9/4/97 I noticed how bad the formatting was(especially at the hardcoregaming site, so I (hopefully) changed the problem. I didn't change a word of text though. ------------------------------------------------------------------------------------------- 9/1/97 version 1.31 this isn't a real update. I have to resend the faq anyway, so I figured I'd look for mistakes in it and add a little more. Just finished updating. Added more than expected... This still isn't a significant update, though. There probably area few more mistakes that I (still) missed though. ---------------------------------------------------------------------------- Dhalsim Street Fighter Alpha 2 faq by NV 8/27/97 Version 1.3 I made a very small mistake in the Adon section. Will look for others in the faq before I update. But that's not the reason I updated. The reason I updated was to add some stuff to the combo section, with tips on using custom combos and two in ones, which definetely needed some work(I probably didn't put it in the first place out of laziness) and tell you what's wrong with Dhalsim's air defense(in that section). I also plan on doing some tweaking in the verse Zangief section. I might do some tweaking for other charactors to, but it's doubtful. This will probably be my last update unless I find out that I forgot something major or see many mistakes. ----------------------------------------------------------------------------------- 8/26/97 I found a few more mistakes in the faq when I read it over. No big deal though. This is a very small update. Probably less than 10 minutes. There still may be a few more mistakes left, though. ------------------------------------------------------------------ 8/26/97 Version 1.1 I didn't read over the faq until this morning and noticed that there was ALOT of wrong info in this faq. This stuff mainly has to do with me messing up the jab, strong, fierce, short, forward, and roundhouse names in the moves(I might have not fixed all of the problems on this section. It's possible that I missed something. Just remember that the moves are always told in the order above. This might help avoid confusion) section of the game. I also said use the yoga fire once, when I meant flame and screwed up some info in the word about section. Other than that, some other minor changes where I went into more detail. ------------------------------------------------------------------------ Dhalsim faq SFA2 part 1(there may not be a part two if I finish this onetoday. It's doubtful that the full version will get done today. You'll know I finished if all the things in the table of contents are done) 8/25/97 (This faq may be freely distributed around the gaming community as long as it's not used for a profit. ex. in a magazine. Don't mind if someone has ads at their gaming site, though.) I would like to make it clear that I'm no SF expert and that there could be some wrong info in this faq. I doubt that there'd be much of thisthough.(If I'm unsure about something, I'll say I think or I doubt or something like that. I'm not counting that stuff when I make thisstatement). This faq assumes that you have atleast a very small amount of knowledge about the game. If you don't and just got a home version, you should be able to understand everything after playing this game for less than a week. If you don't even have a home version and aren't familiar with the arcade game, most of the stuff in here will probably make sense anyway. This faq is available at http://www.hardcoregaming.com ---------------------------------------------------------------------------- Table of contents 1intro 2A word about 3moves at a distance 4moves inclose 5special moves 6tips 7versus 8closing(optional, if this section isn't in here I probably won't update because of it) ---------------------------------------------------------------------------- INTRO Why pick Dhalsim. Well in my opinion, he's one of the best fighters in thegame(I would go as far to say that he's (barely) in the top 5, all of whomare fairly close in overall power). Also, noone else picks him andeveryone thinks he sucks. You'll look really good when you win withhim(provided that the player doesn't curse you and call you cheap). Also,suprizingly, he's relatively easy to use(now who'd expect that)so if youwant a more complex fighter then don't pick him. Besides, IMO, an anorexic, balding indian monk is just "cooler" than most of the other losers in this game. Dhalsim's style: It should be known that Dhalsim is a mainly defensive fighter and requires some patience to win with. Also, he's not the kind of fighter you want to make mistakes with. He just doesn't inflict massive amounts of damage in one go. If Chun li(Dhalsim's hardest fight) happens to get in she can take off 40% damage in one go with a custom combo or super combo. Dhalsim's strategy should be mainly defensive, with offensive bursts(ie. getting in with a drill and doing a combo) to keep the opponentpissed off and attacking. Also, Dhalsim's combo's are hard to do. That doesn't matter as much since he doesn't depend on them as much as mostcharactors do on theirs. He also has a fairly weak air defense and has a slow walking speed. Oh yeah, he likes to keep his opponents out.... ---------------------------------------------------------------------------- A WORD ABOUT Combos There are two types of combos predominant in SF. They are the 2 in onesand the links. When I say that you can two in one a move, I mean that you can follow that move up with either a yoga fire, yoga flame or a yogainferno for a combo unless otherwise noted. When I say link, I mean go from one move into another.(ie. two jabs) Both these combos are really hard to do, IMO(for Dhalsim atleast. The drill links aren't too bad). Damage I'm going to use damage points for this game. They are not exactly the same as %. 60 damage points is a little more than 50% damage. D Stands for damage in this faq and refers to the damage points. This faq was made for the Saturn version. This stuff probably applies to other versions too, though. Just thought I'd let you know.... jab=light punch strong=medium punch fierce=hard punch short= light kick forward=medium kick roundhouse=hard kick d=down, f=forward df=down-forward, etc. ---------------------------------------------------------------------------- MOVES(at a distance) Dhalsim has two sets of moves. His far range moves are used at a distance to keep people out. If used inclose, they could just miss or be easily countered(Even if they hit). These things spell big trouble. To use Dhalsims far range moves (to do these, just hold the joystick in the nuetral postion or press forward.) Also, Dhalsim long range moves have very low priority. So if Ken was expecting you to use one, he could counter it with the appropriate attack(even a jab overrides these attacks). But since he has to predict this(It's very, very, hard to do this on reflex) if he guesses wrong he could leave himself open on the retracting animation (allowing Dhalsim to counter). These moves should be used generally defensively, when the person's walking towards you trying to get in or when it just "feels" right. Also, some charactors are better at countering Dhalsim's limbs than others... jab 1 D3 This is basically a close range move. It's also a two in one. It has to be done in the nuetral position. This move is better for stopping customs since (I think) it hits crouching players too. jab 2 D3 This is basically a faster version of jab one. Everything that applies to that one applies to this(unless otherwise noted). It's done by holding forward. I don't think this hits crouching opponents. strong D6 Fierce D9 These are normal keep out moves. They hit fairly low(But can be blocked in the standing position.) The strong does less damage than the fierce, but also leaves Dhalsim less vulnerable if it misses. short D3 This hits fairly low. it doesn't do much damage, but is fairly hard to block. forward D6 roundhouse D7 These moves should be used to keep people out at a distance. Do these if they jump from far away. The forward has less recovery than the roundhouse, but does less damage. Crouching far moves jab D3 strong D6 fierce D8 I love this move. It hit's low and seems to have slightly better priority than Dhalsim's other far range moves. I mainly use the fierce. Again, the fierce does more damage, but has more vulnerability if missed. Try cheaping with it as the opponent gets up. Don't get to predictable though. This move also seems to have a better chance of conecting in close than most of Dhalsims other far range moves(All of these moves are only blockable if the person is crouching). Slides short D3 forward D8 roundhouse D10 These moves are pretty good but try not to over use them though. The roundhouse version leaves Dhalsim very vulnerable if blocked(as in super combo or custom). But it also pushes the player away from Dhalsim allowing him to start playing his keep away game all over again. The forward version is pretty safe though, especially when done at a distance so the tip just hits the player. I'm pretty sure that the short version is invulnerable. You can two in one the short and forward versions of these. Use this move to go under fire balls. (the person has to crouch to block this move) These moves are also good for countering air moves which fall short of Dhalsim. I think that they're blockable, though(a person can only block in the air if they didn't already stick out a move).I doubt that the opponent would have enough time to counter under these circumstances. Jumping far range moves (not much to comment on, these are only blockable if the opponent is standing) jab D7 hits almost directly below strong D8 hits to the side Fierce D8 hits at a 45 degree angle short (D7) and forward (D8) Basically the same move. Hits downward at an angle Roundhouse D10 hits upward at an angle ---------------------------------------------------------------------------- MOVES(in close) Dhalsim's inclose moves have next to no range. Swich to these moves when you're in close or right after a drill. These moves are done by pressing back on the controller when pressing the required button. jab D3 This is basically the same as Dhalsims far range jab 1, but Dhalsim won't do the chop until you let go of the button(or after some time has expired). This may be useful in preventing customs. It's also a two in one. strong D7/6 You can use this move to prevent people from jumping in on you. It's also a two in one. fierce D9+6 This does 15 damage points,which is very good. IF the first hit misses you can use it as a two in one. I also think that It's a two in one if you get the special move, such as a fireball to come out before the second hit has a chance to connect, but I'm not sure about this. short D3 I almost never use this move. It's a two in one, though. forward D8 You can use this to counter jumping in opponents(though the Yoga knee kick(AKA roundhouse) is preferred). It also has very good range(for a close move that Dhalsim has, that is) Roundhouse D11 This move has next to no range, but is good for countering air moves(keep in mind that Dhalsim is fairly poor in this area.) Crouching Close moves (done by holding the controller in the db position) hand chops jabD3 strong D6 fierce D8 (Keep in mind that these moves ARE blockable if the opponents are standing) These moves are pretty good. The short and forward versions are 2 in ones. low kicks short D3 forward D8 roundhouse D11 I like these moves. They are only blockable in the crouching position. The short and forward versions are two in ones. The roundhouse version trips the person, giving you a little time to move away or teleport if you like. Close Jumping Moves These are basically the same as the far jumping moves with next to no range and generally do the same damage(except the fierce now does 10 damage points) as the respective far range move. The far jumping moves will miss in close(so use these). Also don't try to jump in with these moves since Dhalsim has a VERY long hang time. Plus he has those kick ass drills... ---------------------------------------------------------------------------- SPECIAL MOVES There are a few kinds of special moves. There are sure killing techniques(they take out a little bit of power even if blocked), normal special moves moves,throws, alpha counters and super combos. I gave each one of these it's own mini section. Sure killing techniques Yoga fire d,df,f+punch jab D7/6/4/3 strong D9/8/6/6 fierce D10/9/7/6 (I think the damage changes depending on how "clean" the hit is.) This is one of the weakest fireballs in the game. After Dhalsim does this move he is vulnerable for a while so it's possible for the opponent to jump in and combo(especially low jumpers like Zangief.), so avoid overly using it at mid range. Also, since the fireball is so small, it's easier to avoid when jumping than other fireballs. It also "fuzzes out" before it reaches the end of the screen. But, nevertheless, this move is very useful and helps charge up your super meter. Also, this move pushes the opponent back quite a bit even if it's blocked. So if you try to two in one and screw up, the opponent will still be pushed away, a little, allowing you to plat the keep away game again... Yoga flame f,df,d,db,b+punch jab D11 strong D12 fierce D13 Only use the jab version of this move. All of the versions leave you vulnerable if blocked, to my knowledge, but the jab version's is minimal(So use that one). Use this move if the opponents fairly close and trying to cheap you and stick out a bunch of moves. Also use this move if you see the opponent jumping and know that he's going to fall well short of you. To tell you the truth, I don't use this move much. Yoga Blast f,df,d,db,b+kick short D12 forward D13 roundhouse D13 This looks like a yoga flame, but in the air. Use this move to stop opponents from trying to cross you up(cross ups are briefly explained in the tips section). I'd recommend only using the jab version so it won't leave you that vulnerable if you miss. Also, just don't use this attack mindlessly. If you think that the opponent will fall short of this move, then don't use it. You can use the Yoga flame(which is also blockable in the air, or so I think)strong and jumping strong, roundhouse, etc. instead. Also, if you don't have fast reflexes, just don't use this move. It's no big deal. (I think)This move is blockable in the air. But only if the opponent doesn't attack. After the opponent sticks out a move, he is unable to block. Special attacks Yoga telaport (f,d,df or b,d,db) and(all punches or all kicks) (This move can be done in the air) This is a great move to use to keep away. All four versions put you in a different spot. It also pisses people off(which is good). Try using this when people jump in every once in a while or when you're stuck in a corner. If you do this attack mindlessly, you'll be in trouble as it leaves you vulnerable. But the opponent will have a VERY hard time countering if not impossible, if you do this move at the right moments. Yoga Escape b,db,d+kick (can only be done when you're in the air right after being knocked down) This move can be good at times, especially when the opponents not expecting it but also leaves you vulnerable and pretty close to them. Not recommended. Drills d+(fierce, roundhouse, short or forward) (These moves have to be done in the air) All of these do 7 damage points except for the fierce version which does 8 damage points. IMO, these moves are really good. You can (relatively easily) link into any close range attack including the jab one and jab2(which are listed in the long range attack sections) allowing you to link into a two in one attack and then following it up for a massive combo(if you're good enough, I'm not. I just can't get those two in ones to work. It might be easier to do if you lower the turbo setting, I'm not sure about this, though). I never use the short version of this attack. Also, if you go in too "deep" these attacks are counterable (especially the fierce) even if you hit the person. If you do the attack right, they are completely uncounterable, to my knowledge. Afterall, they have to be in order to be able to follow up with a combo. They also have very good priority for air attacks. Use this move to get in ocassionally. Also, you can keep on doing this move over repeatedly to piss off your opponents(won't get you far with good players though.) Like any move, don't overuse them and get predictable. Throws Yoga smash and yoga throw they both do about 14 damage points(yoga smash does more damage if you mash on the buttons while doing it. Kind of like how you get out of a+b throws in VF2. Also, if the opponent mashes on buttons when doing it, the damage decreases. This goes for any yoga smash type throw(ie. When Charlie keeps on kneeing you in the stomach)). Both can be teched out of(you tech out of a throw by pressing the same buttons at the same time). The yoga smash(the one where he repeatedly hits someone on the head) has a longer range and the yoga throw throws the opponent farther away from you. Use the appropriate one depending on the situation. Alpha counters Use the punch alpha counter when someone jumps at you. If the jump in is deep, it will miss though. Use the kick Alpha counter against fire balls and anything else. Both of these Alpha counters push the opponent across the screen so Dhalsim can play the keep away game again. they both do around 9 points of damage. By the way, at times, it's possible to counter Alpha counters and beat the opponent to the punch by sticking out a fast move. Dhalsims Alpha counters are no different. Also, sometimes you can counter slow moves(like dragon punches) with other things, even special moves and super combos, both of which take out much more damage. But that doesn't mean that Alpha counters are useless (especially for Dhalsim who isn't as dependent on his Super meter as other fighters)so don't hesitate on using them, unless you have a plan that really needs that last amount of super energy. Super combos (Dhalsim's Super Combos suck, IMO. They still can be very useful, though) Yoga inferno: fireball motion twice, then one to three punches level 1 is about 23 points damage 2 is about 30 points damage 3 is about 44 points damage This super isn't that bad. Use it if people are attacking you in your face. If they see this coming, it's fairly easy to avoid(by jumping back). Try using this on the recovery of their attacks or when you think they're going to attack. Also, level 2 and 3 have very good low invulnerability. So try using them when you think opponents are going to try and low attack. Yoga strike d,df,f,d,df+(1-3 kicks) level 1 is about 23 points damage 2 is about 31 points damage 3 is about 42 points damage This super is really bad. It's used to counter air moves. It has to be done before the opponent sticks out an air move(ie jumping roundhouse) orwhen it's in the recovery phase. The timing is critical. It still has it uses, though. Mainly in desperation. By the way, this move can also be used to counter hurricane kicks and similar moves. COMBOS I already told you alot of combos when I mentioned if an attack was a two in one or not and with the drill kicks, but there are still many, many more combos in this game. I got a strategy guide with almost 20 combo's(exactly 19) for Dhalsim not counting the ones I already mentioned. I'm only going to tell you a handful of them since I'm trying very hard not to rip the strategy guide off too much. The strategy guide I got was made by a company called versus books. So if you want the combos, get the guide. One combo in there does 65 damage points. I'll share two of the level one custom combos. (By the way, Dhalsims customs are fairly weak, IMO. That doesn't mean they're not useful.) Push custom and do a close low round house. Keep on doing yoga fire until the combo meter runs out. This combo does 37 damage points and is a level one. When they jump in on you push custom and do a standing strong. Follow it up with yoga blasts. This combo does 28 damage points and is a level one. Tips on using 2 in ones. First of all, the point of a two in one is to get the special move attack to come out right before retracting animation of the attack is shown so that the attacks retracting animation "skips." There are three methods I know of to do these(and I still can't get them to work consistantly. I've never got them to work in a real fight(only in practice mode) and then only the easier two in ones(the ones using the jab and short buttons instead of the forward, strong, etc. buttons.)) Method 1 Do the attack and then do the special move after it right away. This is good for;combos if you're fast. Method 2 I'll give an ex. Do a low hand chop. Your controller is in the down position. From there, go on to doing a fireball. This is good because you were already doing part of the fireball movement as you were doing the jab. This is for slower people. Method 3 You can get a move to come out by pressing or releasing a button. So this would be do a jab, hold the button, and then do the fireball motion, and then let go of jab. Custom Combo tips. I'd like to say that I'm not very familiar with Dhalsim's Customs. The idea of a custom is to juggle your opponent in the air since they(customs) usually do more damage when they're juggled. Also normal attacks usually do weak damage. In the custom they should be used as a setup to get the person in the air(a low roundhouse is great for this) or a quick attack so the person can't interrupt your custom. Also, sometimes, if your opponents not attacking and you're fairly close to them, the custom can "suck them in." Also, Level one Custom Combos seem to be more damaging per move. So if you did a level one custom at three, it MIGHT end up doing less damage even if you add in some more hits. That's why I only use level one customs(I'm no expert and find them easier to do(since you have to connect with less hits because of the less time you have to do them). Plus, level three customs, which use up the whole meter, seem like a "waste" to me). Also, you can use the same custom, with sl