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street_fighter_al_2_dhalsim.txt
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The Street Fighter Zero 2 Dash/Alpha 2 gold Dhalsim Guide[Sega Saturn]
15/03/98
By Waleed Mahdi[WMahdi@Compuserve.com]
Ver. 1.0
Contents.
1, Introduction
2, Colours
3, Normal Moves
4, Command moves
5, Throws
6, Alpha counters
7, Special Moves
8, Super combos
9, Combos
10, Strategy
11, Closing
1.0 Introduction
============
I first saw Dhalsim in [obviously] SF2 the world warrior, and although I thought he was
interesting, I didn't use him at all. I picked Ryu as my main character[I didn't have much access
to game anyway so when I played it was Ryu or Ken]:(
I didn't start playing Dhalsim until Alpha 2, After playing him in SFA2 I went back to SSF2 and
SSF2T just to get a better understanding of his strength and weaknesses, I also started to play
him in the playstation version of SFEX+A . Dhalsim is now one of my favourite characters in SF
now, and I can look to seeing what he has to offer in the upcoming SFZ3 and SFEX2.
By the way, this is my first attempt at writing a Faq so don't expect perfection. Okay?
2.0 Colours
=======
X button: Yellow Shorts. Dhalsim's standard colour
A button: Light brown shorts, blueish,greyish skin. based on his champion edition
Y button: Green shorts dark brown skin
B button: Orange shorts
Z button: light green shorts[original autoblock colour]
C button: light blue/grey skin pink shorts[alternative autoblock colour]
3.0 Normal Moves
============
A word about limbs:
Dhalsim has two versions of all his regular attacks,
one when the controller is in neutral,[down,
up,downtoward,uptoward,toward] and when the
controller is in the away position[back,downback,and
upback].This allows Dhalsim to chose exactly
what type of regular attack he wants to do.
Standing light punch.
---------------------
This is Dhalsim's most effective air counter, and
is best done when the opponent is within close
to medium distance. It can also stop certain
long distance jump attacks e.g Zangief's normal
jumping fierce.
Standing light kick.
--------------------
This move is quite fast and has decent
range, it is an effective poke and can
be done repeatedlyto push your opponent
out of range.
Standing medium punch.
----------------------
Dhalsim stretches one arm out at
medium height, I use this as backup
after the standing short or crouching jab.
This can also hit opponents
out of the air, but must be timed.
Finally, you can do to hit opponents
who have jumped incorrectly into your
yoga fire and whilst they are air-blocking,
snap'em out of the stance with this punch.
Standing medium kick.
---------------------
You would normally do this to stop jumpers
from far away and for yoga fire trap patterns.
Also try this occasionally at the start of
the round for a sneeky hit:)
Standing Heavy Punch.
---------------------
This is Dhalsim's longest ranged move,
and has nearly full screen reach!
I generally use this after I throw a jab yoga fire
to add pressure or as a two hit combo.
This can punish fireballers who are silly
enough to counter your yoga fires with their
own projectiles. [old guile tech]
Standing Heavy kick.
--------------------
Not much use except this can be used
as an alternative to the standing
medium kick for more damage, this
has slighty longer range than the
medium version.
Crouching light punch.
----------------------
Very good reach and speed,
useful poking move from a distance.
Crouching medium punch.
-----------------------
Same as above but slightly slower.
Crouching heavy punch.
----------------------
Same as above but this is also
useful for trading with fireballers
or hitting them cleanly if
they are Vega,Charlie[do it early],
Rose or Sagat[High version].
Crouching light kick.
---------------------
A quick slide that does not knock down,
can be used to advance to the foe/ setup
a throw.
At medium distance this will place you
pretty close to your opponent and in
perfect position for your crouching away
medium punch to snuff almost any attack
your opponent sticks out.
Your yoga inferno combos from
this move as well.
Crouching medium kick.
----------------------
You can advance with this.
Crouching Heavy kick.
---------------------
Dhalsim's famous slide which you should
know by now is the perfect counter
for close fireball's
or missed attacks the range is also good.
Never take the risk of guessing your
opponent is going throw a fireball at
close range though, it's a very poor
gamble.
Away standing light punch.
--------------------------
like the neutral version but comes out slower.
Away standing light kick.
-------------------------
a much shorter ranged version of the original,
that's all I know about it.
Away standing medium punch.
---------------------------
a good air counter if the opponent is very close
and right above you.
Away standing medium kick.
--------------------------
So far the only thing I use this for is to
counter Sakura's forward and roundhouse
shun pu kyaku, Sometimes the shotokaners version.
Away standing heavy punch.
--------------------------
Dhalsim's double headbutt, this hits hard
and can combo off the first hit into the yoga fire
and yoga flame.
Away standing heavy kick.
-------------------------
Dhalsim does a defensive knee,
it can also counter the air hurricane
and Zangief's long distance jumping fierce.
Away crouching light punch.
---------------------------
This can combo, but is used to stop
people from trying to throw you.
Away crouching medium punch.
----------------------------
At close range this snuffs a lot of
crouching moves as long as it is done
BEFORE the opponent's.
This can also be linked into
another crouching strong or a low forward.
Away crouching heavy punch.
---------------------------
Good damage but slow.
Away crouching light kick.
--------------------------
Can two in one from it.
Away crouching medium kick.
---------------------------
Most of my two in ones are based on this.
Away crouching heavy kick.
--------------------------
Same as above but slower and knocks down the opponent.
Jumping light punch.
--------------------
This can act as an overhead if you do it
as you are jumping straight up.
Jumping medium punch.
---------------------
This has long range and is a decent air to air counter.
Jumping heavy punch.
--------------------
This also acts as an overhead but your timing
has to be pretty fast to catch your opponent with
it, do it very early on your way up.
There is no way to tell it is coming.
[apart from being too obvious with it].
Also be careful with this because some opponents
can punish you straight after
your fierce connects.
Good air to air move as well.
Jumping light kick.
-------------------
Good air to air, very long range
best done jumping backwards or straight up.
Jumping medium kick.
--------------------
Same as above.
Jumping heavy kick.
-------------------
This has very good range and the
straight up version is a good air
hurricane counter from a distance.
4.0 Command Moves
=============
Yoga shock.
-----------
This is Dhalsim's official overhead
attack and is quite slow due to the
fact that you have to charge it.
If you are going to use this try to do
it when they are getting up.
MOTION: Hold away and hold the jab button.
Head drill.
-----------
Dhalsim dives head first at the opponent
while spinning. If you anticipate a fireball try this
but you must have good timing and
positioning but won't work against
high projectiles such as the
soul spark, sonic boom or high tiger.
MOTION: Jump then down+heavy punch.
Drill kick.
-----------
This comes in three versions far, medium,
and close.It is important that you do the correct
version at the correct distance, for example do not
use the far version[light kick] at very close
range. Even if you hit them, you can be hit
whilst you are still doing the move. Try to hit the
opponent as low to the ground as possible so
that it makes contact while you are landing.
This move could also be used to waste time or
add pressure if your opponent does not have any
super energy and is in the corner, do
the forward and roundhouse versions repeatedly,some
characters can't do a damn thing to stop this:)
MOTION: Jump then down+ light, medium, or heavy kick.
Yoga escape.
------------
Can be used as an equivalent to the jab
getting up roll, but don't do it too close.
MOTION: When falling to the ground enter
Back, Downback, and down+kick.
Yoga palm.
----------
I have no idea what this is and how to use it.
MOTION: Forward + light punch.
5.0 Throws
======
Yoga throw.
-----------
A double handed grapple where he grabs your head
and chucks you. Unfortunately, it does not have
the insane range it used to in the SF2 games.
MOTION: Forward or back+heavy punch.
Yoga smash.
-----------
Dhalsim repeatedly bashes your head in!
pressing the buttons and shaking the pad rapidly makes
him do it faster.
MOTION: Forward or back+medium punch.
6.0 Alpha Counters
==============
As a rule I generally think counters
are kinda cheesy and dishonourable especially
Ken's kick version[lil mo furr], but your
opinion may differ so I'll write them anyway.
NOTE: Alpha counters now require one and
a half level of your super meter.
Punch alpha counter.
If someone jumps and they hit you from the shoulder up, do it then.
MOTION: While guarding enter; Back,Downback,Down+punch.
Kick alpha counter.
If you block close a fireball, or a heavy
standing attack, like Ken's roundhouse for example.
MOTION: While guarding enter Back,Downback,Down+kick.
7.0 Special Moves
=============
Yoga fire.
----------
Dhalsim's own special projectile. This move is
quite essential for your "keep them away but make
them come to you"strategy. This is quite fast
to come out,so can suprise some opponents at close
range. The bad news is that it does not travel
the entire length of the screen, and the heavy
punch version travels the least but the light
punch version travels the farthest.
Also the heavy and medium punch versions knock
the opponent down while the light version briefly
stuns them.
MOTION: Qcf+p
Yoga flame.
-----------
Dhalsim breathes a short ranged but big ball of flame
in front of him. This is a good counter to
tons of special moves jaguar tooth, jaguar kick,hurricanes,
air hurricanes, skull divers and that
funky flying grab of Akuma's.
This also good air counter. It works best
when you can anticipate your opponent will do any of
the above, also doing the fierce version randomly
is not such a bad idea as very few opponents
can punish you if you don't connect with it.
MOTION: Hcb+p
Yoga blast.
-----------
Dhalsim's custom made anti air move. do this
early so that your opponent jumps into it. Always
use the light kick version as you won't be
left a sitting duck if you miss the move.
MOTION: Hcb+k
Yoga teleport.
--------------
When he does this move, he cannot be hit
whilst he's doing it. However he can be smacked as he is
reappearing. You can use this to escape
if your opponent has you in the corner and you are under
heavy fire. NOTE:this can be an absolute lifesaver:)
You can also play annoying games of chicken
when your opponent desparately chases
after you.Can be done in eight positions including the air.
MOTION: Fwd,Dwn,Dwnfwd+3por3k Bck,Dwn,Bckdown+3por3k.
8.0 Super Combos
============
Yoga inferno.
-------------
Although it is called yoga inferno, don't be
fooled into thinking this is the same super as in
SSF2T. Dhalsim breathes waves of flame onto his
opponent, this gets 13 hits at level 3.
You should only try and connect with this if
you are VERY close and you opponent is on the
ground. If you try to hit the opponent with a level
2 or higher whilst they are in the air you
will only get a maximum of three hits and your
super would have been wasted. Be warned.
Final note: If you do any level of this super at
close range and your opponent blocks, you won't
get pushed away and you will recover safely.
Now if you had level 3 and but you only used one
level, you could either do a level 2 inferno if
your opponent tries to counter or if you think
they'll block try to throw them or continue to
throw two more level 1 infernos. This super is
very hard to alpha counter against with some
chracters especially the level 3 version.
MOTION:Qcf,Qcf+p
Yoga strike.
------------
This is like Rose's soul throw with much
less vertical and horizontal range. If you do want to
catch your opponent with it, you have to
anticipate your opponent is going to jump. Do it fairly
early though or you can be hit out of it,
even the level 3 version :(
You can also juggle your opponent with the
level 3 version after a connected yoga flame or yoga
blast.
MOTION:Qcf,Qcf+k
Yoga tempest.
-------------
This is Dhalsim's new[ish] super for dash, it is
basically the yoga inferno from SSF2T. It is a
good alternative to the yoga flame, it will
also get all hits even if you catch your opponent in
the air with it. It has some pretty terrible
lag time if your opponenent blocks this close up, so
watch it!
MOTION:Hcb,Hcb+p
9.0 Combos
======
Dhalsim is not exactly as combo gifted as someone
like Ken or Guy and they are rarely over four
hits[if you don't count the level 2 and 3 inferno or custom].
He can do some juggling though and
does decent damage especially combo number 9.
1, Light yoga fire from nearly full screen, standing heavy punch.
2, Crouching away medium punch, link to crouching away medium kick.
3, Crouching away medium punch or kick, two in one yoga fire.
4, Jumping away heavy punch, then 3.
5, Heavy drill, away fierce.[corner]
6, Heavy drill, away standing heavy punch[one hit], two in one yoga flame.[corner]
7, 6, then level 3 yoga strike.[cool looking combo]
8, 6, then level 1 yoga inferno.[can do higher level super but will only get minimal hits]
9, 6, then level 3 yoga tempest.
10, Yoga blast, level 3 yoga strike or tempest.
11, Jumping away heavy punch, Crouching light kick[slide], two in one yoga inferno.
12, Crouching away heavy kick,heavy yoga fire, yoga blast repeatedly.[custom combo]
13, Standing light punch two in one level 3 yoga strike.[opponent must be close and in the air]
14, Crouching away heavy kick two in one level 3 yoga strike.[very close]
10.0 Dhalsim's strategy
==================
Dhalsim is still played basically the same way as in SSF2T, But slight changes to some of his
normal and special moves require a little modification in his general strategy.
Changes from SSF2T: His yoga fire does'nt travel the full screen distance
He has a slower recovery time from throwing a yoga fire
All of of his long distance normal attacks have longer range in SFA2'
His yoga fire comes out quicker
His throws have less range[damn:(]
Slower teleport
New standing short
New commands for some of his special moves.
He can't roundhouse slide you when you jump:(
New air teleport
The above are the most noticible changes Dhalsim has recieved from SSF2T to SFA2 and he has very
few new additions in SFA2G/SFZ2'.
Changes from SFA2: Yoga fire does less damage
New yoga tempest[see super combos]
Easier to stop level 1 yoga inferno and yoga strike on startup
Yoga strike does less damage[all levels]
Overall strategy
================
I think Dhalsim is most effective when he is at some distance with his opponent, this is because
he can try to set up his opponent with the yoga fire patterns or just use his limbs to harass to
opponent, Dhalsim should also be at a distance where he can safely counter jump in attacks
without fear of trading hits or getting hit cleanly out of whatever he's trying to defend with.
Generally, you should try to poke them so they get pushed away and you will be at the distance
you want to be, where you can set them up with yoga fires, kick patterns or just use your limbs
to poke them some more.
Yoga fire then standing forward or roundhouse
=============================================
If you do push your opponent away, one option is to try the yoga fire then kick pattern. This
is tricky because to get this work you must be at a distance where as soon you throw your yoga
fire you will be able to standing forward or roundhouse them out of the air as soon they jump,
The key to this is the further away you are the better this trick will work.
You should also be at a distance where your opponent can't antipate your yoga fire and jump in
and do whatever.
However, the problem lies in the dissipation of the yoga fire when at full screen, so you have to
position yourself where when you send your fire your opponent must block it, jump it or try to
counter with an appropiate special move.
Poking from a distance
======================
Poking your opponent when from afar may seem quite effective if you think in terms of "I can hit
him but he can't hit me". However this is not the case as almost all characters can hit you if
you're not careful. The opponent can only take advantage of this if they know you'll stick out a
limb, so be careful.
The main moves I use to poke my opponent are standing, short, crouching jab, standing strong, and
when at the furthest distance, standing and crouching fierce. Whilst poking with these moves I
occasionally like to place a standing forward into the sequence just in case my opponent might
try a jump.
Out of all of the above I tend to use the standing short the most. Although the crouching jab has
more range, hits standing opponents plus can hit certain fireballers, I don't use it as much.
Go figure.
Cheap throws
============
Dhalsim can use his various techniques to set up almost unescapable throws, the following is just
a list of ways to tick off your opponent or get your own back on someone who's doing the same to
you.
*When your opponent is in the corner, knock him down and do a jab yoga flame as he gets up,
hesitate for a second then try a throw.
*Knock your opponent down do a light slide and make sure you end up very close to your opponent,
then try a throw. If you think they'll stick out some kind counter such as a crouching jab, do
the inferno to get them.
*Really basic but effective, if someone jumps to you from close range quickly walk behind them
and throw. It also helps if you can anticipate they are going to jump.. the quicker you walk
behind them the better.
*Start a custom combo at nearly full screen and throw about four or five jab yoga fires and then
teleport behind your opponent[during the teleport the custom should have run out] and throw them
as you come out of the teleport.
NOTE:If you have a higher level super meter you may have to do more yoga fires.
Handling fireballs
==================
When in a full screen fireball war that you are losing,it may be more useful if you jump straight
up over it since there is minimum threat if you do,you lose no energy and can put you in quite an
advantageous positon. You see, because Dhalsim's jump is very floaty you do not need worry about
any special timing and can be done with ease. But one good thing is, if you jump the fireball and
your opponent tries to follow the fireball you can use the following setups to get them and put
you in a[hopefully] better position.
If they walk behind the fireball and try to get you as you are landing, use a forward drill kick
into crouching forward two in one yoga fire and poke pattern to push them out.
If they try to follow the fireball by jumping you can use either the jumping fierce, strong,
forward or roundhouse while still landing.
If they follow the fireball but wait for you to land or your drill, try the air teleport to get
away.
Getting up
==========
When knocked down try to use the jab roll when at a medium to far distance if you do it a close
range, smart opponents will be able to hit you during the roll. I've seen someone get hit during
their roll and get knock down and roll again and get knocked down and roll again and get knocked
down, they did not learn!
The point, it's not always to your advantage to use this roll. Take caution.
Ground
=======
Yoga teleport
Custom combo[must be very close].
You can also use a Level 1 yoga tempest but only if the opponrnt is at a slightly further[but
still close]position.
Level 2 or 3 yoga inferno.
Level 2 or 3 yoga tempest.
Air
===
Level 2 or 3 yoga tempest
Yoga teleport.
Yoga strike[works when they try to cross up]
Versus Matchups
===============
Adon: Hailed as the fireballer's nightmare this guy can really mess you up at both close and far
distances. Try to stay at a distance where you won't get the revolver or the regular jaguar kick
over your fires. If he gets close, watch out for: empty jump into throw, over head, walk up throw
attempts, cross ups. Always use the yoga inferno[preferbly the tempest] to punish him for a
blocked jaguar kick, which BTW has more end and startup lag than before .
Akuma: His fireball has been sped up a tad, but that won't save him from your yoga fires as he
can't match them. When he jumps he tends to an air fireball to protect him from anti air attacks
so when he jumps from a close distance keep this in mind. He also likes to do his cammy style
jump and grab, so a forward drill or yoga flame will counter this. If he tries to IHM when you
are getting up, try a custom combo it's easier than trying a motion for a super as it's just one
button on the Saturn.
Birdie: The first round can be pretty easy, but by the second round he WILL have super energy
and you pretty much have to be extremely shy with your moves because that super[you know the
one] will beat any anticipated poke, fire or if the player has good timing, jump. The drill is
hard for him to counter though, and use a custom combo to counter any tick throw attemps.
Bison: Hit him with your low fierce any time you see a psycho shot[trade or clean] to discourage
him from sending them. Bison also likes to go for that skull diver/head press nonsense, an early
yoga blast should suffice. Dhalsim has a bit of trouble countering his jump in roundhouse at
very close range and trying the yoga blast randomly in hopes of getting him is a bit risky due
to "the small risk if blocked knee press nightmare" that he might try randomnly. Watch out for
empty jump into throw and don't throw yoga fires from close, because he can counter if he blocks
or go through them with a level 2 or higher NPN. He now can jump very high.
Cammy: She has extremly good poking ability and a good air to ground roundhouse. Try to keep her
away, but watch out for the super when she calls bison which has full screen range and is a good
fireball counter. It has long end lag when blocked, so when this happens standing fierce her.
watch out for repeated hooligan jumps when you're getting up.
Charlie: His short somersault shell can be fully air blocked[boo, I also play him!] but that
should'nt make the slightest bit of difference with Dhalsim, since if you jump in with any thing
but a drill he can hit with other moves; airthrow,standing forward/strong. Anyway you should keep
him at adistance where you can hit him under the sonic booms and do your yoga fire kick patterns.
His level 1 somersault justice is the perfect getting up move.
Chun li: A tough match because Dhalsim can't counter her jump ins effectively so I sometimes like
to do the short yoga blast when I "feel" she's going to jump. When she gets close watch out for
low forward into sen en shu[overhead], walk up throw attemps, random senretsu kyaku and repeated
jumping shorts and low forwards. When I see a lot of low forwards, I'll do a drill kick to stop
her from doing this then try to push her away.
Dan: He can counter your limbs with his crouching fierce.
Gen: Both styles can jump very high so he can quickly hit you if you try to yoga fire him when at
anything less than full screen range. He can also roll under your fires. When he gets close watch
out for cross up's, over head and an extremely long ranged jumping roundhouse[kiryu].
Guy: Another high jumper so the Gen fireball rules apply here aswell. However because of his jump
he's open to a variation of the fireball then kick pattern: Throw a jab fire, when he jumps do a
away and strong or roundhouse.A Smarter player will do down+strong in the air to stay out the
range though. When he gets in close watch out for: running in throw, over head, running in super
[the new grab one] and the izuna drop which if it connects in the corner he could follow it with
the jumping punch super for hideous damage.
Ken: Try to push him at maximum distance to set up your patterns becayse if if gets close, it's
trouble. Ken also might try an air hurricane to get close, so whilst you are are doing fires, mix
the yoga blast in between or if you don't do this, you can roundhouse slide him out of it.
If he gets close watch out for the roll into throw if you block after the roll or super if you
try to counter after the roll.Remember to teleport if he has you are in the corner and also watch
out for the rolling behind you at close range where he'll pull a combo on you before you change
your blocking position.
Rose: This is hard. Rose can counter your limbs pretty effectively plus throwing fires puts you
in a bad position as the soul reflect can make things look grim. You should keep the use of your
limbs to a bare minimum. So what to do? Well you can hit her under the soul spark and your anti
airs still work, just be patient.
Rolento: Throwing fireballs at a distance isn't too wise as the super jump and the level 3 "take
no prisoner" super will spell death for you. You can slide under the stinger depending on the
angle of the knife and hit him as he is landing. He has a hard time countering your drills.
Watch out for the kick counter where he switches sides and can combo you before you realise what
has happened.
Ryu: Stay as far as possible and jump straight up over the fireballs, you can keep doing this
till he decides to come after you, then you can harrass him with limbs. An early low fierce can
hit him out of his fireball[the fireball will come out, but your arm will have retracted so you
can block in time]. His fireball does less damage so trading with him can be to your advantage.
His level 1 shinkuu hadoken is easy to stop so you might want low fierce him anytime you expect
this.
Sagat: You can low fierce him under the high tigers and [with timing] drill kick the low ones.
watch out for the tiger cannon once he has super energy he will use this against your yoga fire.
Dhalsim also has a hard time countering Sagat's jumping roundhouse properly , so an early yoga
flame should be used.
Sakura: Keep your distance, you can sometimes get her when she tries her fireball with your
crouching fierce. Stick out yoga flames when at medium distance to keep her from doing the
shun pu kyaku. She also has a fairly hard time countering your drills.
Sodom: He has a long ranged jumping roundhouse and very difficult to counter jumping fierce.
watch out for a standing forward into the butsumetsu buster and repeated jab hell slashes.
If you are blocking when you see the Tenchusatsu super grab, quickly do a custom to escape and
punish him. A standing jab sometimes works just as well. His punch counter has long range and
WILL be used against your yoga fire.
Zangief: Pretty easy to keep out, the only thing you need to worry about is the body splash
which has pretty good priority. If he tries to lariat through the yoga fires, low fierce him.
Just stay away from him, because if you get close zangief will only have one thing on his mind..
.SPD.
11.0 Closing
=======
Well that's it, thanks for reading. If you have any comments,suggestions etc, feel free to mail
me at:WMAHDI@COMPUSERVE.COM
Acknowledgements:
Andy Lawrence for rock solid challenges at the silver dollar.
Jerome Harper for good challenges on EX and claiming Garuda is a "fair" character.
Ron for free credits at Segaworld.
RZA for being the best Ryu player I've ever seen.
Ryan Hart for Getting 30 wins with Zangief at the Namco wonderpark[no easy task].
End of Document.
20:01 03/05/98