Dhalsim FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
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.
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