From: "S. Vijayasundaram" <nishie@ix.netcom.com>
Subject: faq:Dhalsim faq for SFA2 version 1.31(formatted better)
Date: Thu, 4 Sep 1997 16:36:11 -0700

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
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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)
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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....
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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.
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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
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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 slight variations.  For example, I'll share Adon's Level one
custom(I normally do it when the meters at 1.5, so it's easier to do.  This
might be neccessary for the variation.)

Do a low roundhouse, then do two d,df,f+kick moves(roundhouse version), and
then do the round house version of f,d,df+kick.  (this custom can do around
40% damage if done correctly, at level one, this will reduce at higher
levels.)

A simple variation would be to jump in, press custom and do a kick right
before you land.  Then follow it up with a low roundhouse, etc.

Another variation would be to stick out a quick move, such as a short, so
it's harder for the opponent to interrupt your custom.

This brings up one of Dhalsims main weaknesses.  When someone jumps in with
a custom, their move gets a high priority(especially if the player DOESN'T
attack until he's on the ground).  Dhalsim has a hard time dealing  with
players that jump in with customs.  If they do this alot try to teleport
away.  
Dhalsim MIGHT be able to reverse these moves if he does his own air
countering custom, but I am very unsure about this. Keep in mind, even with
this weakness, Dhalsim is still a very powerful fighter, IMO.
---------------------------------------------------------------------------
SOME TIPS

Above all: DON'T GET TOO PREDICTABLE.  This is true for almost any
charactor in any fighting game(this mainly has to do with the offense.
Sometimes its good to mix up the defense to, but that doesn't matter nearly
as much).  

Keep in mind that Dhalsim's a defensive fighter, who feeds off charactors
mistakes.  If you see someone miss an attack, don't be afraid to punish
him, with weak, pecking attacks that end up adding up to defeat(for them). 
Also, try not to get overly aggressive.
 
The Yoga fire pushes opponents away even if blocked.  You can do an attack
and then immediately stick out a yoga fire to push them away.  This attack
isn't failsafe though.  You can be Alpha countered.  Also, I think certain
charactors can use Super combos to take a large chunk of your power out(if
they have a level 3) if their Supers have a high invincibility window(like
Ken).  It would be extremely hard for them to do a super, though.
Especially if the fireball was followed by a failed two in one attempt,
where 
the first hit connects(Then it would be hard for them to even follow up
with a jab).
 
If your opponent jumps at you, you can use a slide(So the opponent misses
you and you don't hit the opponent. Generally, the shorter the slide the
better), and then throw them  when they land.
 
You can use the round house drill kick to "cross 'em up."(A cross up is
when you jump into the charactor so deeply that you end up behind them, and
they automatically turn around.  Generally, this leaves you very close to
the opponent,allowing for more combo potential. Even though Dhalsim's
roundhouse drill kick cross up leaves him pretty far away, it's still a
little closer than usual). It's  easier 
to do after a yoga smash.  As always, don't get too predictable with this
strategy.
 
If you're not good with combos(like me), you can alternate beetween
throwing the player after the slides, drills, and other moves that link or
are 2 in ones, etc. and (trying) to do a combo to stay unpredictable.
 
You can use the forward slide freely at semi mid range and the short side
freely at close range since it's VERY hard, if not impossible for the
opponent to counter.

You can two in one into a yoga teleport if you like to help maintain
distance.
 
Try to get the charactor in a corner.
 
You can mix up doing drill kicks, and low roundhouses and throws in close
to keep the opponent pressured.  Don't get too predictable with them,
though.
 
Keep in mind that you can "trade hits."  ex.  Someone throws a fireball at
you and you do a low fierce.

Keep in mind that a combo might not work if you end up being too far from
the player(or sometimes, too close.  This is very rare).  Jumping in with
the drills and trying a very close range move when they're far awaywould be
a prime example of this. 

If you get hit in a custom, you will still have the custom energy that
hasn't been used yet.  But atleast some energy will be lost if you get hit
at the beginning of the custom.

Short slides and closelow strongs are pretty good when people try to cheap
you.
----------------------------------------------------------------------------



VERSUS 
I'm going to give a threat level next to the charactors name.  It is based
on a range of one to ten with five meaning an even fight.  4.5 means you're
at a slight disadvantage(anything less than that truly is trivial) and six
means that you're at a signicant advantage.  6.5 means that you're
dominating and 7 means you've got a major advantage.  If it's more than
that, be prepared for a very easy fight. Keep in mind that I'm no expert
player.  I wouldn't even call myself an intermediate player (considering
that the games supposed to take around 4 years to master if you're not
familiar with the SF series.  I haven't had a SF since The World Warrior on
the SNES.  So keep in mind, my strategies might suck).  I'm also probably
going to subconciously rip off the strategy guide from Versus Books because
I've learned from it.  If you want the real strategies, word for word with
the extras I'm sure I've forgotten, more combos, and all the rest of the
stuff for all the charactors, get the strategy guide from versus books.
 
Ryu 4.75 
If possible, get him in the corner and then punish him.  Use far strongs
and low far strongs and fierces to do this.  You can use the low far fierce
to trade hits with his(or any other fireball charactor) fireball for more
damage.  Try to make sure he doesn't super though,  Even if he does,
there's a chance that 
you can do more damage if you can block before the super connects.  This is
very risky, though.
 
Ken 5.25
It's ironic that Ken's easier for Dhalsim to beat than Ryu even though, IMO
Ken has better moves.  Just keep him away and try to get him in the corner.
But beware if he gets in, since he's the combo king and will punish you for
it.  Watch out for his kick alpha counter. It's probably the best in the
game.
 
 Chun li  4
This is Dhalsim's hardest fight, IMO.  It's not too bad, though.  I think
she's easier to air counter than most(provided you keep in mind that she
can bounce off the wall) because of her hang time, which in turn makes her
slightlyeasier to keep out.  The problem arises when she gets in.  She'll
crush you with a custom or super if her meters charged.  Your jumping far
strong and forward  drill kick to help keep her back when she jumps(this
works against alot of charactors, not just her).  Remember Dhalsims a
defensive charactor.  He has to stay mainly defensive to win this match. 
You never want to screw up, but that goes double when playing against Chun
li.
 
Adon 4.5 
He's considered to be a weak charactor.  Don't know why, though.  I sure as
hell don't see it.  Block alot.  His moves are very good at countering your
limbs, so stay defensive and attack from afar only if you see him miss. 
Remember that you have the yoga teleport to get away from him if you see
him do a super combo or dreaded custom combo.  He can get into mid range
fairly easily and can poke you from there.  Here he's at an advantage.  My
advice would be, try to block.  Don't forget about Dhalsim's Alpha Counter,
especially for slow moves(like his roundhouse) since he can't reverse if
you
counter those right.  It's also a good idea to try to go for the Yoga
inferno everyonce in a while.  
 
Sagat 6.25
He, he, he,  Sagat(I'm not trying to imply that he's weak in general as
he's supposed to be fairly strong in general). This is clearly Dhalsims
fight, IMO.  Don't get too cocky, though, his advantage isn't that big.  If
he tiger shots alot, just stick out a low fierce.  I can usually get this
to hit on reflex before the fireball even comes out(actually, I was just
playing the computer Sagat and I realized that I don't really do this on
reflex.  It just seems that way since he fireballs so much).  He has to
come to you to win.  It's hard for him to do this walking, so he'll have to
jump.  You can mix up yoga teleporting away with jumping back and attacking
him.  I'd recommend teleporting away as this will probably piss him off and
make him
come to you relentlessly(plus he might jump in with a custom.  He has a
level one, which I'm not sure is a jump in or not, that does either 60
damage points or more).  Sagat plays better defensively, IMO.  Whatever you
do, Don't let him  get on a roll.  If he does, he'll kill you.  He has some
of the best customs in the game.  His supers aren't too bad either.
 
Dhalsim 5
You should know enough about Dhalsim's strengths and weaknesses by now.
 
Rose 5
Like Dhalsim, Rose is a very powerful fighter and in the top 5, but noone
ever picks her(probably because she's lacking in personality, even more so
than the average Street Fighter.  If it wasn't for her charactor flaw, I'd
probably give her a serious look.)  watch out for her low strong countering
your limbs. counter her air attacks with the close roundhouse and drills. 
Low fierce her if she tries her really weak fireball(You normally don't
have to trade hits when doing this).  Watch out for that Super that's
almost a
custom combo.  The name escapes me for the moment.  If she does it, keep
away as best you can.
 
Sakura 5.75
Watch out for cross ups.  She's easy to keep out.
 
Akuma 5
Pretend he's Ryu, but watch out for his few extra moves.  Keep in mind that
he takes in more damage than his Dragon punch siblings.
 
Gen 7
This is definetely Dhalsim's fight.  It's a shame that the hardest
charactor to use in the game is also the weakest(excluding Dan.  But,
atleast most people know they're getting a weak fighter when they pick Dan,
and he's easy to use.  Plus, weak Dan has a habit of making a stronger
player).  Just play the keep out game.  You might want to try to put on
some pressure with the drill kicks.
 
Dan 8 
He is an inclose fighter and is VERY easy to keep out.  Don't get too
cocky, though.
 
Sodom 6
Dhalsim may have the advantage here, but this is a scary fight.  Pretend
that Sodom has his meter charged and jumps in.  You try to keep him out
with the roundhouse far kick(which is good.  Just don't overuse it). This
worked for you many times and helped you wither off a little over half his
life, and he's barely hit you.  This one time he gets in and does a level
three throw, and now you guys are  even in power.  Basically keep Sodom
out.  Try to get in a couple times with Dhalsims drills(Sodom has a very
weak air defense, but watch out for him jumping up and fiercing) and harass
him a little to get him out of his offensive game(with the drill mix up). 
Sodom is a very offensive charactor(most players don't know this and just
think he sucks).  So try to get him to choke up, if possible.
 
Charlie 6.5
He's easy to keep out, IMO.  Use a standing jab if he jumps at you from a
distance(they're all okay).  When he jumps close, use the close
roundhouse(trade hits)  or drill to keep him away.  Use far strongs to help
keep him away, and trade hits with his sonic boomb with your far low
fierce.
 
Guy 6.25 
He's not too much of a problem as long as you mainly stay defensive.  When
he comes at you(runs) stick out a low fierce.  If he elbow drops, do a
forward drill.  Counter with the strong if he does the lightning drop.
 
M. Bison 6 
Sure, the CPU's hard; but he's the last guy.  You've still got the
advantage, though.  Don't use your far range moves too excessively with him
as he can teleport if it "feels" right for him.  Then you're screwed.  I'm
not saying don't use them, just not excessively.  Don't use the roundhouse
slide if you're not sure it's going to connect as you are even deader when
playing against him.
 
Rolento 5
Remember that Dhalsim's mainly defensive and you won't have a problem.
Rolento has a hard time "pecking" Dhalsim because of his long range and
Dhalsim has a hard time countering Rolento's air moves consistantly.  They
both balance out though.  Countering air moves with Drills is recommended
(I'm not saying only counter with them,though).  Afterall, he can't do
much(consistantly atleast) if you miss.
 
Birdie  6.75
Easy to keep out.  Watch out for that throw Super where he comes in on you,
though.
 
Zangief 6
Ahh, Zangief.  What would a Street Fighter game be without the other
charactor noone picks.

I changed his weakness to a 6 from a 6.25 on version 1.3 after thinking
about it.

Zangiefs Main Weakness  
His pile driver leaves him across the screen so he has to try to get in
again.  This doesn't happen as much if you're in the corner(since he won't
be trying this move in the corner unless he's trying to finish you off).  

His Objective
His objective is to get close to you AND try to get you in the corner.  If
he does this you're a dead man.

How He Achieves This
He achieves this by using the custom meter.  He can push custom.  You can
block, but he will have ended up pushing you to the end of the screen. 
Also, good Zangiefs might waste the custom meter to get in.  Say they have
one level on the meter and just did a piledriver(which adds 1/6 of energy
to the meter,BTW.  I want to make it clear that this is irrelevent to him
coming in after a piledriver).  He might 
waste the custom combo and then punish you with another piledriver,
probably putting you at the corner, with him close by(as long as he uses
the jab version, which doesn't seem to put him as far away as the other
versions).

Some other things to watch out for
Don't let him jump in on you .  If he jumps in on you and pushes custom,
you're screwed.  If he jumps in on you, and then throws, you're also
screwed.  Also, his moves have pretty good invulnerability, so keep that in
mind(his lariats).  Also, don't use the drills or slides that much if at
all since they let him get close to you.  Plus(for the drills) he has a
good easy to do level one custom(just keep on doing the lariats until the
meter runs out)for an air counter that does decent damage.

How to deal with him
First of all keep your cool and don't let him get nervous. Also, DON'T
FORGET ABOUT THE TELEPORT.  Don't forget that you can two in one into it
either.  If you remember this, you'll be fine.  If it wasn't for this move,
he'd be more of a 5, maybe even a 4.5.  But with this move, you've got the
advantage.

Don't let him get in.  He'll kill you if you do.  Watch out for his customs
and  (preferably) teleport if he tries them.  This match is not as easy as
it looks, and I wouldn't underestimate him.
---------------------------------------------------------------------------
CLOSING
That was my first faq.  There's a good chance that this was also the
last(or atleast one this in depth.  Can't believe I spent 4 1/2 hours
sitting infront of a computer writing this(actually closer to seven if
you count all of the updates that I did).  Well actually, There's a chance
I might make a few more,  just not in one day.)  I hope I taught you
something.  Please give Dhalsim a chance.  If you don't want to, fine. Just
please don't pick Chun Li, Ken, or especially, Mr. Super Spaz, all I do to
win is keep on fireballing, Ryu(Actually, he's not that bad, but I'd still
rather have you pick Ken over Ryu; he takes slightly more skill to play
with, and has a higher potential, to my knowledge.  He's also more fun to
play with,IMO.)  Be original, pick someone noone else does.  It's almost
two a.m. and I'm going to go to bed now.

Extra:
If you want to make a faq, I'd recommend keeping it organized.  The first
thing you should do is make a table of contents.  This faq would have
probably taken me much longer to do, maybe even twice the time if I didn't
do this.  I also tried to keep some form of consistancy(ex.  in the moves
sections, the jab moves were always listed first, then strongs, etc.). 
This makes the faq much easier to understand and write.  Also, if you want
to write a faq and don't know much about about a game, don't hesitate.  I'm
a 
beginner at Street Fighter(can't even do the combos) and I wrote a faq that
(hopefully) some people may find useful.  If you're even thinking of
writing a faq you probably know more than atleast true beginners so don't
hesitate.Chances are someone will find it useful.  Also, they don't take as
long as you'd(or atleast I'd) expect them to.  I could have easily finished
this faq in two weeks if I spent a half an hour a day.




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<html><head></head><BODY bgcolor=3D"#FFFFFF"><p><font size=3D1 =
color=3D"#000000" face=3D"Arial">9/4/97<br>I noticed how bad the =
formatting was(especially at the hardcoregaming site, so I (hopefully) =
changed the problem. &nbsp;I didn't change a word of text =
though.<br>--------------------------------------------------------------=
-----------------------------<br><font size=3D1>9/1/97 version 1.31<font =
size=3D2><br>this isn't a real update. &nbsp;I have to resend the faq =
anyway, so I figured I'd look for mistakes in it and add a little more. =
&nbsp;Just finished updating. &nbsp;Added more than expected... =
&nbsp;This still isn't a significant update, though. &nbsp;There =
probably area few more mistakes that I (still) missed though. =
<br><br><font =
size=3D1>----------------------------------------------------------------=
------------<br><font size=3D2>Dhalsim Street Fighter Alpha 2 faq by =
NV<br>8/27/97 Version 1.3<br>I made a very small mistake in the Adon =
section. &nbsp;Will look for others <font size=3D1>i<font size=3D2>n the =
faq before I update. &nbsp;But that's not the reason I updated. =
&nbsp;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). &nbsp;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. &nbsp;This will probably be my last update unless I find out =
that I forgot something major or see many =
mistakes.<br>------------------------------------------------------------=
-----------------------<br>8/26/97 &nbsp;I found a few more mistakes in =
the faq when I read it over. &nbsp;No<font size=3D1> <font size=3D2>big =
deal though. &nbsp;This is a very small update. &nbsp;Probably less than =
10<font size=3D1> <font size=3D2>minutes. &nbsp;There still may be a few =
more mistakes left, though. =
<br>------------------------------------------------------------------<br=
>8/26/97<br><br>Version 1.1 &nbsp;<br>I didn't read over the faq until =
this morning and noticed that there<font size=3D1> <font =
size=3D2>was<font size=3D1> <font size=3D2>ALOT of wrong info in this =
faq. &nbsp;This stuff mainly has to do with<font size=3D1> <font =
size=3D2>me<font size=3D1> <font size=3D2>messing up the jab, strong, =
fierce, short, forward, and roundhouse names in<font size=3D1> <font =
size=3D2>the moves(I might have not fixed all of the problems on this =
section. &nbsp;It's<font size=3D1> <font size=3D2>possible that I missed =
something. &nbsp;Just remember that the moves are always<font size=3D1> =
<font size=3D2>told in the order above. &nbsp;This might help avoid =
confusion) section of the<font size=3D1> <font size=3D2>game. &nbsp;I =
also said use the yoga fire once, when I meant flame and screwed<font =
size=3D1> <font size=3D2>up some info in the word about section. =
&nbsp;Other than that, some other minor<font size=3D1> <font =
size=3D2>changes where I went into more =
detail.<br>--------------------------------------------------------------=
----------<br>Dhalsim faq SFA2 part 1(there may not be a part two if I =
finish this onetoday. &nbsp;It's doubtful that the full version will get =
done today. You'll know<font size=3D1> <font size=3D2>I finished if all =
the things in the table of contents are =
done)<br><br>8/25/97<br><br>(This faq may be freely distributed around =
the gaming community as long as<font size=3D1> <font size=3D2>it's not =
used for a profit. &nbsp;ex. in a magazine. &nbsp;Don't mind if someone =
has<font size=3D1> <font size=3D2>ads at their gaming site, though.)<br> =
<br>I would like to make it clear that I'm no SF expert and that there =
could be<font size=3D1> <font size=3D2>some wrong info in this faq. =
&nbsp;I doubt that there'd be much of thisthough.(If I'm unsure about =
something, I'll say I think or I doubt or<br>something like that. =
&nbsp;I'm not counting that stuff when I make thisstatement).<br> =
<br>This faq assumes that you have atleast a very small amount of =
knowledge<font size=3D1> <font size=3D2>about the game. &nbsp;If you =
don't and just got &nbsp;a home version, you should be<font size=3D1> =
<font size=3D2>able to understand everything after playing this game for =
less than a week.<font size=3D1> <font size=3D2>If you don't even have a =
home version and aren't familiar with the arcade<font size=3D1> <font =
size=3D2>game, most of the stuff in here will probably make sense =
anyway.<br> <br>This faq is available at <font =
color=3D"#0000FF"><u>http://www.hardcoregaming.com</u><font =
color=3D"#000000"><br>---------------------------------------------------=
-------------------------<br><br>Table of contents <br>1intro<br>2A word =
about<br>3moves at a distance<br>4moves inclose<br>5special =
moves<br>6tips <br>7versus<br>8closing(optional, if this section isn't =
in here I probably won't update<br>because of =
it)<br>------------------------------------------------------------------=
----------<br><br><br> <br>INTRO<br>Why pick Dhalsim. &nbsp;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). &nbsp;Also, noone else picks him andeveryone thinks he =
sucks. &nbsp;You'll look really good when you win withhim(provided that =
the player doesn't curse you and call you cheap). =
&nbsp;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. =
&nbsp;Besides, IMO, an<font size=3D1> <font size=3D2>anorexic, balding =
indian monk is just &quot;cooler&quot; than most of the other<font =
size=3D1> <font size=3D2>losers in this game.<br> &nbsp;<br>Dhalsim's =
style: &nbsp;It should be known that Dhalsim is a mainly defensive<font =
size=3D1> <font size=3D2>fighter and requires some patience to win with. =
Also, he's not the kind of<font size=3D1> <font size=3D2>fighter you =
want to make mistakes with. &nbsp;He just doesn't inflict massive<font =
size=3D1> <font size=3D2>amounts of damage in one go. &nbsp;If Chun =
li(Dhalsim's hardest fight) happens<font size=3D1> <font size=3D2>to get =
in she can take off 40% damage in one go with a custom combo or<font =
size=3D1> <font size=3D2>super combo. &nbsp;Dhalsim's strategy should be =
mainly defensive, with offensive<font size=3D1> <font =
size=3D2>bursts(ie. getting in with a drill and doing a combo) to keep =
the opponentpissed off and attacking. &nbsp;Also, Dhalsim's combo's are =
hard to do. &nbsp;That<font size=3D1> <font size=3D2>doesn't matter as =
much since he doesn't depend on them as much as mostcharactors do on =
theirs. &nbsp;He also has a fairly weak air defense and has a<font =
size=3D1> <font size=3D2>slow walking speed. &nbsp;&nbsp;Oh yeah, he =
likes to keep his opponents =
out....<br>--------------------------------------------------------------=
--------------<br><br>A WORD ABOUT<br><br>Combos<br>There are two types =
of combos predominant in SF. &nbsp;They are the 2 in onesand the links. =
&nbsp;When I say that you can two in one a move, I mean that you<font =
size=3D1> <font size=3D2>can follow that move up with either a yoga =
fire, yoga flame or a yogainferno for a combo unless otherwise noted. =
&nbsp;When I say link, I mean go<font size=3D1> <font size=3D2>from one =
move into another.(ie. &nbsp;two jabs) &nbsp;&nbsp;Both these combos are =
really<font size=3D1> <font size=3D2>hard to do, IMO(for Dhalsim =
atleast. &nbsp;The drill links aren't too bad).<br> <br>Damage<br>I'm =
going to use damage points for this game. &nbsp;They are not exactly =
the<font size=3D1> <font size=3D2>same as %. &nbsp;60 damage points is a =
little more than 50% damage.<font size=3D1> <br><font size=3D2>D Stands =
for damage in this faq and refers to the damage points. <br><br>This faq =
was made for the Saturn version. &nbsp;This stuff probably applies =
to<font size=3D1> <font size=3D2>other versions too, though. &nbsp;Just =
thought I'd let you know....<br> <br>jab=3Dlight =
punch<br>strong=3Dmedium punch<br>fierce=3Dhard punch<br>short=3D light =
kick <br>forward=3Dmedium kick<br>roundhouse=3Dhard kick<br> =
<br>d=3Ddown, f=3Dforward df=3Ddown-forward, =
etc.<br>-----------------------------------------------------------------=
-----------<br>MOVES(at a distance)<br>Dhalsim has two sets of moves. =
&nbsp;His far range moves are used at a distance<font size=3D1> <font =
size=3D2>to keep people out. &nbsp;If used inclose, they could just miss =
or be easily<font size=3D1> <font size=3D2>countered(Even if they hit). =
&nbsp;These things spell big trouble. &nbsp;To use<font size=3D1> <font =
size=3D2>Dhalsims far range moves (to do these, just hold the joystick =
in the<br>nuetral postion or press forward.) &nbsp;<br><br>Also, Dhalsim =
long range moves have very low priority. &nbsp;So if Ken was<font =
size=3D1> <font size=3D2>expecting you to use one, he could counter it =
with the appropriate<font size=3D1> <font size=3D2>attack(even a jab =
overrides these attacks). &nbsp;But since he has to predict<font =
size=3D1> <font size=3D2>this(It's very, very, hard to do this on =
reflex) if he guesses wrong he<font size=3D1> <font size=3D2>could leave =
himself open on the retracting animation (allowing Dhalsim to<font =
size=3D1> <font size=3D2>counter). &nbsp;These moves should be used =
generally defensively, when the<font size=3D1> <font size=3D2>person's =
walking towards you trying to get in or when it just =
&quot;feels&quot;<font size=3D1> <font size=3D2>right. &nbsp;Also, some =
charactors are better at countering Dhalsim's limbs than<font size=3D1> =
<font size=3D2>others...<br><br>jab 1 &nbsp;D3 <br>This is basically a =
close range move. It's also a two in one. &nbsp;It has to be done<font =
size=3D1> <font size=3D2>in the nuetral position. &nbsp;This move is =
better for stopping customs since (I think) it hits crouching players =
too. &nbsp;&nbsp;<br> &nbsp;<br>jab 2 D3<br>This is basically a faster =
version of jab one. &nbsp;Everything that applies to<font size=3D1> =
<font size=3D2>that one applies to this(unless otherwise noted). =
&nbsp;It's done by holding<font size=3D1> <font size=3D2>forward. =
&nbsp;I don't think this hits crouching opponents.<br> <br>strong D6 =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Fierce D9 <br>These are normal keep =
out moves. &nbsp;They hit fairly low(But can be blocked in<font =
size=3D1> <font size=3D2>the standing position.) &nbsp;The strong does =
less damage than the fierce, but<font size=3D1> <font size=3D2>also =
leaves Dhalsim less vulnerable if it misses. &nbsp;<br> <br>short D3 =
<br>This hits fairly low. &nbsp;it doesn't do much damage, but is fairly =
hard to<font size=3D1> <font size=3D2>block. &nbsp;<br> <br>forward D6 =
&nbsp;&nbsp;&nbsp;roundhouse D7<br>These moves should be used to keep =
people out at a distance. &nbsp;Do these if<font size=3D1> <font =
size=3D2>they jump from far away. &nbsp;The forward has less recovery =
than the<font size=3D1> <font size=3D2>roundhouse, but does less =
damage.<br> <br>Crouching far moves<br> jab D3 =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;strong D6 =
&nbsp;&nbsp;&nbsp;&nbsp;fierce D8 <br>I love this move. &nbsp;It hit's =
low and seems to have slightly better priority<font size=3D1> <font =
size=3D2>than Dhalsim's other far range moves. &nbsp;I mainly use the =
fierce. &nbsp;Again, the<font size=3D1> <font size=3D2>fierce does more =
damage, but has more vulnerability if missed. &nbsp;Try<font size=3D1> =
<font size=3D2>cheaping with it as the opponent gets up. &nbsp;Don't get =
to predictable though.<font size=3D1> <font size=3D2>This move also =
seems to have a better chance of conecting in close than<font size=3D1> =
<font size=3D2>most of Dhalsims other far range moves(All of these moves =
are only<font size=3D1> <font size=3D2>blockable if the person is =
crouching). <br> <br>Slides &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;short D3 =
&nbsp;&nbsp;&nbsp;forward D8 &nbsp;&nbsp;&nbsp;&nbsp;roundhouse D10 =
<br>These moves are pretty good but try not to over use them though. =
&nbsp;The<font size=3D1> <font size=3D2>roundhouse version leaves =
Dhalsim very vulnerable if blocked(as in super<font size=3D1> <font =
size=3D2>combo or custom). But it also pushes the player away from =
Dhalsim allowing<font size=3D1> <font size=3D2>him to start playing his =
keep away game all over again. The forward version<br>is pretty safe =
though, especially when done at a distance so the tip just<font =
size=3D1> <font size=3D2>hits the player. &nbsp;I'm pretty sure that the =
short version is invulnerable. &nbsp;<font size=3D1>&nbsp;<font =
size=3D2>You can two in one the short and forward versions of these. =
<br>Use this move to go under fire balls. (the person has to crouch to =
block<font size=3D1> <font size=3D2>this move) &nbsp;These moves are =
also good for countering air moves which fall<font size=3D1> <font =
size=3D2>short of Dhalsim. &nbsp;I think that they're blockable, =
though(a person can only<font size=3D1> <font size=3D2>block in the air =
if they didn't already stick out a move).I doubt that the<font size=3D1> =
<font size=3D2>opponent would have enough time to counter under these =
circumstances.<br> <br>Jumping far range moves<br>(not much to comment =
on, these are only blockable if the opponent is<font size=3D1> <font =
size=3D2>standing)<br>jab D7<br>hits <font size=3D1>&nbsp;<font =
size=3D2>almost directly below<br> <br>strong D8 <br>hits to the =
side<br> <br>Fierce D8 <br>hits at a 45 degree angle<br> <br>short (D7) =
and forward (D8)<br>Basically the same move. &nbsp;Hits downward at an =
angle<br> <br>Roundhouse D10 <br>hits upward at an =
angle<br>----------------------------------------------------------------=
------------<br><br>MOVES(in close) <br>Dhalsim's inclose moves have =
next to no range. &nbsp;Swich to these moves <font size=3D1>&nbsp;<font =
size=3D2>when<font size=3D1> <font size=3D2>you're in close or right =
after a drill. &nbsp;These moves are done by<font size=3D1> <font =
size=3D2>pressing back on the controller when pressing the required =
button.<br> <br>jab D3<br>This is basically the same as Dhalsims far =
range jab 1, but Dhalsim won't<font size=3D1> <font size=3D2>do the chop =
until you let go of the button(or after some time has expired).<font =
size=3D1> <font size=3D2>This may be useful in preventing customs. It's =
also a two in one.<br> <br>strong D7/6<br>You can use this move to =
prevent people from jumping in on you. &nbsp;It's also<font size=3D1> =
<font size=3D2>a two in one.<br> <br>fierce D9+6<br>This does 15 damage =
points,which is very good. &nbsp;IF the first hit misses you<font =
size=3D1> <font size=3D2>can use it as a two in one.<font size=3D1> =
&nbsp;<font size=3D2>I also think that It's a two in one if you get =
the<font size=3D1> <font size=3D2>special move, such as a fireball to =
come out before the second hit has a <font size=3D1>&nbsp;<font =
size=3D2>chance to connect, but I'm not sure about this.<br> <br>short =
&nbsp;D3 <br>I almost never use this move. &nbsp;It's a two in one, =
though.<br> &nbsp;<br>forward D8 <br>You can use this to counter jumping =
in opponents(though the Yoga knee<font size=3D1> <font size=3D2>kick(AKA =
roundhouse) is preferred). &nbsp;It also has very good range(for a<font =
size=3D1> <font size=3D2>close move that Dhalsim has, that is)<br> =
<br>Roundhouse D11 <br>This move has next to no range, but is good for =
countering air moves(keep<font size=3D1> <font size=3D2>in mind that =
Dhalsim is fairly poor in this area.)<br> <br>Crouching Close moves =
<font size=3D1>(done by holding the controller in the db position)<font =
size=3D2><br>hand chops &nbsp;jabD3 &nbsp;strong D6 &nbsp;fierce =
D8<br>(Keep in mind that these moves ARE blockable if the opponents are =
standing)<br>These moves are pretty good. &nbsp;The short and forward =
versions are 2 in ones.<br> <br>low kicks &nbsp;&nbsp;short D3 =
&nbsp;&nbsp;&nbsp;forward D8 &nbsp;&nbsp;&nbsp;roundhouse D11 <br>I like =
these moves. &nbsp;They are only blockable in the crouching position. =
<font size=3D1>&nbsp;<font size=3D2>The short and forward versions are =
two in ones. &nbsp;The roundhouse version<font size=3D1> <font =
size=3D2>trips the person, giving you a little time to move away or =
teleport if you like. &nbsp;<br><br>Close Jumping Moves<br>These are =
basically the same as the far jumping moves with next to no range<font =
size=3D1> <font size=3D2>and generally do the same damage(except the =
fierce now does 10 damage<font size=3D1> <font size=3D2>points) as the =
respective far range move. &nbsp;The far jumping moves will<font =
size=3D1> <font size=3D2>miss in close<font size=3D1>(<font size=3D2>so =
use these). &nbsp;Also don't try to jump in with these &nbsp;moves =
since<font size=3D1> <font size=3D2>Dhalsim<font size=3D1> <font =
size=3D2>has a VERY long hang time. &nbsp;Plus he has those kick ass =
drills...<br>------------------------------------------------------------=
----------------<br><br><br> <br>SPECIAL MOVES<br>There are a few kinds =
of special moves. &nbsp;There are sure killing<font size=3D1> <font =
size=3D2>techniques(they take out a little bit of power even if =
blocked), normal<font size=3D1> <font size=3D2>special moves =
moves,throws, alpha counters and super combos. &nbsp;I gave each<font =
size=3D1> <font size=3D2>one of these it's own mini section.<br> =
<br>Sure killing techniques<br>Yoga fire &nbsp;&nbsp;d,df,f+punch<br>jab =
D7/6/4/3 &nbsp;&nbsp;&nbsp;strong D9/8/6/6 =
&nbsp;&nbsp;&nbsp;&nbsp;fierce &nbsp;D10/9/7/6<br>(I think the damage =
changes depending on how &quot;clean&quot; the hit is.)<br>This is one =
of the weakest fireballs in the game. &nbsp;After Dhalsim does this<font =
size=3D1> <font size=3D2>move he is vulnerable for a while so it's =
possible for the opponent to jump<font size=3D1> <font size=3D2>in and =
combo(especially low jumpers like Zangief.), so avoid overly using<font =
size=3D1> <font size=3D2>it at mid range. Also, since the fireball is so =
small, it's easier to avoid<font size=3D1> <font size=3D2>when jumping =
than other fireballs. &nbsp;It also &quot;fuzzes out&quot; before it =
reaches the end of the screen. &nbsp;But, nevertheless, this move is =
very useful and helps<font size=3D1> <font size=3D2>charge up your super =
meter. &nbsp;Also, this move pushes the opponent back <br>quite a bit =
even if it's blocked. &nbsp;So if you try to two in one and screw up, =
the<font size=3D1> <font size=3D2>opponent will still be pushed away, a =
little, allowing you to plat the keep away game again...<br> <br>Yoga =
flame f,df,d,db,b+punch<br>jab D11 &nbsp;strong D12 &nbsp;&nbsp;fierce =
D13<br>Only use the jab version of this move. &nbsp;All of the versions =
leave you<font size=3D1> <font size=3D2>vulnerable if blocked, to my =
knowledge, but the jab version's is minimal(So<font size=3D1> <font =
size=3D2>use that one). Use this move if the opponents fairly close and =
trying to<font size=3D1> <font size=3D2>cheap you and stick out a bunch =
of moves. &nbsp;Also use this move if you see<font size=3D1> <font =
size=3D2>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.<br> =
&nbsp;<br>Yoga Blast f,df,d,db,b+kick<br>short &nbsp;D12 =
&nbsp;&nbsp;&nbsp;&nbsp;forward D13 &nbsp;&nbsp;roundhouse D13 <br>This =
looks like a yoga flame, but in the air. &nbsp;Use this move to =
stop<font size=3D1> <font size=3D2>opponents from trying to cross you =
up(cross ups are briefly explained in<font size=3D1> <font size=3D2>the =
tips section). &nbsp;I'd recommend only using the jab version so it =
won't<font size=3D1> <font size=3D2>leave you that vulnerable if you =
miss. &nbsp;Also, just don't use this attack<font size=3D1> <font =
size=3D2>mindlessly. &nbsp;If you think that the opponent will fall =
short of this move,<font size=3D1> <font size=3D2>then don't use it. =
&nbsp;You can use the Yoga flame(which is also blockable in<font =
size=3D1> <font size=3D2>the air, or so I think)strong and jumping =
strong, roundhouse, etc. instead.<font size=3D1> &nbsp;<font =
size=3D2>Also, if you don't have fast reflexes, just don't use this =
move. &nbsp;It's no<font size=3D1> <font size=3D2>big deal. &nbsp;(I =
think)This move is blockable in the air. &nbsp;But only if the<font =
size=3D1> <font size=3D2>opponent doesn't attack. &nbsp;After the =
opponent sticks out a move, he is<font size=3D1> <font size=3D2>unable =
to block.<br> <br>Special attacks<br><br>Yoga telaport (f,d,df or =
b,d,db) and(all punches or all kicks) <br>(This move can be done in the =
air)<br>This is a great move to use to keep away. &nbsp;All four =
versions put you in a<font size=3D1> <font size=3D2>different spot. =
&nbsp;It also pisses people off<font size=3D1>(<font size=3D2>which is =
good). &nbsp;&nbsp;Try using this when people<font size=3D1> <font =
size=3D2>jump in every once in a while or when you're stuck in a corner. =
&nbsp;If you do<font size=3D1> <font size=3D2>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,<font size=3D1> <font =
size=3D2>if you do this move at the<font size=3D1> <font =
size=3D2>right<font size=3D1> <font size=3D2>moments.<br> <br>Yoga =
Escape b,db,d+kick <br>(can only be done when you're in the air right =
after being knocked down) <br>This move can be good at times, especially =
when the opponents not expecting<font size=3D1> <font size=3D2>it but =
also leaves you vulnerable and pretty close to them. &nbsp;Not<font =
size=3D1> <font size=3D2>recommended.<br> <br>Drills =
&nbsp;&nbsp;&nbsp;d+(fierce, roundhouse, short or forward)<br>(These =
moves have to be done in the air)<br>All of these do 7 damage points =
except for the fierce version which does 8<font size=3D1> <font =
size=3D2>damage points. IMO, these moves are really good. &nbsp;You can =
(relatively<font size=3D1> <font size=3D2>easily) link into any close =
range attack including the jab one and<font size=3D1> <font =
size=3D2>jab2(which are listed in the long range attack sections) =
allowing you to<font size=3D1> <font size=3D2>link into a two in one =
attack and then following it up for a massive<font size=3D1> <font =
size=3D2>combo(if you're good enough, I'm not. &nbsp;I just can't get =
those two in ones<font size=3D1> <font size=3D2>to work. It might be =
easier to do if you lower the turbo setting, I'm<font size=3D1> <font =
size=3D2>not sure about this, though). &nbsp;I never use the short =
version of this<font size=3D1> <font size=3D2>attack. &nbsp;Also, if you =
go in too &quot;deep&quot; these attacks are<font size=3D1> <font =
size=3D2>counterable<font size=3D1> <br><font size=3D2>(especially the =
fierce) even if you hit the person. &nbsp;If you do<font size=3D1> =
&nbsp;<font size=3D2>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. <br>They also have very good priority =
for air attacks. &nbsp;Use this move to get in<font size=3D1> <font =
size=3D2>ocassionally. &nbsp;Also, you can keep on doing this move over =
repeatedly to<font size=3D1> <font size=3D2>piss off your =
opponents(won't get you far with good players though.) &nbsp;Like<font =
size=3D1> <font size=3D2>any move, don't overuse them and get =
predictable. &nbsp;<br><br>Throws<br>Yoga smash and yoga throw <br>they =
both do about 14 damage points(yoga smash does more damage if you =
mash<font size=3D1> <font size=3D2>on the buttons while doing it. =
&nbsp;Kind of like how you get out of &nbsp;a+b throws<font size=3D1> =
<font size=3D2>in VF2. &nbsp;Also, if the opponent mashes on buttons =
when doing it, the damage<font size=3D1> <font size=3D2>decreases. =
&nbsp;This goes for any yoga smash type throw(ie. &nbsp;When Charlie =
keeps<font size=3D1> <font size=3D2>on kneeing you in the stomach)). =
&nbsp;Both can be teched out of(you tech out of<font size=3D1> <font =
size=3D2>a throw by pressing the same buttons at the same time). =
&nbsp;The yoga smash(the<font size=3D1> <font size=3D2>one where he =
repeatedly hits someone on the head) has a longer range and the<font =
size=3D1> <font size=3D2>yoga throw throws the opponent farther away =
from you.<font size=3D1> &nbsp;<font size=3D2>Use the appropriate one =
depending on the situation.<br><br>Alpha counters <br>Use the punch =
alpha counter when someone jumps at you. &nbsp;If the jump in is<font =
size=3D1> <font size=3D2>deep, it will miss though.<br> <br>Use the kick =
Alpha counter against fire balls and anything else. &nbsp;Both of<font =
size=3D1> <font size=3D2>these Alpha counters push the opponent across =
the screen so Dhalsim can<font size=3D1> <font size=3D2>play the keep =
away game again. &nbsp;they both do around 9 points of damage. =
&nbsp;By<font size=3D1> <font size=3D2>the way, at times, it's possible =
to counter Alpha counters and beat the<font size=3D1> <font =
size=3D2>opponent to the punch by sticking out a fast move. Dhalsims =
Alpha counters<font size=3D1> <font size=3D2>are no different.<font =
size=3D1> &nbsp;<font size=3D2>Also, sometimes you can counter slow =
moves(like dragon punches)<font size=3D1> <font size=3D2>with other =
things, even special moves and super combos, both of which take<font =
size=3D1> <font size=3D2>out much more damage. &nbsp;But that doesn't =
mean that Alpha counters are useless<br>(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<font size=3D1> <font size=3D2>amount of super energy.<br><br>Super =
combos<br>(Dhalsim's Super Combos suck<font size=3D1>, IMO<font =
size=3D2>. &nbsp;They still can be very useful, though) <br><br>Yoga =
inferno: fireball motion twice, then one to three punches<br> level 1 is =
about 23 points damage<br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2 =
is about 30 points damage<br> =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3 is about 44 points damage =
<br>This super isn't that bad. &nbsp;Use it if people are attacking you =
in your<font size=3D1> <font size=3D2>face. &nbsp;If they see this =
coming, it's fairly easy to avoid(by jumping back).<font size=3D1> <font =
size=3D2>Try using this on the recovery of their attacks or when you =
think they're<font size=3D1> <font size=3D2>going to attack. &nbsp;Also, =
level 2 and 3 have very good low invulnerability. So try using them when =
you think &nbsp;opponents are going to try and low<font size=3D1> <font =
size=3D2>attack.<br> <br>Yoga strike &nbsp;d,df,f,d,df+(1-3 kicks)<br> =
level 1 is about 23 points damage<br> =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2 is about 31 points =
damage<br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3 is about 42 =
points damage <br>This super is really bad. &nbsp;It's used to counter =
air moves. &nbsp;It has to be<font size=3D1> <font size=3D2>done before =
the opponent sticks out an air move(ie jumping roundhouse) orwhen it's =
in the recovery phase. &nbsp;The timing is critical. &nbsp;It still has =
it<font size=3D1> <font size=3D2>uses, though. &nbsp;Mainly in =
desperation. &nbsp;By the way, this move can also be<font size=3D1> =
<font size=3D2>used to counter hurricane kicks and similar moves. =
&nbsp;<br> <br>COMBOS <br>I already told you alot of combos when I =
mentioned if an attack was a two<font size=3D1> <font size=3D2>in one or =
not and with the drill kicks, but there are still many, many more<font =
size=3D1> <font size=3D2>combos in this game. &nbsp;I got a strategy =
guide with almost 20 combo's(exactly<font size=3D1> <font size=3D2>19) =
for Dhalsim not counting the ones I already mentioned. &nbsp;I'm only =
going<font size=3D1> <font size=3D2>to tell you a handful of them since =
I'm trying very hard not to rip the<font size=3D1> <font =
size=3D2>strategy guide off too much. &nbsp;The strategy guide I got was =
made by a<font size=3D1> <font size=3D2>company called versus books. =
&nbsp;So if you want the combos, get the guide. <br>One combo in there =
does 65 damage points.<br><font size=3D1><br><font size=3D2>I'll share =
two of the level one custom combos. &nbsp;(By the way, Dhalsims<font =
size=3D1> <font size=3D2>customs are fairly weak, IMO. &nbsp;That =
doesn't mean they're not useful.) &nbsp;<br><font size=3D1><br><font =
size=3D2>Push custom and do a close low round house. &nbsp;Keep on doing =
yoga fire until<font size=3D1> <font size=3D2>the combo meter runs out. =
&nbsp;This combo does 37 damage points and is a level<font size=3D1> =
<font size=3D2>one. <br><br>When they jump in on you push custom and do =
a standing strong. &nbsp;Follow it<font size=3D1> <font size=3D2>up with =
yoga blasts. &nbsp;This combo does 28 damage points and is a level =
one.<br><br>Tips on using 2 in ones.<br>First of all, the point of a two =
in one is to get the special move attack to come out<font size=3D1> =
<font size=3D2>right before retracting animation of the attack is shown =
so that the attacks retracting animation &quot;skips.&quot; &nbsp;There =
are three methods I know of to do these(and I still can't get them to =
work consistantly.<font size=3D1> &nbsp;<font size=3D2>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<font size=3D1> <font size=3D2>using the jab =
and short buttons instead of the forward, strong, etc. =
buttons.))<br><br>Method 1<br>Do the attack and then do the special move =
after it right away. &nbsp;This is good for;combos if you're =
fast.<br><br>Method 2<br>I'll give an ex. &nbsp;Do a low hand chop. Your =
controller is in the down position.<font size=3D1> &nbsp;<font =
size=3D2>From there, go on to doing a fireball. &nbsp;This is good =
because you were already<font size=3D1> <font size=3D2>doing part of the =
fireball movement as you were doing the jab. &nbsp;This is for slower =
people.<br><br>Method 3<br>You can get a move to come out by pressing or =
releasing a button<font size=3D1>.<font size=3D2> &nbsp;So this =
would<font size=3D1> <font size=3D2>be do a jab, hold the button, and =
then do the fireball<font size=3D1> <font size=3D2>motion, and then let =
go of jab.<br><br>Custom Combo tips.<br>I'd like to say that I'm not =
very familiar with Dhalsim's Customs.<br><br>The idea of a custom is to =
juggle your opponent in the air since they(customs)<font size=3D1> <font =
size=3D2>usually do more damage when they're juggled. &nbsp;Also normal =
attacks usually do weak damage. &nbsp;In &nbsp;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<font =
size=3D1> <font size=3D2>custom. &nbsp;Also, sometimes, if your =
opponents not attacking and <br>you're fairly close<font size=3D1> <font =
size=3D2>to them, the custom can &quot;suck them in.&quot; &nbsp;Also, =
Level one Custom Combos seem to be more damaging per move. &nbsp;So if =
you did a level one custom at three, it<font size=3D1> <font =
size=3D2>MIGHT end up doing less damage even if you add &nbsp;in some =
more hits. &nbsp;That's why I only use level one customs(I'm no expert =
and find them <font size=3D1>&nbsp;<font size=3D2>easier to do(since you =
have to connect with less hits because of the less time you have to do =
them).<font size=3D1> &nbsp;<font size=3D2>Plus, level three customs, =
which use up the whole meter, seem like a &quot;waste&quot; to me).<font =
size=3D1> &nbsp;<font size=3D2>Also, you can use the same custom, with =
slight variations. &nbsp;For example, I'll share<font size=3D1> <font =
size=3D2>Adon's Level one custom(I normally do it when the meters at =
1.5, so it's easier to do. &nbsp;This might be<font size=3D1> <font =
size=3D2>neccessary for the variation.)<br><br>Do a low roundhouse, then =
do two d,df,f+kick moves(roundhouse version), and<font size=3D1> <font =
size=3D2>then do the round house version of f,d,df+kick. &nbsp;(this =
custom can do around 40%<font size=3D1> <font size=3D2>damage if done =
correctly, at level one, this will reduce at higher levels.)<br><br>A =
simple variation would be to jump in, press custom and do a kick right =
before<font size=3D1> <font size=3D2>you land. &nbsp;Then follow it up =
with a low roundhouse, etc.<br><font size=3D1><br><font size=3D2>Another =
variation would be to stick out a quick move, such as a short, so it's =
harder for the opponent to interrupt your custom.<font =
size=3D1><br><font size=3D2><br>This brings up one of Dhalsims main =
weaknesses. &nbsp;When someone jumps in<font size=3D1> <font =
size=3D2>with a custom, their move gets a high priority(especially if =
the player DOESN'T<font size=3D1> <font size=3D2>attack until he's on =
the ground). &nbsp;Dhalsim has a hard time dealing<font size=3D1> =
&nbsp;<font size=3D2>with<font size=3D1> <font size=3D2>players that =
jump in with customs. &nbsp;If they do this alot try to teleport away. =
&nbsp;<br>Dhalsim MIGHT be able to reverse these moves if he does his =
own air countering<font size=3D1> <font size=3D2>custom, but I am very =
unsure about this. Keep in mind, even with this weakness,<font size=3D1> =
<font size=3D2>Dhalsim is still a very powerful fighter, =
IMO.<br>-----------------------------------------------------------------=
----------<br>SOME TIPS<br><br>Above all: DON'T GET TOO PREDICTABLE. =
&nbsp;This is true for almost any<font size=3D1> <font =
size=3D2>charactor in any fighting game(this mainly has to do with the =
offense. Sometimes its good to mix up the defense to, but that doesn't =
matter nearly<font size=3D1> <font size=3D2>as much). &nbsp;<br><br>Keep =
in mind that Dhalsim's a defensive fighter, who feeds off =
charactors<font size=3D1> <font size=3D2>mistakes. &nbsp;If you see =
someone miss an attack, don't be afraid to punish<font size=3D1> <font =
size=3D2>him, with weak, pecking attacks that end up adding up to =
defeat(for them). &nbsp;Also, try not to get overly aggressive.<br> =
<br>The Yoga fire pushes opponents away even if blocked. &nbsp;You can =
do an attack<font size=3D1> <font size=3D2>and then immediately stick =
out a yoga fire to push them away. &nbsp;This attack<font size=3D1> =
<font size=3D2>isn't failsafe though. &nbsp;You can be Alpha countered. =
&nbsp;Also, I think certain<font size=3D1> <font size=3D2>charactors can =
use Super combos to take a large chunk of your power out(if<font =
size=3D1> <font size=3D2>they have a level 3) if their Supers have a =
high invincibility window(like<font size=3D1> <font size=3D2>Ken). =
&nbsp;It would be extremely hard for them to do a super, though. =
Especially if the fireball was followed by a failed two in one attempt, =
where <br>the first hit connects(Then it would be hard for them to even =
follow up with a jab).<br> <br>If your opponent jumps at you, you can =
use a slide(So the opponent misses<font size=3D1> <font size=3D2>you and =
you don't hit the opponent. Generally, the shorter the slide the<font =
size=3D1> <font size=3D2>better), and then throw them &nbsp;when they =
land.<br> <br>You can use the round house drill kick to &quot;cross 'em =
up.&quot;(A cross up is when you jump<font size=3D1> <font size=3D2>into =
the charactor so deeply that you end up behind them, and they<font =
size=3D1> <font size=3D2>automatically turn around. &nbsp;Generally, =
this leaves you very close to the opponent,allowing for more combo =
potential. Even though Dhalsim's roundhouse drill kick<font size=3D1> =
<font size=3D2>cross<font size=3D1> <font size=3D2>up leaves him pretty =
far away, it's still a little closer than usual). It's &nbsp;easier =
<br>to do<font size=3D1> <font size=3D2>after a yoga smash. &nbsp;As =
always, don't get too predictable with this strategy.<br> <br>If you're =
not good with combos(like me), you can alternate beetween<font size=3D1> =
<font size=3D2>throwing the player after the slides, drills, and other =
moves that link or are 2 in ones, etc. and (trying) to do a combo to =
stay unpredictable.<br> <br>You can use the forward slide freely at semi =
mid range and the short side<font size=3D1> <font size=3D2>freely at =
close range since it's VERY hard, if not impossible for the<font =
size=3D1> <font size=3D2>opponent to counter.<br><br>You can two in one =
into a yoga teleport if you like to help maintain<font size=3D1> <font =
size=3D2>distance.<br> <br>Try to get the charactor in a corner.<br> =
<br>You can mix up doing drill kicks, and low roundhouses and throws in =
close<font size=3D1> <font size=3D2>to keep the opponent pressured. =
&nbsp;Don't get too predictable with them,<font size=3D1> <font =
size=3D2>though.<br> <br>Keep in mind that you can &quot;trade =
hits.&quot; &nbsp;ex. &nbsp;Someone throws a fireball at<font size=3D1> =
<font size=3D2>you and you do a low fierce.<br><br>Keep in mind that a =
combo might not work if you end up being too far from the<font size=3D1> =
<font size=3D2>player(or sometimes, too close<font size=3D1>. =
&nbsp;<font size=3D2>This is very rare). &nbsp;Jumping in with the =
drills and trying a very close range move when they're far awaywould be =
a prime example of this. <br><br>If you get hit in a custom, you will =
still have the custom energy that hasn't been used yet. &nbsp;But =
atleas<font size=3D1>t <font size=3D2>some energy will be lost<font =
size=3D1> <font size=3D2>if you get hit at the beginning of the =
custom.<br><br>Short slides and closelow strongs are pretty good when =
people try to cheap =
you.<br>-----------------------------------------------------------------=
-----------<br><br><br>VERSUS <br>I'm going to give a threat level next =
to the charactors name. &nbsp;It is based<font size=3D1> <font =
size=3D2>on a range of one to ten with five meaning an even fight. =
&nbsp;4.5 means you're<font size=3D1> <font size=3D2>at a slight =
disadvantage(anything less than that truly is trivial) and six<font =
size=3D1> <font size=3D2>means that you're at a signicant advantage. =
&nbsp;6.5 means that you're<font size=3D1> <font size=3D2>dominating and =
7 means you've got a major advantage. &nbsp;If it's more than<font =
size=3D1> <font size=3D2>that, be prepared for a very easy fight. Keep =
in mind that I'm no expert<font size=3D1> <font size=3D2>player. &nbsp;I =
wouldn't even call myself an intermediate player (considering<font =
size=3D1> <font size=3D2>that the games supposed to take around 4 years =
to master if you're not<font size=3D1> <font size=3D2>familiar with the =
SF series. &nbsp;I haven't had a SF since The World Warrior on<font =
size=3D1> <font size=3D2>the SNES. &nbsp;So keep in mind, my strategies =
might suck). &nbsp;I'm also probably<br>going to subconciously rip off =
the strategy guide from Versus Books because<font size=3D1> <font =
size=3D2>I've learned from it. &nbsp;If you want the real strategies, =
word for word with<font size=3D1> <font size=3D2>the extras I'm sure =
I've forgotten, more combos, and all the rest of the<font size=3D1> =
<font size=3D2>stuff for all the charactors, get the strategy guide from =
versus books.<br> <br>Ryu 4.75 <br>If possible, get him in the corner =
and then punish him. &nbsp;Use far strongs and low far strongs and =
fierces to do this. &nbsp;You can use the low far fierce to trade hits =
with his(or any other fireball charactor) fireball for more damage. =
&nbsp;Try to make<font size=3D1> <font size=3D2>sure he doesn't super =
though, &nbsp;Even if he does, there's a chance that <br>you<font =
size=3D1> <font size=3D2>can do more damage if you can block before the =
super connects. &nbsp;This is<font size=3D1> <font size=3D2>very risky, =
though.<br> <br>Ken 5.25<br>It's ironic that Ken's easier for Dhalsim to =
beat than Ryu even though, IMO<font size=3D1> <font size=3D2>Ken has =
better moves. &nbsp;Just keep him away and try to get him in the =
corner.<font size=3D1> <font size=3D2>But beware if he gets in, since =
he's the combo king and will punish you for<font size=3D1> <font =
size=3D2>it. &nbsp;Watch out for his kick alpha counter. It's probably =
the best in the<font size=3D1> <font size=3D2>game.<br> <br> Chun li =
&nbsp;4<br>This is Dhalsim's hardest fight, IMO. &nbsp;It's not too bad, =
though. &nbsp;I think<font size=3D1> <font size=3D2>she's easier to air =
counter than most(provided you keep in mind that she<font size=3D1> =
<font size=3D2>can bounce off the wall) because of her hang time, which =
in turn makes her<font size=3D1> <font size=3D2>slightlyeasier to keep =
out. &nbsp;The problem arises when she gets in. &nbsp;She'll crush =
you<font size=3D1> <font size=3D2>with a custom or super if her meters =
charged. &nbsp;Your jumping far strong and<font size=3D1> <font =
size=3D2>forward &nbsp;drill kick to help keep her back when she =
jumps(this works against<font size=3D1> <font size=3D2>alot of =
charactors, not just her). &nbsp;Remember Dhalsims a defensive<font =
size=3D1> <font size=3D2>charactor. &nbsp;He has to stay mainly =
defensive to win this match. &nbsp;You never<font size=3D1> <font =
size=3D2>want to screw up, but that goes double when playing against =
Chun li.<br> <br>Adon 4.5 <br>He's considered to be a weak charactor. =
&nbsp;Don't know why, though. &nbsp;I sure as<font size=3D1> <font =
size=3D2>hell don't see it. &nbsp;Block alot. &nbsp;His moves are very =
good at countering your<font size=3D1> <font size=3D2>limbs, so stay =
defensive and attack from afar only if you see him miss. <font =
size=3D1>&nbsp;<font size=3D2>Remember that you have the yoga teleport =
to get away from him if you see<font size=3D1> <font size=3D2>him do a =
super combo or dreaded custom combo. &nbsp;He can get into mid =
range<font size=3D1> <font size=3D2>fairly easily and can poke you from =
there. &nbsp;Here he's at an advantage. &nbsp;My<font size=3D1> <font =
size=3D2>advice would be, try to block. &nbsp;Don't forget about =
Dhalsim's Alpha Counter,<font size=3D1> <font size=3D2>especially for =
slow moves(like his roundhouse) since he can't reverse if you<br>counter =
those right. &nbsp;It's also a good idea to try to go for the Yoga<font =
size=3D1> <font size=3D2>inferno everyonce in a while. &nbsp;<br> =
<br>Sagat 6.25<br>He, he, he, &nbsp;Sagat(I'm not trying to imply that =
he's weak in general as<font size=3D1> <font size=3D2>he's supposed to =
be fairly strong in general). This is clearly Dhalsims<font size=3D1> =
<font size=3D2>fight, IMO. &nbsp;Don't get too cocky, though, his =
advantage isn't that big. &nbsp;If<font size=3D1> <font size=3D2>he =
tiger shots alot, just stick out a low fierce. &nbsp;I can usually get =
this<font size=3D1> <font size=3D2>to hit on reflex before the fireball =
even comes out(actually, I was just playing<font size=3D1> <font =
size=3D2>the computer Sagat and I realized that I don't really do this =
on reflex. &nbsp;It just<font size=3D1> <font size=3D2>seems that way =
since he fireballs so much). &nbsp;He has to come to you<font size=3D1> =
<font size=3D2>to win. &nbsp;It's hard for him to do this walking, so =
he'll have to jump. &nbsp;You<font size=3D1> <font size=3D2>can mix up =
yoga teleporting away with jumping back and attacking him. =
&nbsp;I'd<font size=3D1> <font size=3D2>recommend teleporting away as =
this will probably piss him off and make him<br>come to you =
relentlessly(plus he might jump in with a custom. &nbsp;He has a level =
one,<font size=3D1> <font size=3D2>which I'm not sure is a jump in or =
not, that does either 60 damage points or<font size=3D1> <font =
size=3D2>more). &nbsp;Sagat plays better defensively, IMO. =
&nbsp;Whatever you do, Don't let him <font size=3D1>&nbsp;<font =
size=3D2>get on a roll. &nbsp;If he does, he'll kill you. &nbsp;He has =
some of the best customs in the<font size=3D1> <font size=3D2>game. =
&nbsp;His supers aren't too bad either.<br> <br>Dhalsim 5<br>You should =
know enough about Dhalsim's strengths and weaknesses by now.<br> =
<br>Rose 5<br>Like Dhalsim, Rose is a very powerful fighter and in the =
top 5, but noone<font size=3D1> <font size=3D2>ever picks her(probably =
because she's lacking in personality, even more so<font size=3D1> <font =
size=3D2>than the average Street Fighter. &nbsp;If it wasn't for her =
charactor flaw, I'd<font size=3D1> <font size=3D2>probably give her a =
serious look.) &nbsp;watch out for her low strong countering<font =
size=3D1> <font size=3D2>your limbs. counter her air attacks with the =
close roundhouse and drills. &nbsp;Low<font size=3D1> <font =
size=3D2>fierce her if she tries her really weak fireball(You normally =
don't have to<font size=3D1> <font size=3D2>trade hits when doing this). =
&nbsp;Watch out for that Super that's almost a<br>custom combo. =
&nbsp;The name escapes me for the moment. &nbsp;If she does it, =
keep<font size=3D1> <font size=3D2>away as best you can.<br> <br>Sakura =
5.75<br>Watch out for cross ups. &nbsp;She's easy to keep out.<br> =
<br>Akuma 5<br>Pretend he's Ryu, but watch out for his few extra moves. =
&nbsp;Keep in mind that<font size=3D1> <font size=3D2>he takes in more =
damage than his Dragon punch siblings.<br> <br>Gen 7<br>This is =
definetely Dhalsim's fight. &nbsp;It's a shame that the hardest<font =
size=3D1> <font size=3D2>charactor to use in the game is also the =
weakest(excluding Dan. &nbsp;But,<font size=3D1> <font size=3D2>atleast =
most people know they're getting a weak fighter when they pick Dan,<font =
size=3D1> <font size=3D2>and he's easy to use. &nbsp;Plus, weak Dan has =
a habit of making a stronger<font size=3D1> <font size=3D2>player). =
&nbsp;Just play the keep out game. &nbsp;You might want to try to put =
on<font size=3D1> <font size=3D2>some pressure with the drill kicks.<br> =
<br>Dan 8 <br>He is an inclose fighter and is VERY easy to keep out. =
&nbsp;Don't get too<font size=3D1> <font size=3D2>cocky, though.<br> =
<br>Sodom 6<br>Dhalsim may have the advantage here, but this is a scary =
fight. &nbsp;Pretend<font size=3D1> <font size=3D2>that Sodom has his =
meter charged and jumps in. &nbsp;You try to keep him out<font size=3D1> =
<font size=3D2>with the roundhouse far kick(which is good. &nbsp;Just =
don't overuse it). This<font size=3D1> <font size=3D2>worked for you =
many times and helped you wither off a little over half his<font =
size=3D1> <font size=3D2>life, and he's barely hit you. &nbsp;This one =
time he gets in and does a level<font size=3D1> <font size=3D2>three =
throw, and now you guys are &nbsp;even in power. &nbsp;Basically keep =
Sodom<font size=3D1> <font size=3D2>out. &nbsp;Try to get in a couple =
times with Dhalsims drills(Sodom has a very<br>weak air defense<font =
size=3D1>, <font size=3D2>but watch out for him jumping up and fiercing) =
and harass him a little to get him out of his offensive<font size=3D1> =
<font size=3D2>game(with the drill mix up). &nbsp;Sodom is a very =
offensive charactor(most<font size=3D1> <font size=3D2>players don't =
know this and just think he sucks). &nbsp;So try to get him to<font =
size=3D1> <font size=3D2>choke up, if possible.<br> <br>Charlie =
6.5<br>He's easy to keep out, IMO. &nbsp;Use a standing jab if he jumps =
at you from a<font size=3D1> <font size=3D2>distance(they're all okay). =
&nbsp;When he jumps close, use the close roundhouse(trade hits) &nbsp;or =
drill to keep him away. &nbsp;Use far strongs to help keep him away, and =
trade hits with his sonic boomb with your far low fierce.<br> <br>Guy =
6.25 <br>He's not too much of a problem as long as you mainly stay =
defensive. &nbsp;When<font size=3D1> <font size=3D2>he comes at =
you(runs) stick out a low fierce. &nbsp;If he elbow drops, do a<font =
size=3D1> <font size=3D2>forward drill. &nbsp;Counter with the strong if =
he does the lightning drop.<br> <br>M. Bison 6 <br>Sure, the CPU's hard; =
but he's the last guy. &nbsp;You've still got the<font size=3D1> <font =
size=3D2>advantage, though. &nbsp;Don't use your far range moves too =
excessively with him<font size=3D1> <font size=3D2>as he can teleport if =
it &quot;feels&quot; right for him. &nbsp;Then you're screwed. =
&nbsp;I'm<font size=3D1> <font size=3D2>not saying don't use them, just =
not excessively. &nbsp;Don't use the roundhouse<font size=3D1> <font =
size=3D2>slide if you're not sure it's going to connect as you are even =
deader when<font size=3D1> <font size=3D2>playing against him.<br> =
<br>Rolento 5<br>Remember that Dhalsim's mainly defensive and you won't =
have a problem. Rolento has a hard time &quot;pecking&quot; Dhalsim =
because of his long range and<font size=3D1> <font size=3D2>Dhalsim has =
a hard time countering Rolento's air moves consistantly. &nbsp;They<font =
size=3D1> <font size=3D2>both balance out though. &nbsp;<font =
size=3D1>C<font size=3D2>ountering air moves with Drills is =
recommended<br>(I'm not saying only counter with them,though). =
&nbsp;Afterall, he can't do<font size=3D1> <font =
size=3D2>much(consistantly atleast) if you miss.<br> <br>Birdie =
&nbsp;6.75<br>Easy to keep out. &nbsp;Watch out for that throw Super =
where he comes in on you,<font size=3D1> <font size=3D2>though.<br> =
<br>Zangief 6<br>Ahh, Zangief. &nbsp;What would a Street Fighter game be =
without the other charactor<font size=3D1> <font size=3D2>noone =
picks.<font size=3D1><br><br><font size=3D2>I changed his weakness to a =
6 from a 6.25 on version 1.3 after thinking about it.<br><br>Zangiefs =
Main Weakness &nbsp;<br>His pile driver leaves him across the screen so =
he has to try to get in again. &nbsp;This doesn't happen as much if =
you're in the corner(since he won't be trying this move<font size=3D1> =
<font size=3D2>in the corner unless he's trying to finish you off).<font =
size=3D1> &nbsp;<font size=3D2><br><br>His Objective<br>His objective is =
to get close to you AND try to get you in the corner. &nbsp;If he does =
this you're a dead man.<br><br>How He Achieves This<br>He achieves this =
by using the custom meter. &nbsp;He can push custom. &nbsp;You can<font =
size=3D1> <font size=3D2>block, but he will have ended up pushing you to =
the end of the screen. &nbsp;Also, good<font size=3D1> <font =
size=3D2>Zangiefs might waste the custom meter to get in. &nbsp;Say they =
have one level on the meter and just did a piledriver(which adds 1/6 of =
energy to the meter<font size=3D1>,<font size=3D2>BTW. &nbsp;I want<font =
size=3D1> <font size=3D2>to make it clear that this is irrelevent to him =
coming in after a piledriver). &nbsp;He might <br>waste the custom combo =
and then punish you with another piledriver, probably putting you at the =
corner, with him close by(as long as he uses the jab version, which<font =
size=3D1> <font size=3D2>doesn't seem to put him as far away as the =
other versions).<br><br>Some other things to watch out for<br>Don't let =
him jump in on you . &nbsp;If he jumps in on you and pushes custom, =
you're<font size=3D1> <font size=3D2>screwed. &nbsp;If he jumps in on =
you, and then throws, you're also screwed. &nbsp;Also, his<font =
size=3D1> <font size=3D2>moves have pretty good invulnerability, so keep =
that in mind(his lariats).<font size=3D1> &nbsp;<font size=3D2>Also, =
don't use the drills or slides that much if at all since they let him =
get close to<font size=3D1> <font size=3D2>you. &nbsp;Plus(for the =
drills) he has a good easy to do level one custom(just keep on<font =
size=3D1> <font size=3D2>doing the lariats until the meter runs out)for =
an air counter that does decent damage.<br><br>How to deal with =
him<br>First of all keep your cool and don't let him get nervous. Also, =
DON'T FORGET ABOUT THE TELEPORT. &nbsp;Don't forget that you can two in =
one into it either. &nbsp;If<font size=3D1> <font size=3D2>you remember =
this, you'll be fine. &nbsp;If it wasn't for this move, he'd be more of =
a 5,<font size=3D1> <font size=3D2>maybe even a 4.5. &nbsp;But with this =
move, you've got the advantage.<br><br>Don't let him get in. &nbsp;He'll =
kill you if you do. &nbsp;Watch out for his customs<font size=3D1> <font =
size=3D2>and &nbsp;(preferably) teleport if he tries them. &nbsp;This =
match is not as easy as it looks, and I wouldn't underestimate =
him.<br>-----------------------------------------------------------------=
----------<br>CLOSING<br>That was my first faq. &nbsp;There's a good =
chance that this was also the<font size=3D1> <font size=3D2>last(or =
atleast one this in depth. &nbsp;Can't believe I spent 4 1/2 hours<font =
size=3D1> <font size=3D2>sitting infront of a computer writing =
this(actually closer to seven if<br>you count all of the updates that I =
did). &nbsp;Well actually, There's a<font size=3D1> <font =
size=3D2>chance I might make a few more, &nbsp;just not in one day.) =
&nbsp;I hope I taught you<font size=3D1> <font size=3D2>something. =
&nbsp;Please give Dhalsim a chance. &nbsp;If you don't want to, fine. =
Just<font size=3D1> <font size=3D2>please don't pick Chun Li, Ken, or =
especially, Mr. Super Spaz, all I do to<font size=3D1> <font =
size=3D2>win is keep on fireballing, Ryu(Actually, he's not that bad, =
but I'd still<font size=3D1> <font size=3D2>rather have you pick Ken =
over Ryu; he takes slightly more skill to play<font size=3D1> <font =
size=3D2>with, and has a higher potential, to my knowledge. &nbsp;He's =
also more fun to<br>play with,IMO.) &nbsp;Be original, pick someone =
noone else does. &nbsp;It's almost<font size=3D1> <font size=3D2>two =
a.m. and I'm going to go to bed now.<br><br>Extra:<br>If you want to =
make a faq, I'd recommend keeping it organized. &nbsp;The first<font =
size=3D1> <font size=3D2>thing you should do is make a table of =
contents. &nbsp;This faq would have probably taken me much longer to do, =
maybe even twice the time if I didn't<font size=3D1> <font size=3D2>do =
this. &nbsp;I also tried to keep some form of consistancy(ex. &nbsp;in =
the moves sections, the jab moves were always listed first, then =
strongs, etc.). &nbsp;This<font size=3D1> <font size=3D2>makes the faq =
much easier to understand and write. &nbsp;Also, if you want to<font =
size=3D1> <font size=3D2>write a faq and don't know much about about a =
game, don't hesitate. &nbsp;I'm a <br>beginner at Street Fighter(can't =
even do the combos) and I wrote a faq that<font size=3D1> <font =
size=3D2>(hopefully) some people may find useful. &nbsp;If you're even =
thinking of writing a faq you probably know more than atleast true =
beginners so don't hesitate.Chances are someone will find it useful. =
&nbsp;Also, they don't take as long as you'd(or atleast I'd) expect them =
to. &nbsp;I could have easily finished this faq<font size=3D1> <font =
size=3D2>in two weeks if I spent a half an hour a day.<font =
size=3D1><br><br><br><br><font size=3D1><br></p>
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