The MvC2 Dhalsim thread

infinites… remember, ©=close, (f)=far

normal chars…

starter for the basic useable one is "a"
a)c.mp_c.mk_s.mk,xx,/ \ u/f, ©lk, airdash forward, ©lk,mk<hk, \ /

from “a”, you can dash and repeat “a”, or follow to…
b)/ , ©lk, airdash, ©lk,mk<hk,\ /
c)/ , lk, airdash d/f, lk,\ /

the unuseable one (aka, so goddam hard I still have only hit 4 reps at my very most… ever).
starer anything into ©c.mp, (f)s.lp,s.lk,xx,/ , airdash forward, (f)lk,mk,hk, \ /
to continue reps, dash into the (f)s.lp,s.mk,xx,/ \ and go from there.

on Sent… (all previous ones still work).
d)©c.mp_c.mk_s.mk,xx,/ , ©lk (top of head), airdash forward, lk,mk,hp,hk, \ /

setup for far version on sent… anything into (f)s.lk,s.mk (other far hits should work fine as well as long as it ends with (f)c.mp_s.mp_s.mk). Anyways… (f)s.lk,s.mk,xx,/ , (f)lk, airdash forward, (f)lk,mk<hp.

to continue, either dash and do the above rep again, or immediately ,/ , (f)lk, airdash forward, (f)lk,mk<hp again as soon as you land… either option works. Spacing works a little differently once you reach the corner.

ways into this include offa falling hp (land, (f)s.lk,s.mk), square jump hp,hk, ((land, dash, (f)s.lk,s.mk), and (©c.mp, (f)s.lp,s.mk… or ©c.hp, (f)s.lk,s.mk…

Sent variation I usually use once I’m into it is…
[dash, (f)s.lk,s.mk,xx,/ \ (f)lk, airdash forward, lk,mk<hp,\ /]xN

I believe the Sent variation with the longer limbs work on BH, too, but with slightly harder timing. The reason the far limbs versions are so damn hard on normals is you have almost NO extra frames to miss anything, and if you airdash too late or any hit or cancel is too late… no combo (Magnetro2k even had problems getting it to work consistantly from a programmable pad… wtf?). If you attempt to airdash before head height, it won’t let you at that altitude, and you get high sj.hp instead. Since Sent (and BH) are so tall, you can stick in an extra (f)sj.lk on the way up before the dash, making it like 20x easier on timing and not so damned precise on the cancels. BH is still kinda hard to do it to IMO, I can do this on Sentinel like cake, usually.

Wow thanks for typing all of this.

thanx or the help i love slim…my team is in my avatar u got any pointers?? i like to keep away but i gotta get my slim and sentinal down anything would help

another high damage sim combo in the corner is, Launch, HK, Dash forward HK, HK, HK (this should be the knee one on the ground) then grab them with the Half Circle backwards punch noogie thing as they hit the ground then you can pretty much do whatever. Im sorry if this has been posted already…

awesome posts
what are some good teammates for him to use?

Right now I can do very little in the game but know I want Dhalsim on my team and I don’t really like Magneto and Dooms AAA rocks but since I suck right now I usually have to use all my characters and still loose and I hate playing as Doom. Does Dhalsim work with any of the following: Felicia, Anakaris, OmegaRed, IronMan, Psylocke, Blackheart, Cable, or Tron? Right now my best characters are Felicia, Cable, Tron, Storm, and Dhalsim though I don’t like using Cable very much because I can AVB on command but not AHVB.

So far I’m using Dhalsim/Cable/Psylocke and its going well

//edit oh and I have nothing to say about Sentinel because I haven’t given him much of a chance yet.

one team i was playin ok with was dhalsim/storm/ironman. I won the matches mainly by wastin the time by superjumpin with sim and air dashin up then teleport , repeat. the guy i was playin was just shakin his head, cuz he couldnt catch the runaway sim :pleased: . then when they called out an assist unprotected while i was up superjumping, i did yoga inferno dhc into instant proton cannon DHC hailstorm. also, sim’s ground assist set ups IM inf. I suggest if you have sim on your team you also choose at least one other fighter with above average stamina, like Sentinel or Doom or Colossus, to balance out dhlasim’s bad stamina. you gotta be patient and don’t let em get a combo on dhalsim, cuz those combos hurt even more on sim.

Dhalsim usually needs god tier or top tier on his team… he’s a beast with Storm, Cable, Sent, IM… though, Sim/Sent/CapCom is a pretty good team. Catches runaway Storm pretty well. catching Runaway Cable with it is a little harder, but doable.

Basically, with sim, rush and run at the same time, hit from angles and ranges that they can’t hit you… you’ll be in a spot to throw shots where they can’t. For anyone who has seen many of my Sim matches, you know he’s either fucking buff or dead… I refer when he’s buff, but get caught once and his stamina doesn’t help. Still, figure you kill a character, and if you have at least one bar, there goes a buncha life on the next character. Or if you need to kill assister (CapCom?), the second you land a combo, combo into snapback, then guaranteed combo (guardbreak/combo option select) into that fool’s death!

(ie: c.lp+sent-a<s.mp,xx,/ , airdash forward, late falling lk, \ /, snapback to CapCom, dash up, / , ©hk, airdash d/f, late lk (GB’s on the hk block, combos on hk hit), \ /, s.hk,xx,hcb+lk,xx,qcf+pp, DHC to HSF, dash, s.hk, / , lp,xx,fastfly, lp+sim AAA,<hp,xx,unfly, \ /, dash, s.hk, / , lk,xx,fast fly, lk,qcf+lp, lk,mk,dp+p… dead CapCom with nothing he could do).

That’s a lot of shit to do, and I’ve never even done setup to guaranteed GB/combo outside of casual, but with practice and execution, it’s perfectly plausable. If I ever start playing again, I’l make a vid of how to kill them off of getting the first hit (Sim c.lp beats Mag c.lk…)lol. Kill first character from first hit, and it leaves you with more bar than you started the round with. =)

But, if you ever expct to do well with Sim, or any of his truly col shit, you need your execution down pat. Magneto’s infinites are fucking cakework compared to Dhalsim combos.

BTW, if you have anyone with an instant super on DHC (IM proton cannon, Morrigan super, Juggy headcrush from close), if you Yoga strike when they are NOT blocking, and DHC on the first frame, the game does not allow them to block before the super comes off. Have a friend hold straight back on a control and try. This means unblockable Pc and DHC to HSf and finish combos and shit… free dead characters. Also, if you DHC fast enough and have bars, you can finish the match like cake on turtling… Cable does AHVB? you have Sent in with Sim after and then IM? have 4 bars, you’re good to go. block and counter to sim at end of AHVB, cancel to strike, cancel to orb, cancel to proton cannon… no startup on those before the cancels, and you still catch Cable before he touches the ground… wtf? =) Unblockable to death via DHC with Sim>IM>Sent, as well as just being fairly strong all around, make this one of the best contending teams with him… teams I use with him are.

Sim/IM/Sent-a/g
Sim/Storm/Sent-g
Sim/Sent/CapCom-a
Sim/Cable/Sent-g

And I always use Sim AAA assist except sometimes when I have CapCom anyway… then I use ground.

~Murakumo

thanks for sharin your info on sim, murakumo. ive seen both of your dhalsim combo videos on zachd.com/mvc2, theyre tight. im actually workin on a combovideo right now.

i got a question about sim. is there an easy ground combo to combo into yoga inferno? like lk,lk ,yoga flame/blast XX yoga inferno? or is the the yoga flame to slow to be comboed into without an assist?

did you know you can connect sim’s yoga inferno in an air combo? one of the combos in my video, has sim on point+ storm expansion assist. its really easy to do this air combo mid screen and even easier in the corner. its harder if you do it all the way on your side of the screen i think you have to air dash before you do the super.

Its really simple: launch+storm expansion assist, superjump hk (or hp i dont remember), yoga inferno. In the corner you do almost the same combo but its more damaging because you do a fierce yoga fire XX yoga inferno (2-in-1 cancel) I haven’t tried it, but i think you could probably set up sim’s infinite with storm exp. assist because you have enough time to fly. basically when you do sj fierce you hit em into the storm lightning attack assist and they bounce back up to you and you continue the combo. also in the corner you can do launch+storm exp. assist , sj hk, and do fierce yoga fire, then hk again it causes flying screen then you can do another hk or head butt, and then otg hk.( kinda like mag’s combo where does sj hp , then hk, then otg hk.) you should check out storm expansion, i dont really know how to do those advanced dhalsim combos like you, you could probably come up with some new stuff.

also, with storm exp., you can do the yoga strike a little differently. you know how the regular jab, strong(launcher) wait, XX yoga strike combo can be escaped out of if they hit you with a quick jab or short kick attack? (ive done it with wolverine and other quick characters)if you do a ground combo+call storm exp the get hit by storm and bounce straight up in hit stun , i think they in hit stun/ go higher off the ground than they do when you launch 'em, its like they recover right before they land, so what you do is wait for them to come back down and do yoga strike. this lil trick makes the yoga strike a little bit more unescapable.

You can just go with normal strike combos which work the best…
launch, / , hp, airdash d/f, late lk, \ /, qcf+kk.

Also, there’s lotsa combos for inferno in air, but the best ones come back to the ground then DHC, and don’t even need assist. With IM assist, there’s a combo to it combos down (as was in one of those vids… I have tons more stuff now, but never made another vid past those two). Also it is very easy to combo in a falling inferno with Cyke or Psy assists. Why the point to do a falling inferno? They can’t roll after the inferno, meaning free OTG.
launch, / , hp, airdash d/f, d+lk,Cyke,mp,qcf+pp (aim up), \ /, OTG c.lk…

BTW, if I didn’t mention, Sim/Storm/Cyke and Sim/Sent/Cyke are pretty good teams, too.

I prefer Storm projectile over her expansion assist with sim since it gives combo extensions and better crossup ability while allowing him to combo into his ground infinite, too. ie: rush with ©c.lp,c.mp+storm-a, dash and then block if baiting assist, or while typhoon goes you can tri-jump to either side with lk or whiff drill and go low offa that tri jump, or another c.lp tick tri jump or whiff land into command throw. If it is hitting, you combo as c.lp,c.mp+storm-a, (f)s.lp,s.mk,xx,/ ,airdash d/f, hk, and combo normally if crouching, or infinite to corner and finish with strike or whatever.

s.lk,s.mk,xx,blast,xx,inferno does work, but only on select characters… I think biggies+cable, missus on magnus and many others? I forget exactly, but launch, / , hp, airdash d/f, late lk, \ /, s.hk,xx,hcb+lk,xx,qcf+pp works fine, and you can DHC to sent just like the Storm>Sent combo.

Sim really doesn’t need assists to fight, but they do give him many better options and better damage output. His d/f+hp is actually a buffly fast AAA, but assist might work better in case you whiff that. Then his solo combos are harder to get damage out of than with assists, but they’re there. A lot of his game, IMO, consists of infiniting to corner then finishing and FSD combo there with strike or inferno and DHC… Also, if you can get good at the option select GB/combo on close characters (after snapback… ranging doesn’t work for normally dead character), then Sim is even nastier. If Cable doesn’t have AAA assist, Sim eats him alive. Granted that you’re patient on the blocking game, seems the same with Storm and Mag. Sent is a hard match, but doable. Sent+CapCom is ghey. lol if you can snap to the Cap and then kill that guy, the match gets easier. Having IM then Sent behind helps as well since you almost get to kill a character of your choice. Any time you see a chance and have your bars, qcf+kk,DHC to PC on first frame (unblockable proton cannon), DHC to HSF at the end of that… Or to kill an assist. c.lp,c.mp+sent-a,s.hp, dash, s.hk,xx,qcf+kk,DHC to PC, DHC to HSF delay to reset combo counter with s.hp,xx,qcf+hp… dead assist. If you’re afraid the point character will jump out before the dashing hk, you can leave that out and just go to the PC.

You probably already know about this, but for those who don’t:

Sim can set up and unblockable DHC to HSF without having to have an instant super in between, if you have a fairly quick-hitting assist in the third slot. Just call the assist, then right before the assist comes in hit qcf+KK. If timed right the assist will keep travelling during the super flash, and they won’t be able to block when the flash is over, even if they were holding back before you called it out. From there you can DHC to HSF—>DEATH. This works pretty well with Psy AAA-- anything faster than Capcom should work though.

Not quite as good as the instant DHC method since you have to be close to hit them with the assist, but it uses less meter and allows more team variety. :slight_smile:

As soon as this REDICULOUS quarter is over, I’m gonna start playing more games again… including MvC2. That last idea is great… never thought to do unblockable assist. That gives me a LOVELY idea, too… finish any FS combo or inferno comb that leaves you next to them (since they can’t roll from inferno), call sent assist and yoga strike right next to them… learn the timing so they stand into it as unblockable… guaranteed rp that leaves them into yoga strike… NICE. So, I’ll try and test that out soon… prolly sometime next week. WAY too many term papers and such this week.

I’m also playing around with crossup 50/50 possibilities…
c.lp,c.mp, (f)s.lp+storm-a,s.mk,xx,/, airdash forward, d+hk (hit front or back… front hits front, back crosses up)…
front allows combo on hit or mixups (high, low, feint and command throw) as well as cancel to flight, airdash d/f, to other side, lk,hk,xx,unfly, \ /… combo.
after crossups, the character gets pushed back and so do you, but if you cancel to flight, you crossed up, but the flight puts you in the air and pushes them abck under you… meaning they have to block the storm assist in the original direction… now on your flight cancel you have a front or back min game… normally you get the same mixups afterward if they block, and airdash d/f and start combo if they got hit on the flight cancel that sent you to the original side. If they’re still blocking, you still have mixup options, too…
(flying) - airdash d/f, hk,xx,unfly,\ /, c.lp,s.mp…
- airdash d/f, d+hk (cancels to let you land),\ /, c.lk,s.mp…
- airdash d/f, d+hk (cancels to let you land),\ /, hcb+hp

well… back to the lab again, in another week. We’ll see if I actually make a vid this time.

~Mura

I’m not sure that any of Sent’s assists hit fast enough to make it unblockable (all the frames in between the point where the assist would make them able to go into a blocking animation up to the point where the assist would actually start hitting the oppponent have to occur DURING the super flash for this to work-- hence fast AAAs like psylocke and cammy are the easiest to make unblockable) – it’s definitely worth trying out though :slight_smile:

I haven’t been able to dl magnetos video, i think all this will keep me busy for quite a while though:lovin:

You Should Really Dl Magnetos 'Sim Video.
It Is That SERIOUS

So much stuff to do i don’t know where to start, Good job Murakumo, who would have thought dhalilama would be this deep.

I’m just going to take the rough route until i can dl the whole thing:sad:

i like sim/storm/cyc or sim/im/sent

This thread has been selected for general strat.

Oh cool. Well, i guess most people know by now my dvd is the best dhalsim-anything out there at this point. um i put up in wmv and YOUTUBE(google) so

Flash: http://zachd.com/magnetro/if/dhalsimdvdf.html

Regular: http://zachd.com/magnetro/if/dhalsimdvd.html

This unblockable assist idea sounds interesting and practical. Is there anyway to setup Sim’s air combos so that there’s no FS (just like Magneto’s multi-fierce/rh combo that puts Mag in prime position to do a 4-point crossup)? Then from there, call assist, qcf+kk dhc HSF = dead point character.

Could this work with Sim/Sent/Tron? If this were further developed, it should be as reliable as Sentinel’s unblockable.

This thread’s amazing! I never knew how to play with Dhalsim until I read this. Thanks Murakumo! n_n