Date: Wed, 27 Jan 1999 09:21:30 PST STREET FIGHTER ALPHA 3 - DHALSIM FAQ V0.6 by Choopal <Choopal@hotmail.com> Unpublished work Copyright 1998 Johmar de Guzman This FAQ is for private use only. This cannot be used to earn something. You can alter or copy some parts of this FAQ as long as I am recognized as the owner of the material. @This is my first FAQ so please bear with me!@ The Street Fighter game series are (c) Capcom of Japan and (c) Capcom of America. ====================================================================== --------- |Revisions| --------- Version 0.5 -- Ze first one! Not really finished..... Version 0.6 -- Cleaned up the tabs. Made the FAQ more readable. ====================================================================== ***Reminders*** I will assume that you are already between intermediate and expert level since you plan on using Dhalsim (hey, how could an amateur or scrub could use Dhalsim PROPERLY????). I will only have a summary of the basics. Also, this FAQ is intended to be used for the Aism Dhalsim. Although the combos will work for the X-ism or V-ism Dhalsim, The execution of the moves will be different (e.g. X-ism Yoga Flame = HCF + P). Forgive me if my FAQ is a bit informal. This is only my first time writing a FAQ. I was only inclined to do one because I can't seem to find any Dhalsim FAQ. This is not yet the final version. I still have some researching to do.If you have noticed, there are some parts which are not done yet. I promise i'll finish them as fast as i can. Now, let's proceed!!! ====================================================================== Table of Contents ====================================================================== 1. The Basics 2. About Dhalsim 3. Regular Moves 4. Special Moves 5. Super Combos (SC's) 6. Combos!!! 7. Against AI 8. Against Humans ====================================================================== The Basics (I have only copied this part from Kao Megura's guide) ====================================================================== This section outlines the basic controls for Dhalsim (joystick directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | \ db d df Defensive Crouch Crouch Offensive Crouch (button layout and effect) LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick (FAQ abbreviations) qcf / qcb - Press d,df,f or d,db,b on the joystick. hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick. PP / PPP - Press any two / all three Punch buttons. KK / KKK - Press any two / all three Kick buttons. (air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery Block <Hold b / db (air)> Ground Recovery <Press KK when knocked down> Air Recovery <Press (b / f) + PP when launched> Taunt <Press (b / f) + Start> Throw <When close, b / f + PP / KK> PP = Dhalsim throws them to the other side KK ground = Dhalsim does his Yoga Nugie KK air = same as PP Tech. Bonus <When thrown, press f + PP / KK> Damage Reduction <Tap any button rapidly and shake the joystick b / f when you're damaged by a multi-hit attack> Guard Protection <Press b / db to block just prior to an attack> Counter Hit/Reversal <Hit someone as they're attacking you> Alpha Counter <While blocking, f + same P + K (ground only)> Dhalsim does his MP standing near. *I will not elaborate these basic moves since this is a Dhalsim FAQ, not a Basic Moves FAQ, Ok? ====================================================================== About Dhalsim ====================================================================== Although Dhalsim is not the most powerful character in SFA3, He can be a VERY formidable character if used properly. Besides, it's fun using underdog characters! Besides Dhalsim, The other charac-ters that I use most often are Karin, Rose, Cammy, Chun-li, Juli, Guy, Sakura, Gen and Dan. Dhalsim is a Yoga Master. Because of that, He can stretch his body to disproportionate lengths and he can release balls of flame from his body. (Although the flames don't really injure someone mortally). He started fighting because he senses an evil aura, a certain im-balance in power, so he starts to search to neutralize the power before it's too late. ====================================================================== Regular Moves ====================================================================== Standing LP (near) - a chop from the top of his head down 90 degrees. Very high priority since it even wins against jumping Fierces.Damage is measly (duh.) Standing LP (far) - he outstretches his arm forward a bit. It comes out fast,and has no recovery time. pretty useless because of damage. Crouching LP (near) - a straight horizontal chop. Pretty good for 1-2 combos but other than that, useless... Crouching LP (far) - same as standing LP far, only this time he is sitting.not comboable. Jumping LP (near) - he does a forward chop. utterly useless. Jumping LP (far) - his arm stretches downwards at about southeast direction. Although this is fast, Dhalsim's jump is so slow that it renders this move useless. I'll tell you more on this in the combo section. Standing MP (near) - A chop that is directly opposite Standing LP near. It starts from shoulder level going up 90 degrees. Very high priority. It is Dhal- sim's main launcher (Although it doesn't launch up that high unless you caught them with this while they're in the air). I think you can combo this with his Yoga strike super al- though I'm having a hard time doing this. Standing MP (far) - basically the same as standing LP far although much more powerful, and has a recovery time. Crouching MP (near) - a more powerful version of crouching LP near. This is comboable, although the reach is not that great. Crouching MP (far) - Both his arms go at about two characters length before retracting. Although I don't usually use this, I think this move is useful. Jumping MP - ??? (sorry, but I don't use this. this is like jumping LP.) Standing HP (near) - Dhalsim headbutts his opponent. Very fast at coming out and it hits two times. The only problem with this is the slow recovery time. If your opponent blocked this one, get ready to be comboed! Standing HP (far) - Both his arms reaches at about 3/4 of the screen. This is Dhalsim's strength. It has both damage and reach so use this often if your opponent likes to stay away and throw cheap fireballs =). If you do this early enough it will hit the opponent as a reversal because oftentimes it hits them as they are doing a move (e.g fireball). The recovery time of this move is acceptable because your opponent won't reach you even if it's blocked. Crouching HP (near) - A hard horizontal chop. This comes out very fast and has a little recovery time. For a Fierce, this is a really fast move. And it comboes too! Crouching HP (far) - Similar to his Standing HP far although he is crouching(duh....). Very useful for scrubs since Dhalsim is safe from fireballs with this move. When you're opponent throws a fireball, do this and his fireball will miss, at the same time, you will hit them for a nice reversal. Jumping HP - ??? (I don't use this either. This is a stronger version of jumping lp) Standing LK (near) - A quick kick. I can't describe it 'cause it's so weird.. He's like kicking a bucket. Not that useful. Standing LK (far) - A stretched version of the standing LK near. It reaches for about two and a half characters length. Crouching LK (near) - A very very short sweep (though it doesn't really sweeps the the enemy...). Used in combos. Other than that, utterly useless. Crouching LK (far) - A very very short slide. The weird thing about this slide is that you can cancel the slide to another move. Great for starting an SC. Jumping LK (near) - Jumping LK (far) - Standing MK (near) - Standing MK (far) - His foot stretches for about 3 characters length in a 35 degree angle.Great for keep away. Crouching MK (near) - He makes a weird kick. Has short range. This is comboable, but it has a certain timing to it (Just like the timing in Ryu's Forward crouching to fireball). Crouching MK (far) - He does a more powerful version of his slide. Has longer range but it still does not really trip the opponent. Not Comboable. Jumping MK (near) - Jumping MK (far) - Standing HK (near) - He raises his knee (another one of those weird moves of Dhalsim). Comes out very fast and has an acceptable recovery time. If you hit your opponent with this while they're on the air, It will juggle. Comboable. Standing HK (far) - A more powerful version of standing MK. Has a longer reach too, about 2/3 of the screen. ====================================================================== Special Moves ====================================================================== *Yoga Fire* QCF + P One of his main moves. This comes out much faster than any other fireball (yes, even faster than Ryu's). Use this to you're advantage. I even tried fighting the Computer Sagat with fireballs and Sagat loses every time. Because of the speed of this move, I usually use this in combos. Although the recovery time of this move is a lot faster than others, don't take it for granted. You will still get punished if you foolishly use this move. *Yoga Flame* HCB + P His famous firebreathing act. Be careful using this move since it has a lag time before the flame comes out. The HP version has the most lag time. If you didn't hit your opponent, Dhalsim will still continue his flame for about half a second before stopping, so be sure you hit the opponent with it, even when it's gonna be blocked. This has very good damage if it connects. Can be used for anti air. *Yoga Blast* HCB + K Yoga Flame that spews upwards. Basically the same as Yoga flame, Although the damage leaves something to be desired. *Yoga Teleport* F, D, DF + KKK or PPP F, D, DF + KKK or PPP (air) B, D, DB + KKK or PPP B, D, DB + KKK or PPP (air) His own teleport. Very good for mind games against a human opponent. Forward version if you want to go behind the opponent and the back version to go behind you. As with all teleports, it has a lag and recovery time so use this sparingly. I would recommend using the air version instead so as to be safe. *Yoga Escape* When knocked down B, DB, D + K This one's ported over from the vs. series. This is useful if you don't use it too often. Since it's a kind of teleport, You're opponent might anticipate this and knock you silly. *Yoga Shock* B + LP, hold LP until you attack This move has very high priority. It even cancels out supers. You can delay the chopping motion by about a half second before it executes automatically. It is an overhead attack *Kuuchu Miyuu* Jump, press Start Intimidation!!! this one's to insult you're enemy =). He does his winning stance in the air for about a second and a half. One of the best taunts in the game. (The best taunt is Dan's =) ). *Drill Zutsuki* Jump, D + HP He flies horizontally downward headfirst. Has a lot of damage. You can do this anytime during jumping, although it is best used while going down or right after jumping. If timed right, you can combo this with a short kick and a fireball. *Drill Kick* Jump, D + K Same as the Drill Zutsuki only this time, it's feet first. There are three versions of this move. The Roundhouse has the same angle as the Drill Zutsuki while the Forward and short has the steeper and steepest moves, respectively. Always use this after jumping because Dhalsim's jump is so slow. ====================================================================== Super Combos ====================================================================== **Yoga Inferno** QCF, QCF + P Do I have to explain this one? This move can be used as a finisher for combos. Level 1 = 3 hits Level 2 = 5 hits(?) Level 3 = 12 hits **Yoga Stream** QCB, QCB + P His Yoga Inferno with a twist...... It hits low!!! This is great for punishing people who like to block high and compared to the Yoga inferno,this makes more damage. Another good thing about this is that it reaches 1/2 of the screen. Level 1 = 3 Hits Level 2 = 4 hits Level 3 = 5 Hits **Yoga Strike** QCF, QCF + K He rises up in the air at about a 65 degree angle and catches the opponent then slamming them on the ground. Like any other anti-air supers, this is unblockable It is only meant for people jumping at you. Never use this when you're opponent's on the ground!!!! This move has one of the highest priorities in the air. The only moves that has higher priority are Zangief's body splash and the shotokans jumping roundhouse. This super has the biggest damage of Dhalsim's SC's. ====================================================================== Combos ====================================================================== **Crouching LK, Yoga Fire** (2 hits) Dhalsim's bread and butter. It doesn't matter if your LK is near or far because both are bufferable. Use the HP Yoga Fire to knock down your opponent. If you still can't do this....then you might as well stick to shotokans! **Crouching LK, Yoga Flame** (2 hits) Has more damage than the Yoga Fire Combo. The only problem with this is that this is a bit harder to do. ***Drill Kick, Crouching LK/Crouching LP, Yoga Fire/Yoga Flame*** (3 hits) This must also be on your repertoire. The good thing about combos ending in Yoga Fire/Yoga Flames is that you're pretty safe from counter attacks if they succesfully blocked youre combos. **HK standing(far), HP(far)** (2 Hits) This is used for keeping you're opponents away from you. Hey, that's what Dhalsim is all about! If you're HK hits, you're opponent will lift up a bit so you can connect with the HP. **Yoga Fire, HK standing(far)** (2 hits) This move was used in previous versions of SF, and it still works! If you're opponent was hit with the Yoga Fire, He will launch a bit allowing you to connect with the HK. If you're opponent jumped over the fireball, He will still be hit by the HK. The only thing you must remember here is timing. **Drill Kick, Crouching LK/Crouching LP, Yoga Inferno/Yoga Stream** This is a more powerful version of combo no. 3. **Standing MP (near)/Standing HK (near), Yoga Strike** I'm not really sure if this connects. I've been doing this for the longest time and I still can't connect it. Tell me if someone has already done it ok? ####If there's something wrong here, please notify me so that I can readily fix them. If you have any questions, send me a message at choopal@hotmail.com##### ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com