Street Fighter 2: Champion Edition/Dhalsim

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Sf2ceDhalsim.gif I will meditate and then destroy you.

Introduction

The Yoga master that protects his village and wants to put an end to it's poverty and hunger winning the tournament and earning enough funds for seeds and water.

Compared to his WW incarnation, he was toned down in the damage potential. But now his air commands can be done at any active jumping frame which gives him incredible air priority. Also the Yoga Flame had better startup. Unfortunately, Dhalsim is the slowest char in the game and, along with Chun Li, takes most damage from incoming attacks but it's not that much of a problem since he has plenty of moves and tricks to stand against most opponents, specially shotos. Dhalsim has a steep learning curve to master but once it's done, he becomes a great challenge for those adversaries that can't understand the mysteries of Yoga.

Color Options

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

Moves List

Normal Moves

  • Yoga Noogie: close, b or f + Medium Punch
  • Yoga Throw: close, b or f + Hard Punch
  • Yoga Spear: in air, d + Hard Kick
  • Yoga Mummy: in air, d + Hard Punch
  • Slide Kick: d + K
  • Double Headbutt: close, Hard Punch

Special Moves

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

The Basics

  • Anti Air: close Medium Punch
  • High Pokes: standing Medium and High Kick
  • Low Pokes: crouching Medium and High Punch

Pros

  • Buffed Yoga Jump attacks
  • Linking close crouch Forward
  • Best poking normals in the game

Cons

  • Juggle Combo Target
  • Slowest projectile

Combos

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

Hitboxes

Standing Normals

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

Close Standing Normals

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


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

Crouching Normals

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


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

Close Crouching Normals

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


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

Aerial Normals

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

Unique Moves

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


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

Throws

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

Special Moves

  • Yoga Fire: ↓↘→ + Punch

Start up:

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


LP version:

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

MP version:

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

HP version :

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

A slow projectile but dangerous knocks down one, isn't effective against projectile matches but you can mix it with mind games of standing Forward or standing Strong...

  • Yoga Flame: ←↙↓↘→ + Punch


Start up:

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

Precycle:

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


Cycle:

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

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

Recovery:

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

A KnockDown Special move focused in close combat corner trap pressure or a seudo anti air for medium distance...

Misc Animations

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

Advanced Strategy

We can pretty much call Dhalsim the "zoning master", since almost all his moves serve as zoning tools, something other CE chars would kill for. His long reaching limbs can keep most enemies far away enough to be struck in fireball traps, even on mid screen! His Yoga Fire isn't a fast projectile but it's enough to compose anti-ground and anti-air routines. Worths to mention that Dhalsim is a shoto killer, being a specially painful fight for Ryu and Ken.

The Yoga master isn't meant for a full massive attack but for pokes and low (but persistent) occasional damage. However, If the adversary is dazzed, there's not much to do but throw him, noogie him or burn him with a Yoga Flame. The problem is that Dhalsim's attacks have erratic damage potential, just like Chun Li: you can inflict a great damage with a Yoga Flame or can barely scrap the enemy's lifebar. If in doubt be textbook and just throw the foe.

As said, Dhalsim's normals have long reach and covers almost the entire screen, according the attack force, being the HP and HK the longest ones. They're good for surprise attacks (specially against fireballs) or pokes and have high priority (altough they can be cancelled by other char's specific normals). Slides have great priority and are perfect for a number of functions: combo starter, fireball counter, anti-air and even anti-crossup attacks. And speaking about combos, there aren't many options for Dhalsim except the close double cr.MK or cr.MK, MP. If used in conjunction with the Yoga Spear there's a high dizzy potential.

A note about the Yoga Spear: if timed right, it crossups the opponent. Use it when the adversary is standing up after a knockdown but the right moment to apply it is tricky. However, if done right, there's a minimal chance your adversary will guess the right block direction and you can connect the double MK combo mentioned above to an almost guaranteed dizzy. Finally, The Yoga Spear can be used as a surprise attack too, since it can be activated really close to the ground.

The Yoga Fire is a slow projectile (bad startup and recovery) and always knocks down, but it's enough for Dhalsim to keep his opponents at bay, allied with his long limbs. Most of time Dhalsim will use a fireball/anti-air setup that's enough to do zoning, damage and chip damage. Use LK or MK for medium range situations and HK for a long range one. This is specially annoying for shotos and heavy chars like Honda and Zangief. Finally, the Yoga Flame must be used with care and sparingly. Some of its uses are: chip damage, anti-air, anti-hurricane kick (shoto's nightmare), and when the opponent is stunned, altough it's damage potential is totally uncertain.

Dhalsim doesn't have a close anti-air per se but some of his normals can be used as this. st. LP, st.MP and sometimes st.HP can do the trick even when trapped at corners. There aren't any effective reversals available but Dhalsim's throws and noogies have good priority and can be a serious counter measure against corner traps and throw loops. Timing is the key word here. For air-to-air combat, the Yoga Mummy is your best bet.

Unfortunately, Dhalsim has a critical weakness: due to a mistake in his design, he can be victim of air combos. This can be exploited by opponents who understand the trickery in applying an air routine that will dizzy Dhalsim most of time and a dazzed Dhalsim means death. The best way to avoid being catch in this sad fate is watch your jumps and air trades carefully. Don't jump too close the opponent and, if you do so, try to convert it in a Yoga Spear or Yoga Mummy, according the situation. Dhalsim has the most long and slow jump in the game so if you need to avoid a fireball, consider sliding below them instead, using counter fireballs or even forcing a trade using one of your long reaching punches or kicks.

Match-Ups

Dhalsim's match-ups according the "official" SF2CE Tier List:

  • against Ryu: 6
  • against Ken: 7
  • against Chun Li: 4
  • against E. Honda: 7
  • against Zangief: 6
  • against Blanka: 3
  • against Dhalsim: 5
  • against Guile: 5
  • against Balrog: 9
  • against Vega: 1
  • against Sagat: 4
  • against M. Bison: 4


Vs. Ryu

The best distance for you to maintain in this fight is about three body widths from Ryu. This will allow you to 1- be able to slide under any spiritballs he may throw. 2- leave you at a good distance to throw your fireballs and still be able to kick them when they jump over. If and when your opponent jumps over your fireball it is best to use the standing forward kick (for this kick is much faster and harder to hit than a roundhouse.) If he is to close to you to risk a forward kick the best attack is the ducking fierce punch (this will bend your body down and out of attack range) execute it just as he starts to come down. If your opponent is good at timing his attacks just as he lands and is hitting you try to anticipate this and hold your attack until after he executes his. Then it is easy enough to use the ducking fierce punch to hit him as he recovers. Lastly if he uses lots of helicopter kicks block them in a standing position and then throw him. (you will almost always win this move).

Vs. Ken

Handle much like Ryu, but as usual watch his massive dragonpunch but don't worry to much about his helicopter kick. One key point is do not jump unless you must. A good attack against Ryu is to jump back and forward kick him as he tries to approach. This is dangers against Ken for obvious reasons. Overall if you can work Ryu you can work Ken also.

Vs. E.Honda

Your fireball and forward kick when he jumps pattern is most effective here. Another good technique is to use lots of jab punches. (this attack goes nowhere and you recover from it fast. O.K. you may ask why. The reason is that some players listen for button noises to que their attacks, and this attack will usually draw them off and then as they recoil fierce punch them.) Another excellent defense is your slide attack. Most characters (all but Dhalsim ) can jump over Honda's fast torpedo and throw. Dhalsim can't do this but he can slide under both the fierce and strong headbutts and throw him (medium slid is best or you may slide to far away).

Vs. Chun Li

Chun's speed make her a very formidable opponent. Her jump in jab kick attack hits almost everything including your ducking fierce punch. You can slide her out of it but she can easily head stomp you out of the slide. If she uses lots of head stomps the best thing to use is a forward kick after she has bounced away (not advisable in corners). It is best to use a forward kick because punches will probably get stomped and the roundhouse is to slow to always be effective. One excellent attack against Chun is to jump straight up or back and use the roundhouse kick . This leg almost always gets above her unless she is bouncing off the wall and does good damage considering your Dhalsim. Your screwdriver attack (head first) is also good in the air if your opponent likes to kick early.Ôconquer.


Vs. Blanka

His forward kick or fierce punch hits almost everything and his ducking fierce punch also is a pain. Due to his angled leg attacks your slide is also not very effective. You do however have one chance. Like Chun there is very little he can do against a jumping fierce kick. Throw a fireball and then use the jumping fierce kick when he jumps over (an almost guaranteed hit). Another key point is that you can easily kick him out of the ball if you block and he bounces back. Lastly one thing you may try but it is difficult is when Blanka jumps in walk as close to him as possible and use the forward sweep. With good timing and a little luck this will allow you to slide under him and then throw.

Vs. Zangief

Dhalsim is perfectly suited for destroying Zangief. Your fireball kick pattern is nearly unbreakable. The best way to keep him back is lots of standing forward kicks (these are fast and hard for him to stop esp. if he was walking in), break these up with a few ducking fierce punches for these will cause better damage and accelerate the stun. If your opponent just sits back and punches your kicks your legs and arms try using a few jab punches as you would against Honda. this may draw him off long enough to hit him. If he does happen to get in close and gets a 360 the best thing to do is to either slide under him when he presses his advantage or if you can't time this jump up into his attack (try to hit him but if you can't anything is better than a 360). Lastly another good way to escape is the screwdriver attack.

Vs. Guile

Lots of fireball attacks and air kicks are the key here.

Most Guile players can't handle a constant barrage of projectiles (since the have to charge them while you do not) and will either sit helplessly is the corner or try to jump them. If he jumps your forward kick is best or your ducking fierce punch if he is close. If he is good offensively and seems to be out projectiling you, you can use your ducking strong punch to knock him out of his sonic boom if you hit him just as he starts the motion. Another good attack is the simple jump up forward kick or strong punch. These are well angled and will usually hit home as he tries to walk in so he can get close. Lastly don't be to scared at his rate of recover after he throws a sonic boom if you time it right (just as his hands cross each other) you can slide under and hit him as you would Ken. A good method for stopping him from throwing a sonic boom and then walking in behind it and try stating his footsweep pattern is to jump up and us the corkscrew attack. (head first), this will allow you to fly over the sonic boom and most likely hit Guile in the face as he charges in behind his projectile.

Vs. Dhalsim

The best way to beat another Dhalsim is to force him into the air with lots of fireballs. When he does jump a forward kick is best. If your the one jumping try to do it a little early than usual so that you can use your punch attacks to hit his feet from above. If instead of jumping your opponent slides under the fireballs you can simply use the ducking fierce punch to hit him. (don't rely on this tactic at to close a range for you will not have time to execute the second part. At close range the best move is the flame attack, for this can not be slide under. Lastly if your opponent uses lots of the spin attacks try taking the hit and throwing, he has no real combos to worry about. If you are the one using the spin attacks try aiming them so that your head or feet hit your opponent as low to the ground as possible (this will allow you to recover quickly and hit them with a second attack before they recover from getting hit by the first.) this technique will work against any opponent (very good against Sagat and his low tigers) and is covered more fully under combo

  1. 2.Ô

Vs. Boxer

Handle much as you would Zangief. Do not use to many jump up kick or punch attacks for his charging uppercut punch will work great against you. When he uses a charge attack the best thing to do is to duck it and then throw him. The biggest thing to change here is try using more ducking fierce punches than forward kicks for his jump in punches usually take more off of you than you take off of him. For the most part you have two different levels of attack when Balrog jumps the fireballs. You can either standing forward kick him, this hits him early in the jump, or you can fierce punch him before he lands, this will hit him late. By breaking up these two types of attacks you will be able to throw your opponent off somewhat and make it harder for him to guess which attack is coming.

Vs. Claw

Another major problem for Dhalsim, Vega's speed and heavy throw damage make him a very tough opponent. Use lots of fireballs to keep him back and make him jump and then hit him out of the air. If he holds his attack until he is close to the ground it is best to use the forward kick, if he commits early it is better to use the ducking fierce punch. When he eventually starts coming of the wall you can either 1- jump back and roundhouse him out of the air (good only at a distance) 2- simply stand your ground and use the jab punch (best if he is going for the slam) 3- if you have little time slide, you can still be sliced but most likely not slammed.

Vs. Sagat

His low tigers are the largest threat here. When fighting Sagat try to stay one step ahead of him in the projectile war. If you get behind you can react differently depending on the type of tigers he is throwing. For high tigers it is best to use the ducking fierce punch, or jump up and forward kick. For low tigers the best thing to do is jump up and try to execute combo#2.

Vs. Dictador

Once again lots of fireballs to both keep him back and from using his torpedo body. When he jumps fireballs your forward kick is best, or ducking fierce punch if he is close. If he gets you in his torpedo pattern remember you can slide under it with a roundhouse slide. When you are in the air the best attacks are either a fierce punch or forward kick. Beware his standing roundhouse kick for it has a very good range. If he uses the head stomp technique your headbutt is best.


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Balrog (boxer)
Blanka
Chun-li
Dhalsim
E Honda
Guile
Ken
M. Bison (dictator)
Ryu
Sagat
Vega (claw)
Zangief