Marvel vs Capcom 2: Dhalsim FAQ
v.1.0 by Sailor Bacon <sailor_bacon@hotmail.com>
12 May 2000

http://come.to/SailorBacon/

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Warning: Please do not post this FAQ without my permission. Please do not
email me asking me to send you updates because I've got better things to do
with my life. Do NOT use this FAQ for any profit making use at all, this is
MY work, not yours. Marvel vs. Capcom 2: New Age of Heroes is copyright
2000 by Capcom and I do not in any way claim rights to any of the
characters contained within the game. This FAQ is copyright 2000 by Allen
"Sailor Bacon" Tyner.

The newest version of this FAQ can always be found at:
http://www.gamefaqs.com/

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Revision History
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v.1.0  Um... everything.

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Table of Contents
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-Character History
-Colors
-Opening Animation
-Winning Poses
-Assist Types
-Normal Moves
-Moves Legend
-Special Moves
-Super Moves
-Combos
-Strategy
-Abyss Strategy
-Final Words

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Dhalsim Character History
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Dhalsim has been around since the first Street Fighter 2 game and it seems
has always had a cultlike following. He is a Yoga master from India who
loves to eat a good curry meal before a match to spit out his fire attacks
at the hapless opponents. His devotion to Yoga has given him the ability
to stretch his limbs to an insane degree to where he can punch at people
from very long distances. He likes elephants and has a wife back home in
India.

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Dhalsim Colors
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To get Dhalsim's different colors, select him with the following buttons:

A Button: Light blue body, red head stripes, light megenta clothes, tan
          skulls and bracelets
B Button: Neon purple body, red head stripes, brownish-orange clothes,
          tan skulls and bracelets
X Button: Brown body, red head stripes, yellow clothes, white skulls
          and bracelets
Y Button: Orange body, red head stripes, light blue clothes, white skulls
          and bracelets
L Button: Dark brown body, tan head stripes, light blue clothes, very
          light blue skulls and bracelets
R Button: Dark blue body, red head stripes, pinkish clothes, tan skulls
          and bracelets

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Dhalsim Opening Animation
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Dhalsim meditates with a turban on his head, pulls it off, then gets
ready to fight.

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Dhalsim Winning Poses
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-The classic from SF2 original still remains. Dhalsim sways back and
forth while raising his arms and moving his head.

-Dhalsim floats in the air and meditates while mumbling.

-Dhalsim stands and meditates while mumbling.

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Dhalsim Assist Types
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Alpha: Assist Move: Yoga Fire
       Tag Team Super: Yoga Inferno

Your standard fireball assist type. You know the drill here.

Beta:  Assist Move: Yoga Flame
       Tag Team Super: Yoga Inferno

My personal favorite assist type to use with Dhalsim, you can do all sorts
of fun combos with this one. Plus, Yoga Flame has great distance making it
an all around useful attack to have at your disposal.

Gamma: Assist Move: Yoga Blast
       Tag Team Super: Yoga Inferno

This Super is good for anti-air loving people, but it's probably in your
better interest to stick to the above two assist types.

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Dhalsim Normal Moves
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(Note: To do the medium power attacks, hit the weak button equivalent for
the second hit in a combo)

Standing Jab Punch: From a distance Dhalsim does a little poke right in
front of him. Up close he does a mini-chop to the head.

Standing Strong Punch: From a distance Dhalsim does a stretchy punch to the
gut. Up close, this is his launcher.

Standing Fierce Punch: From a distance Dhalsim does a two armed low double
punch with damn near full screen range. Up close he does a headbutt that
should always be followed up by Yoga Fire for an extra hit.

Standing Short Kick: From a distance Dhalsim does a kick to the shins with
about a half screen range. Up close he does a small normal kick.

Standing Forward Kick: From a distance Dhalsim does a kick to the head with
about the same range as the far short kick. Up close he does a follow up
to the close short kick.

Standing Roundhouse Kick: From a distance Dhalsim does a knockdown kick
with about 2/3 screen range. This is a good anti-air move with far less
recovery time than the Yoga Blast. Up close he does a knee attack that
knocks the opponent across the screen.

Ducking Jab Punch: From a distance Dhalsim does a low punch that hits from
about half screen. Up close he does a punch to the tummy.

Ducking Strong Punch: See above. I guess the Capcom people got tired of
trying to think of creative ways to extend limbs....

Ducking Fierce Punch: Once again, see above. All three of Dhalsim's ducking
punches look the exact same. Isn't that just silly?

Ducking Short Kick: From a distance Dhalsim slides towards the opponent.
Up close he meditates and does a little kick.

Ducking Forward Kick: See above. Gosh, what is it with Dhalsim and ducking?

Ducking Roundhouse Kick: See above one more time. I think the programmers
forgot to finish with Dhalsim...

Jumping Jab Punch: A punch that goes almost straight down.

Jumping Strong Punch: Just a straight little punch.

Jumping Fierce Punch: A ferocious punch at a 45 degree downward angle.

Jumping Short Kick: A kick at a slightly downward angle that has good range.

Jumping Forward Kick: Just a straight little kick.

Jumping Roundhouse Kick: A jumping version of the standing RK (minus the
grunting). Pretty darn worthless unless the opponent's also in the air.

Throws:
(F or B) + FP: Dhalsim tosses the opponent over his shoulders.
(F or B) + RK: Dhalsim.... er... bounces the opponent away with his
               stretchy stomach...
F, DF, D, DB, B + P: Yoga Noogie! The classic throw returns once more!
                     Dhalsim bonks the opponent on the head several times
                     then tosses them away.

Snapback: D, DF, F + (Assist 1 or Assist 2)
Dhalsim's Snapback is the same as his up close Roundhouse Kick.

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Moves Legend
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D = Down
DF = Down-Forward
F = Forward
DB = Down-Back
B = Back
P = Any Punch
JP = Jab (weak) Punch
FP = Fierce (strong) Punch
PP = Both Punches
K = Any Kick
SK = Short (weak) Kick
RK = Roundhouse (strong) Kick
KK = Both Kicks

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Dhalsim Special Moves
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Yoga Fire: D, DF, F + P (can be done in air)
Everyone's favorite fireball move is back once more. Dhalsim shoots out a
fireball from his maw (where does he buy his curry, I want some!!). It's a
fireball so I won't say much here other than be sure to follow up all your
headbutt attacks with a Yoga Fire.

Yoga Flame: F, DF, D, DB, B + P
A monster fireball shot right at the opponent. This move has insane reach
and does nice damage if it hits up close. You can combo the Yoga Inferno
from this move if timed correctly.

Yoga Blast: F, DF, D, DB, B + K
A monstert fireball shot at a more than 45 degree angle into the air. This
move's good for anti-air defensive tactics and you can also combo the Yoga
Inferno into this if you hold Up while using it.

Yoga Teleport: F, D, DF or B, D, DB + PP or KK (can be done in air)
As the name implies, Dhalsim teleports. If done with with the F combination
then Dhalsim appears on the opposite side of the opponent. If done with the
B combination then Dhalsim appears on the same side of the opponent. If
done with PP then Dhalsim is close to the opponent and with KK he is far
from the opponent. This move is good to add to the already confusing man
that is Dhalsim. You can do this repeatedly just to be annoying or for
other reasons (i.e. avoiding a beam Super).

(Note: Dhalsim will sometimes teleport back to the ground when knocked
into the air)

Drill Kick: D + K
Dhalsim spirals downward feet first at an angle increasingly sharp as you
use stronger K's to activate it. The SK variety is perfect for eating up
the distance between you and an opponent.

Drill Headbutt: D + FP
Dhalsim spirals downward at a 45 degree angle headfirst. This is almost
exactly the same as the SK Drill Kick. The Drill Headbutt is best used
immediately after a Drill Kick for extra damage.

Flight: D, DB, B + KK
Dhalsim floats around in quiet meditation... I for one hate flight
moves and I don't recommend you use this one either. If you accidently
use it, just repeat the motions or do a Drill Kick or Headbutt or even
Teleport to end this foolishness.

Air Dash: Any direction + PP
Dhalsim has one of the best air dashes in that he can dash in any
direction that he chooses. Confuse the heck out of the opponent by
jumping backwards then dashing right back into their face for a combo.

Taunt: SK + Start
Dhalsim stops and meditates, mumbling a much of stuff.

Launcher: SP (up close) or DF + FP

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Dhalsim Super Moves
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Yoga Inferno: D, DF, F + PP
This has to be one of the greatest Supers ever.  It has almost full screen
range and can be used in any number of ways. By holding U or D you can
cause the fire assault to go either up or down at an angle. By wiggling
the d-pad you can shoot fire all over the bloody place. Very versatile
indeed... of course, this does little block damage...

Yoga Strike: D, DF, F + KK
Of course, to make up for having such a great Super Capcom decided to
punish Dhalsim by giving him this silly thing. You can only hit an
opponent who is in the air with this move. Granted, it does decent damage
but it's easy to knock Dhalsim out of this slow as molasses move and
you're most likely only going to waste your bar using it.. it's possible
to launch the opponent and then hit them with this if you time it right
but you can still be hit out of it.

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Dhalsim Combos
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(Note: To make things easier, I only use the weak punch and kick buttons
even when the actual attack is medium strength....)

Aerial Rave Combos:

JP, SK, JP, SK, FP
JP, SK, JP, SK, RK
JP, SK, JP, Drill Kick (SK), Drill Headbutt

Regular Combos:
D + JP, D + JP, D + FP (looks really silly)
Yoga Blast, Yoga Inferno (hold U)
Yoga Flame (close), (immediately after 2nd bounce) Yoga Inferno (hold D)
(jump in) JP (in air), JP (in air), JP, SK, RK
(jump in) JP (in air), JP (in air), JP, JP, U, JP, SK, JP,
   Drill Kick (SK), Drill Headbutt

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Dhalsim Strategy
************************************************

-Dhalsim isn't a huge combo guy, so try to use your goofiness to your
advantage to keep the opponent guessing. Throw in lots of random Drill
Kicks and Teleports so the opponent can't come up with any real way to
hurt you.

-You're the king of long reach. If the opponent's got good inside moves
then by all means keep him/her the heck away from you! Your standing RK
can keep them from jumping in and the standing FP does the job on those
foolish enough to try to dash in. Add the Yoga Flame/Blast/Inferno moves
and the opponent can't touch you!

-Play keep away when you're weakened. If you see a beam Super coming to
try to finish you off, jump and air dash upwards then teleport over and
over until the move is done.

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Abyss Strategies
************************************************

Form One: There isn't much Dhalsim can do here expect pound on him
between his attacks and make sure you block them all. Use the Yoga
Inferno every chance you get and push block as often as you can to try
to keep the damage taken to a minimum.

Form Two: Don't try to do anything with your limbs or you'll just take
unnecessary damage. Stick to Yoga Fire's and be patient. Use the Yoga
Inferno whenever you can.

Form Three: You can probably guess what you'll be doing here. Do nice
jumping attacks on the core and introduce his solid form to your Yoga
Inferno. This isn't too bad really.

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Final Words
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First, I'd like to thank CJayC from GameFAQs for not only hosting all of
my FAQs, but also for hacking the game and getting out all the hidden
characters. You rule! I'd also like to thank myself for spending the
time it took to write this FAQ. ^_^ I'd also like to thank Capcom for
making such an awesome game and Marvel for allowing their characters
to be in the game. Any comments, suggestions, flames, potato chips, etc
can be emailed to me at sailor_bacon@hotmail.com.