defense makes Grooves with hop and run dismantle him, and he struggles to properly zone them at all. His normally powerful fireball is beaten out by CvS2's roll cancel glitch, as are many of his zoning tools in general, and his offensive mixup is much worse than normal. Overall, Dhalsim is a low tier that has to win neutral every single time in order to win.

Dhalsim does still have very powerful zoning tools however. His normals, namely ones like 5LK and 5HP, control a bunch of grounded space. 5HK and 4MP are great anti-airs, and his divekicks help him be aggressive and mobile. He has fairly useful supers for zoning and chipping. He has a risky but strong reversal in his teleports, and it can be hard to properly punish them as well. Dhalsim has powerful neutral tools, but not much else. You have to win neutral more than anyone else to win, and one time of losing it can spell the end. You can be winning for the majority of the match, but one good hit from the opponent can spell your doom.

Groove Selection

Best - C: C-Dhalsim is the best Groove for Dhalsim, plain and simple. Airblock makes his horrible floaty jump a lot safer, lots of access to his supers makes his damage, reversal, and chip out game a lot more solid, and Alpha Counters give him a MUCH needed defensive option. Roll cancel lets him RC his fire specials to make them much harder to contest and much more annoying in neutral. While his roll isn't great, it can be appreciated as a risky escape tool. C-Groove gives Dhalsim the defensive options he needs and lots of access to his supers: all that he needs to perform well.

Useful - A/S: A-Dhalsim is a bit of a lesser C-Dhalsim. Losing airblock hurts a lot, but you get Custom Combo in return. While this isn't necessarily a bad trade, Dhalsim's CC isn't the greatest, and he would rather just have his supers. Still, you get the basic defense of C-Groove plus a decent reversal combo tool with big damage potential: it could be a lot worse. S-Dhalsim is a lot more gimmicky. While charging doesn't actively hurt his gameplan, getting hit while charging can end the round for Dhalsim. He has no access to supers for a majority of the round, which doesn't hurt too bad, but at low health having infinite level 1's makes him a bit scarier.

Worst - K/N/P: K-Dhalsim is strange to play. Dhalsim having run and hop isn't as beneficial to his gameplan as you might think, since his offense isn't very rewarding for how much risk it carries. Rage does make his normal poke strategy much scarier however, and a good punish into a level 3 still hurts, so K-Dhalsim with Rage has some merit. N-Dhalsim is a worse version of K-Dhalsim. His level 1's are solid but not good enough to live on just level 1 supers alone, and he doesn't have a good enough RC special for N-Groove. P-Dhalsim is the worst way to play him. Dhalsim has very weak punishes, meaning parries do very little, though he can almost always at least punish thanks to his range. Only having roughly one level 3 super per round hurts, and the lack of any other good options is a major sacrifice.


Dhalsim is a fragile long-arm zoner who relies on massive range normals to keep opponents out. However, if he fails, he often dies in one or two interactions. Dhalsim is best in C-Groove.
Pros Cons
  • Normals: Dhalsim's massive normals list gives him a tool for most situations, and he can zone very effectively with good usage of his tools
  • Unique Mobility: Despite his jump and slow walkspeed and run, he can be surprisingly mobile, with multiple teleports, divekicks, and slides
  • Zoning: Combining the two above strengths, Dhalsim can keep his opponents out for a majority of the round
  • Low Health: If the opponent gets one clean hit, Dhalsim hurts a lot, and it leads into a knockdown which gets the opponent in, opening him up for another big punish, and likely killing him
  • Extended Hurtboxes: All of Dhalsim's normals extend hurtboxes with them, meaning invincible moves or moves with a bunch of active frames will hit him even from fullscreen away
  • Bad Punishes: Dhalsim's combos are weak and don't do much damage, especially without meter
  • Large Toolset: Learning Dhalsim can be very hard, as his normals all cover specific uses and he has a LOT of normals. Getting used to all of the different situations to use all of his different tools is key to winning with him



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY FOR THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!


Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Dhalsim CvS2 colors.png


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori