Dhalsim Moveset and Attributes

Dhalsim Moveset and Attributes

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties."

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Frame Data:
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Dedicated to Chris F., BC Dhalsim player in Cvs2. :stuck_out_tongue:

Notation:
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
14*/26 = projectile released after 14 frames of startup, comes out frame 15.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s:
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4+5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

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Normals:

Thanks to the guys at just-defend.com for posting up the frame data
for normals first. All I really did for this part was add the
cancellability and check the numbers.

Far standing: Neutral/Forward
LP: 400 +3/+3 x/x/o
5/6/6
MP: 700 -2/-2 x/x/x
13/6/16
HP: 1100 -12/-12 x/x/x
11/8/28
LK: 400 -7/-7 x/x/x
8/6/16
MK: 800 -8/-8 x/x/x
12/8/20
RH: 1100 -4/-4 x/x/x
13/6/22

Close Standing: Hold Back
LP: 300 +0/+0 x,x/o,x/o,o
2/9/6
MP: 800,600 +5/+5 x,x/o,x/o,o
3/9/6
HP: 800+600 -6/-6 x+x/o+x/o+o
4/3+7/23
LK: 500 +0/+0 x/o/o
4/6/9
MK: 800 +1/+1 x/o/o
5/8/11
RH: 1200 -6/-6 x/o/o
6/16/14

Crouching: Down/Down forward
LP: 400 -4/-4 x/x/x
11/6/13
MP: 700 -2/-2 x/x/x
12/6/16
HP: 1200 -6/-6 x/x/x
14/6/24
LK: 300 -4/-4 x,x/o,x/o,o
3/9/10
MK: 600 -4/-4 x,x/o,x/o,x
6/10/14
RH: 1000 down/-9 x/x/x
9/12/21

Crouching: Hold Downback
LP: 300 +3/+3 x/o/o
4/3/9
MP: 800 +6/+6 x/o/o
4/4/10
HP: 1200 +8/+8 x/x/o
5/4/12
LK: 400 +1/+1 x/o/o
4/4/10
MK: 700 +3/+3 x/o/o
5/4/13
RH: 1100 down/-4 x/x/o
7/4/24

Jumping: Neutral/Forward
LP: 400 15/16
MP: 700 15/10
HP: 1100 10/4
LK: 500 8/8
MK: 700 11/7
RH: 1200 12/8

Jumping: Hold back
LP: 500 3/10
MP: 800 4/8
HP: 1200 4/6
LK: 600 4/10
MK: 800 7/6
RH: 1300 8/8

Command Move(s):

Drill Zutsuki (Yoga Mummy):
(midair)D+HP: 900 parry high -/x/x
8/landing/7

Drill Kick (forgot the common name…):
(midair)d+K:
All versions: 8/landing/7
LK: 700
MK: 800
RH: 900

Throws:
HP: 800 + 200x(2~14) 52 pixels 3/1/3?
RH: 2000 52 pixels 5/1/3?
I’m guessing another typo in the frame book, all throws
should have 13 frames of recovery.

Dodge Attacks:
HP: 700 down/-2 x/x/x
13/6/16
animation: far st. MP
RH: 900 +1/+1 x/o/o
5/8/11
animation: close st. MK

Alpha Counter:
600 down/-9
6/12/22
6 frames of fullbody invincibility
Animation: slide

==================
Special Moves:

Yoga Fire: QCF+P
All versions: Block mid, parry high, airblockable.
LP: 700 -7/-7
14*/42
MP: 800 down/-8
14*/43
HP: 900 down/-9
14*/44

Yoga Flame: HCB + P
All versions:
down/-5, block mid, parry high, airblockable.
LP: 1400,1200
18/26/26
MP: 1500,1300
19/41/26
HP: 1600,1400
19/56/26

Yoga Breath: HCB + K
All versions:
down on hit, no info on block. Block mid, parry high, airblockable.
LK: 1500,1300
19/12/24
MK: 1600,1400
21/20/24
RH: 1700,1500
23/28/24

Yoga Teleport: DP or RDP + PPP or KKK (midair OK)
87 frames total, 77 frames of fullbody invincibility. Can be used
as reversal.

===========
Supers:

Yoga Stream: QCFx2+P
All versions:
-12 on block, block low, parry low, not airblockable
(but I don’t think it hits off the ground, so its a moot point?)
Lvl 1: 2100, on hit, keeps them standing for 2 hits, then downs them.
4+5/29/45
8 frames of fullbody invincibility
Lvl 2: 3300, on hit, keeps them standing for 3 hits, then downs them.
4+5/59/45
14 frames of fullbody invincibility
Lvl 3: 4900, on hit, keeps them standing for 4 hits, then downs them.
4+5/89/45
22 frames of fullbody invincibility

Yoga Volcano: QCFX2+K
All versions:
Block mid, parry high, not airblockable.
Lvl 1: 2300, on hit juggles for 2, then downs them.
5+8/26/22
9 frames of fullbody invincibility
Lvl 2: 3500, on hit juggles for 3, then downs them.
5+8/56/22
15 frames of fullbody invincibility
Lvl 3: 5100, on hit juggles for 4, then downs them.
5+8/86/22
23 frames of fullbody invincibility

Yoga Tempest: HCBx2+P
Lvl 3 Only: 6000, on hit keeps them standing for 4, then knocks down, -13 on block.
Block mid, parry high, not airblockable.
4+8/86/46
22 frames of fullbody invincibility

THANKS Wraithco!!! :tup: :bgrin: :smokin: :rofl: :bdp: :3p: