Dhalsim FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 30, 2002 Everything. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This FAQ is for Dhalsim. Nobody wrote one for him so I suppose I should. Street Fighter II players should remember this guy back in the original game, with the back drop of elephants. He was an under appreciated dude back then, but was pretty darn powerful. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. The Translations I transliterated directly from the Cantonese names, so they might be a bit off or sound funny. =========== II. Profile =========== Full Name: Dhalsim Age: ? Nationality: India Height: 176 cm Weight: 48 kg From: Street Fighter II ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Dhalsim's normal moves are different in a way. Holding B+Attack will do a short ranged attack, where as leaving it neutral or F+attack will do the stretch attack. Word of warning: The end of his limbs hit, not his middle bits. It is very common for Dhalsim to be too close so that his stretched attacks will miss. Standing- ********* Light Punch- Stabs out his arm slowly. It cannot stretch, but doing the "short" version will make Dhalsim perform a downward chop move. Slow and has poor range. Medium Punch- Long: Dhalsim stretches out his arm towards the opponent. Obviously good range but slow execution. Stretch version will miss opponents up close, but close version can combo. Hard Punch- Similar to MP but with both fists. Has longer range though and Dhalsim ducks slightly. Becomes a head butt when unstretched. Both versions have good priority, but cannot combo. Light Kick- A kick to the shins of the opponent. Not as fast as the other LKs, but has longer range. Same but not stretched for non stretch version. Good poke. Medium Kick- Upwards kick. Extended range if stretched. Good for anti air or poking. Hard Kick- An even higher kick. Slightly different animation and does more damage. Same speed otherwise. Non-stretched becomes a rising knee. Jumping- ******** Light Punch- A flying downwards punch, aiming almost directly downwards. Medium Punch- Flying punch in front of Dhalsim. Aims directly in front of him. Good reach though. Hard Punch- Looks like his LP, but angled more horizontally to his opponent. Good as a poke. Vulnerable to uppercut type counters though. Light Kick- A Standard jump kick type move. Has good range and fast for his stretch moves. Medium Kick- Same as LK. Hard Kick- Looks like standing HK, but air borne. Cannot hit grounded opponents. Good for air counters. Crouching- ********** Light Punch- A forward-looking jab. Has pathetic range if unstretched. Makes a great poke but has some recovery time. Medium Punch- A slower version of the LP, doing more damage. Combos as well. Hard Punch- Epitome of Capcom laziness. Looks the same as the other attacks. Does more damage. Light Kick- Slides along the ground. Becomes a short extended kick. Medium Kick- Same as LK. Hard Kick- Another LK. Knocks down. Talking about saving animation time. ================ V. Special Moves ================ Command Moves ------------- Yoga Dive - (in Air, D+HP) Dhalsim dives towards the oppoent, spinning head first. Yoga Drill - (in air, D+K) Dhalsim dives towards his opponent feet first. LK dives steepest, where as HK goes further towards opponent. Throws ------ Noogie - (B or F+HP) Dhalsim grabs the opponent and punches their head repeatedly. Mashing buttons can increase number of hits. Shoulder Throw- (B or F+HK) Sagat grabs the opponent and hurls them over his shoulders. Special Moves ------------- Yoga Fire - (QCF+P) Dhalsim leans forward and spits a ball of fire out. Button used determines the speed of the projectile. This probably the fastest projectile in the game. Some recovery time after the move. Good for projectile wars since it can travel faster than other projectiles. Travels at medium height. Yoga Flame - (HCB+P) Dhalsim blasts forward a flame. It is not a projectile, but similar to Benimaru's Raijinken. It has projectile properties but cannot actually travel towards the opponent. Good as a shield or to negate projectiles. Button used determines flame duration, where HP lasts the longest. Yoga Blast - (HCB+K) Dhalsim does an air angled Yoga Flame. Good for anti air basically. Lasts slightly shorter than the Yoga Flame, and will miss ground projectiles. Yoga Teleport - (DPM or RPD+ 3P or 3K)- Can be done in Air. Dhalsim does teleport depending on what button is used. DPM motion moves Dhalsim towards the enemy, where as RPD moves opponent away. Using Punch will move Dhalsim a shorter distance where as Kick moves further. There is a slight delay before and after he does the move, but it is still good for escaping corners or surprising the opponent. Don't warp right into a Super though... =================================== VI. Super Moves/Desperation Attacks =================================== Yoga Stream - "Yogggaaaa Streeem!" - (QCF, QCF +P) Dhalsim decides that he will burn underground trolls by blasting fire on them. Actually Dhalsim does breathe a strong blast of fire onto the ground, but not to kill underground trolls. The move hits low, and strength determines how long the fire will last. It cannot negate medium height projectiles and is totally vulnerable from the air. It does have good stopping power against other moves though, but the range is pretty limited. Good for up close attacks. Yoga Volcano - "Yogaaaaaaa" - (QCF, QCF +K) Dhalsim breaths a blast of fire into the air. A stronger version of the Yoga Blast, basically. Totally vulnerable to projectiles as well as ground attacks. Use only for anti air purposes or to get hit by the opponent. Slight invincibility startup. Yoga Tempest - "Yogaaaaaaaaaa" - (HCB, HCB +P) Lv.3 and MAX Dhalsim does an intense version of the Yoga flame. Animation looks different and has higher priority. Can beat projectiles but vulnerable to a well placed jump. Use into combos or corners to rack up block damage. ================== VII. General Notes ================== Dhalsim is slightly stronger than his CvS version. But don't expect too much from his supers. ================ VIII. Strategies ================ Dhalsim is a poking type character. His limbs can be countered even from far away, by projectiles and so forth. His moves also have a weird hit range, which can miss up close. It is important to know when to reach out and touch someone, and when to keep to yourself. The stretched out attacks are good at keeping opponents away as well as poking, but the extended limes can be hit as well as having longer recovery time. Character Strategies: --------------------- Versus; Gouki/Ryu/Ken ------------- Ah the match from oh so long ago, with the familiar backdrop of elephants and their bellows. Dhalsim can out projectile them usually, but the have much higher priority moves as well as speed. Try to play keep away with Dhalsim's pokes and stretch moves. Try to anticipate their projectiles and teleport behind them for a counter attack. Kusanagi Kyo ------------ Kyo players will try to stay in close range, so poke him away. His DMs are more powerful than almost anything Dhalsim has, try to play safe. The teleport is a good way to escape and land in trouble, so don't warp right into the corner accidentally. Terry Bogard ------------ The Yoga Stream does stop the Burn Knuckle, so use that. Try to use the teleport to escape tricky situations. Terry can overpower Dhalsim up close, so watch out for that. Nikaido Benimaru ---------------- In the time it takes Dhalsim to jump and land, Benimaru would have the time to run home, take a shower, have some lunch and take a nap before returning. Try to play keep away, but Benimaru is fast enough to smack Dhalsim in between hits. The Yoga stream goes under the Raijinken, but not from up close. Geese Howard ------------ Geese can atemi-nage the far attacks. Since they are slow, its basically giving him a free hit, so don't bother. Frankly I have no idea on this match up. Vice ---- Vice is now back to her powerful KoF '98 incarnation. She has all her grappling moves, including her air-follow ups. Vice players need to stay in between close and mid range, so your best bet is to zone them. Being a grappler, you can't really beat them up close, so the Yoga Fire comes into play here. Don't launch a projectile from mid range since her De-cide and go through and hit you. Her de-cide can also be a good surprise you, so watch out. Her supers are unblockable as well. Yagami Iori ----------- The Ya Otome goes right under the Yoga Flame as well as Yoga Blast with room to spare. Do LP versions so Dhalsim recovers in time to block the Ya Otome and counter it. Iori has a powerful offense, isn't as fast. Try to keep out of danger (or into) with the yoga teleport.. If he catches a pattern though he might do a Yama Bari and try to trade hits or Ya Otome directly. ========== IX. Combos ========== ============= X. Miscellany ============= Win Quote: ---------- "Let the power of Yoga heal and release you from your fear." "Free your mind and the rest will follow." "Mercy is the power to forgive. Kindness is the power to forgive. "My mission is to spread the power of Yoga throughout the world." Special Intros: --------------- -Vs Vega: Vega shakes head in disgust. Comment: -------- -Too bad Indian culture is represented this way. ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for a CvS2 matches. -L.N for the NGPC sessions back then. -N.H; I'd stretch even further backwards for your needs. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com