From: "S. Vijayasundaram" 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 ---------------------------------------------------------------------------- Table of contents 1intro 2A word about 3moves at a distance 4moves inclose 5special moves 6tips 7versus 8closing(optional, if this section isn't in here I probably won't update because of it) ---------------------------------------------------------------------------- INTRO Why pick Dhalsim. Well in my opinion, he's one of the best fighters in thegame(I would go as far to say that he's (barely) in the top 5, all of whomare fairly close in overall power). Also, noone else picks him andeveryone thinks he sucks. You'll look really good when you win withhim(provided that the player doesn't curse you and call you cheap). Also,suprizingly, he's relatively easy to use(now who'd expect that)so if youwant a more complex fighter then don't pick him. Besides, IMO, an anorexic, balding indian monk is just "cooler" than most of the other losers in this game. Dhalsim's style: It should be known that Dhalsim is a mainly defensive fighter and requires some patience to win with. Also, he's not the kind of fighter you want to make mistakes with. He just doesn't inflict massive amounts of damage in one go. If Chun li(Dhalsim's hardest fight) happens to get in she can take off 40% damage in one go with a custom combo or super combo. Dhalsim's strategy should be mainly defensive, with offensive bursts(ie. getting in with a drill and doing a combo) to keep the opponentpissed off and attacking. Also, Dhalsim's combo's are hard to do. That doesn't matter as much since he doesn't depend on them as much as mostcharactors do on theirs. He also has a fairly weak air defense and has a slow walking speed. Oh yeah, he likes to keep his opponents out.... ---------------------------------------------------------------------------- A WORD ABOUT Combos There are two types of combos predominant in SF. They are the 2 in onesand the links. When I say that you can two in one a move, I mean that you can follow that move up with either a yoga fire, yoga flame or a yogainferno for a combo unless otherwise noted. When I say link, I mean go from one move into another.(ie. two jabs) Both these combos are really hard to do, IMO(for Dhalsim atleast. The drill links aren't too bad). Damage I'm going to use damage points for this game. They are not exactly the same as %. 60 damage points is a little more than 50% damage. D Stands for damage in this faq and refers to the damage points. This faq was made for the Saturn version. This stuff probably applies to other versions too, though. Just thought I'd let you know.... jab=light punch strong=medium punch fierce=hard punch short= light kick forward=medium kick roundhouse=hard kick d=down, f=forward df=down-forward, etc. ---------------------------------------------------------------------------- MOVES(at a distance) Dhalsim has two sets of moves. His far range moves are used at a distance to keep people out. If used inclose, they could just miss or be easily countered(Even if they hit). These things spell big trouble. To use Dhalsims far range moves (to do these, just hold the joystick in the nuetral postion or press forward.) Also, Dhalsim long range moves have very low priority. So if Ken was expecting you to use one, he could counter it with the appropriate attack(even a jab overrides these attacks). But since he has to predict this(It's very, very, hard to do this on reflex) if he guesses wrong he could leave himself open on the retracting animation (allowing Dhalsim to counter). These moves should be used generally defensively, when the person's walking towards you trying to get in or when it just "feels" right. Also, some charactors are better at countering Dhalsim's limbs than others... jab 1 D3 This is basically a close range move. It's also a two in one. It has to be done in the nuetral position. This move is better for stopping customs since (I think) it hits crouching players too. jab 2 D3 This is basically a faster version of jab one. Everything that applies to that one applies to this(unless otherwise noted). It's done by holding forward. I don't think this hits crouching opponents. strong D6 Fierce D9 These are normal keep out moves. They hit fairly low(But can be blocked in the standing position.) The strong does less damage than the fierce, but also leaves Dhalsim less vulnerable if it misses. short D3 This hits fairly low. it doesn't do much damage, but is fairly hard to block. forward D6 roundhouse D7 These moves should be used to keep people out at a distance. Do these if they jump from far away. The forward has less recovery than the roundhouse, but does less damage. Crouching far moves jab D3 strong D6 fierce D8 I love this move. It hit's low and seems to have slightly better priority than Dhalsim's other far range moves. I mainly use the fierce. Again, the fierce does more damage, but has more vulnerability if missed. Try cheaping with it as the opponent gets up. Don't get to predictable though. This move also seems to have a better chance of conecting in close than most of Dhalsims other far range moves(All of these moves are only blockable if the person is crouching). Slides short D3 forward D8 roundhouse D10 These moves are pretty good but try not to over use them though. The roundhouse version leaves Dhalsim very vulnerable if blocked(as in super combo or custom). But it also pushes the player away from Dhalsim allowing him to start playing his keep away game all over again. The forward version is pretty safe though, especially when done at a distance so the tip just hits the player. I'm pretty sure that the short version is invulnerable. You can two in one the short and forward versions of these. Use this move to go under fire balls. (the person has to crouch to block this move) These moves are also good for countering air moves which fall short of Dhalsim. I think that they're blockable, though(a person can only block in the air if they didn't already stick out a move).I doubt that the opponent would have enough time to counter under these circumstances. Jumping far range moves (not much to comment on, these are only blockable if the opponent is standing) jab D7 hits almost directly below strong D8 hits to the side Fierce D8 hits at a 45 degree angle short (D7) and forward (D8) Basically the same move. Hits downward at an angle Roundhouse D10 hits upward at an angle ---------------------------------------------------------------------------- MOVES(in close) Dhalsim's inclose moves have next to no range. Swich to these moves when you're in close or right after a drill. These moves are done by pressing back on the controller when pressing the required button. jab D3 This is basically the same as Dhalsims far range jab 1, but Dhalsim won't do the chop until you let go of the button(or after some time has expired). This may be useful in preventing customs. It's also a two in one. strong D7/6 You can use this move to prevent people from jumping in on you. It's also a two in one. fierce D9+6 This does 15 damage points,which is very good. IF the first hit misses you can use it as a two in one. I also think that It's a two in one if you get the special move, such as a fireball to come out before the second hit has a chance to connect, but I'm not sure about this. short D3 I almost never use this move. It's a two in one, though. forward D8 You can use this to counter jumping in opponents(though the Yoga knee kick(AKA roundhouse) is preferred). It also has very good range(for a close move that Dhalsim has, that is) Roundhouse D11 This move has next to no range, but is good for countering air moves(keep in mind that Dhalsim is fairly poor in this area.) Crouching Close moves (done by holding the controller in the db position) hand chops jabD3 strong D6 fierce D8 (Keep in mind that these moves ARE blockable if the opponents are standing) These moves are pretty good. The short and forward versions are 2 in ones. low kicks short D3 forward D8 roundhouse D11 I like these moves. They are only blockable in the crouching position. The short and forward versions are two in ones. The roundhouse version trips the person, giving you a little time to move away or teleport if you like. Close Jumping Moves These are basically the same as the far jumping moves with next to no range and generally do the same damage(except the fierce now does 10 damage points) as the respective far range move. The far jumping moves will miss in close(so use these). Also don't try to jump in with these moves since Dhalsim has a VERY long hang time. Plus he has those kick ass drills... ---------------------------------------------------------------------------- SPECIAL MOVES There are a few kinds of special moves. There are sure killing techniques(they take out a little bit of power even if blocked), normal special moves moves,throws, alpha counters and super combos. I gave each one of these it's own mini section. Sure killing techniques Yoga fire d,df,f+punch jab D7/6/4/3 strong D9/8/6/6 fierce D10/9/7/6 (I think the damage changes depending on how "clean" the hit is.) This is one of the weakest fireballs in the game. After Dhalsim does this move he is vulnerable for a while so it's possible for the opponent to jump in and combo(especially low jumpers like Zangief.), so avoid overly using it at mid range. Also, since the fireball is so small, it's easier to avoid when jumping than other fireballs. It also "fuzzes out" before it reaches the end of the screen. But, nevertheless, this move is very useful and helps charge up your super meter. Also, this move pushes the opponent back quite a bit even if it's blocked. So if you try to two in one and screw up, the opponent will still be pushed away, a little, allowing you to plat the keep away game again... Yoga flame f,df,d,db,b+punch jab D11 strong D12 fierce D13 Only use the jab version of this move. All of the versions leave you vulnerable if blocked, to my knowledge, but the jab version's is minimal(So use that one). Use this move if the opponents fairly close and trying to cheap you and stick out a bunch of moves. Also use this move if you see the opponent jumping and know that he's going to fall well short of you. To tell you the truth, I don't use this move much. Yoga Blast f,df,d,db,b+kick short D12 forward D13 roundhouse D13 This looks like a yoga flame, but in the air. Use this move to stop opponents from trying to cross you up(cross ups are briefly explained in the tips section). I'd recommend only using the jab version so it won't leave you that vulnerable if you miss. Also, just don't use this attack mindlessly. If you think that the opponent will fall short of this move, then don't use it. You can use the Yoga flame(which is also blockable in the air, or so I think)strong and jumping strong, roundhouse, etc. instead. Also, if you don't have fast reflexes, just don't use this move. It's no big deal. (I think)This move is blockable in the air. But only if the opponent doesn't attack. After the opponent sticks out a move, he is unable to block. Special attacks Yoga telaport (f,d,df or b,d,db) and(all punches or all kicks) (This move can be done in the air) This is a great move to use to keep away. All four versions put you in a different spot. It also pisses people off(which is good). Try using this when people jump in every once in a while or when you're stuck in a corner. If you do this attack mindlessly, you'll be in trouble as it leaves you vulnerable. But the opponent will have a VERY hard time countering if not impossible, if you do this move at the right moments. Yoga Escape b,db,d+kick (can only be done when you're in the air right after being knocked down) This move can be good at times, especially when the opponents not expecting it but also leaves you vulnerable and pretty close to them. Not recommended. Drills d+(fierce, roundhouse, short or forward) (These moves have to be done in the air) All of these do 7 damage points except for the fierce version which does 8 damage points. IMO, these moves are really good. You can (relatively easily) link into any close range attack including the jab one and jab2(which are listed in the long range attack sections) allowing you to link into a two in one attack and then following it up for a massive combo(if you're good enough, I'm not. I just can't get those two in ones to work. It might be easier to do if you lower the turbo setting, I'm not sure about this, though). I never use the short version of this attack. Also, if you go in too "deep" these attacks are counterable (especially the fierce) even if you hit the person. If you do the attack right, they are completely uncounterable, to my knowledge. Afterall, they have to be in order to be able to follow up with a combo. They also have very good priority for air attacks. Use this move to get in ocassionally. Also, you can keep on doing this move over repeatedly to piss off your opponents(won't get you far with good players though.) Like any move, don't overuse them and get predictable. Throws Yoga smash and yoga throw they both do about 14 damage points(yoga smash does more damage if you mash on the buttons while doing it. Kind of like how you get out of a+b throws in VF2. Also, if the opponent mashes on buttons when doing it, the damage decreases. This goes for any yoga smash type throw(ie. When Charlie keeps on kneeing you in the stomach)). Both can be teched out of(you tech out of a throw by pressing the same buttons at the same time). The yoga smash(the one where he repeatedly hits someone on the head) has a longer range and the yoga throw throws the opponent farther away from you. Use the appropriate one depending on the situation. Alpha counters Use the punch alpha counter when someone jumps at you. If the jump in is deep, it will miss though. Use the kick Alpha counter against fire balls and anything else. Both of these Alpha counters push the opponent across the screen so Dhalsim can play the keep away game again. they both do around 9 points of damage. By the way, at times, it's possible to counter Alpha counters and beat the opponent to the punch by sticking out a fast move. Dhalsims Alpha counters are no different. Also, sometimes you can counter slow moves(like dragon punches) with other things, even special moves and super combos, both of which take out much more damage. But that doesn't mean that Alpha counters are useless (especially for Dhalsim who isn't as dependent on his Super meter as other fighters)so don't hesitate on using them, unless you have a plan that really needs that last amount of super energy. Super combos (Dhalsim's Super Combos suck, IMO. They still can be very useful, though) Yoga inferno: fireball motion twice, then one to three punches level 1 is about 23 points damage 2 is about 30 points damage 3 is about 44 points damage This super isn't that bad. Use it if people are attacking you in your face. If they see this coming, it's fairly easy to avoid(by jumping back). Try using this on the recovery of their attacks or when you think they're going to attack. Also, level 2 and 3 have very good low invulnerability. So try using them when you think opponents are going to try and low attack. Yoga strike d,df,f,d,df+(1-3 kicks) level 1 is about 23 points damage 2 is about 31 points damage 3 is about 42 points damage This super is really bad. It's used to counter air moves. It has to be done before the opponent sticks out an air move(ie jumping roundhouse) orwhen it's in the recovery phase. The timing is critical. It still has it uses, though. Mainly in desperation. By the way, this move can also be used to counter hurricane kicks and similar moves. COMBOS I already told you alot of combos when I mentioned if an attack was a two in one or not and with the drill kicks, but there are still many, many more combos in this game. I got a strategy guide with almost 20 combo's(exactly 19) for Dhalsim not counting the ones I already mentioned. I'm only going to tell you a handful of them since I'm trying very hard not to rip the strategy guide off too much. The strategy guide I got was made by a company called versus books. So if you want the combos, get the guide. One combo in there does 65 damage points. I'll share two of the level one custom combos. (By the way, Dhalsims customs are fairly weak, IMO. That doesn't mean they're not useful.) Push custom and do a close low round house. Keep on doing yoga fire until the combo meter runs out. This combo does 37 damage points and is a level one. When they jump in on you push custom and do a standing strong. Follow it up with yoga blasts. This combo does 28 damage points and is a level one. Tips on using 2 in ones. First of all, the point of a two in one is to get the special move attack to come out right before retracting animation of the attack is shown so that the attacks retracting animation "skips." There are three methods I know of to do these(and I still can't get them to work consistantly. I've never got them to work in a real fight(only in practice mode) and then only the easier two in ones(the ones using the jab and short buttons instead of the forward, strong, etc. buttons.)) Method 1 Do the attack and then do the special move after it right away. This is good for;combos if you're fast. Method 2 I'll give an ex. Do a low hand chop. Your controller is in the down position. From there, go on to doing a fireball. This is good because you were already doing part of the fireball movement as you were doing the jab. This is for slower people. Method 3 You can get a move to come out by pressing or releasing a button. So this would be do a jab, hold the button, and then do the fireball motion, and then let go of jab. Custom Combo tips. I'd like to say that I'm not very familiar with Dhalsim's Customs. The idea of a custom is to juggle your opponent in the air since they(customs) usually do more damage when they're juggled. Also normal attacks usually do weak damage. In the custom they should be used as a setup to get the person in the air(a low roundhouse is great for this) or a quick attack so the person can't interrupt your custom. Also, sometimes, if your opponents not attacking and you're fairly close to them, the custom can "suck them in." Also, Level one Custom Combos seem to be more damaging per move. So if you did a level one custom at three, it MIGHT end up doing less damage even if you add in some more hits. That's why I only use level one customs(I'm no expert and find them easier to do(since you have to connect with less hits because of the less time you have to do them). Plus, level three customs, which use up the whole meter, seem like a "waste" to me). Also, you can use the same custom, with 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. ------=_NextPart_000_01BCB950.A760EA40 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable

9/4/97
I noticed how bad the = formatting was(especially at the hardcoregaming site, so I (hopefully) = changed the problem.  I didn't change a word of text = though.
--------------------------------------------------------------= -----------------------------
9/1/97 version 1.31
this isn't a real update.  I have to resend the faq = anyway, so I figured I'd look for mistakes in it and add a little more. =  Just finished updating.  Added more than expected... =  This still isn't a significant update, though.  There = probably area few more mistakes that I (still) missed though. =

----------------------------------------------------------------= ------------
Dhalsim Street Fighter Alpha 2 faq by = NV
8/27/97 Version 1.3
I made a very small mistake in the Adon = section.  Will look for others in the = faq before I update.  But that's not the reason I updated. =  The reason I updated was to add some stuff to the combo section, = with tips on using custom combos and two in ones, which definetely = needed some work(I probably didn't put it in the first place out of = laziness) and tell you what's wrong with Dhalsim's air defense(in that = section).  I also plan on doing some tweaking in the verse Zangief = section. I might do some tweaking for other charactors to, but it's = doubtful.  This will probably be my last update unless I find out = that I forgot something major or see many = mistakes.
------------------------------------------------------------= -----------------------
8/26/97  I found a few more mistakes in = the faq when I read it over.  No big = deal though.  This is a very small update.  Probably less than = 10 minutes.  There still may be a few = more mistakes left, though. =
------------------------------------------------------------------8/26/97

Version 1.1  
I didn't read over the faq until = this morning and noticed that there was ALOT of wrong info in this = faq.  This stuff mainly has to do with me messing up the jab, strong, = fierce, short, forward, and roundhouse names in the moves(I might have not fixed all of the problems on this = section.  It's possible that I missed = something.  Just remember that the moves are always = told in the order above.  This might help avoid = confusion) section of the game.  I = also said use the yoga fire once, when I meant flame and screwed up some info in the word about section. =  Other than that, some other minor changes where I went into more = detail.
--------------------------------------------------------------= ----------
Dhalsim faq SFA2 part 1(there may not be a part two if I = finish this onetoday.  It's doubtful that the full version will get = done today. You'll know I finished if all = the things in the table of contents are = done)

8/25/97

(This faq may be freely distributed around = the gaming community as long as it's not = used for a profit.  ex. in a magazine.  Don't mind if someone = has ads at their gaming site, though.)
=
I would like to make it clear that I'm no SF expert and that there = could be some wrong info in this faq. =  I doubt that there'd be much of thisthough.(If I'm unsure about = something, I'll say I think or I doubt or
something like that. =  I'm not counting that stuff when I make thisstatement).
=
This faq assumes that you have atleast a very small amount of = knowledge about the game.  If you = don't and just got  a home version, you should be = able to understand everything after playing this game for = less than a week. If you don't even have a = home version and aren't familiar with the arcade game, most of the stuff in here will probably make sense = anyway.

This faq is available at http://www.hardcoregaming.com
---------------------------------------------------= -------------------------

Table of contents
1intro
2A word = about
3moves at a distance
4moves inclose
5special = moves
6tips
7versus
8closing(optional, if this section isn't = in here I probably won't update
because of = it)
------------------------------------------------------------------= ----------



INTRO
Why pick Dhalsim.  Well in my = opinion, he's one of the best fighters in thegame(I would go as far to = say that he's (barely) in the top 5, all of whomare fairly close in = overall power).  Also, noone else picks him andeveryone thinks he = sucks.  You'll look really good when you win withhim(provided that = the player doesn't curse you and call you cheap). =  Also,suprizingly, he's relatively easy to use(now who'd expect = that)so if youwant a more complex fighter then don't pick him. =  Besides, IMO, an anorexic, balding = indian monk is just "cooler" than most of the other losers in this game.
 
Dhalsim's = style:  It should be known that Dhalsim is a mainly defensive fighter and requires some patience to win with. = Also, he's not the kind of fighter you = want to make mistakes with.  He just doesn't inflict massive amounts of damage in one go.  If Chun = li(Dhalsim's hardest fight) happens to get = in she can take off 40% damage in one go with a custom combo or super combo.  Dhalsim's strategy should be = mainly defensive, with offensive bursts(ie. getting in with a drill and doing a combo) to keep = the opponentpissed off and attacking.  Also, Dhalsim's combo's are = hard to do.  That doesn't matter as = much since he doesn't depend on them as much as mostcharactors do on = theirs.  He also has a fairly weak air defense and has a slow walking speed.   Oh yeah, he = likes to keep his opponents = out....
--------------------------------------------------------------= --------------

A WORD ABOUT

Combos
There are two types = of combos predominant in SF.  They are the 2 in onesand the links. =  When I say that you can two in one a move, I mean that you can follow that move up with either a yoga = fire, yoga flame or a yogainferno for a combo unless otherwise noted. =  When I say link, I mean go from one = move into another.(ie.  two jabs)   Both these combos are = really hard to do, IMO(for Dhalsim = atleast.  The drill links aren't too bad).

Damage
I'm = going to use damage points for this game.  They are not exactly = the same as %.  60 damage points is a = little more than 50% damage.
D Stands = for damage in this faq and refers to the damage points.

This faq = was made for the Saturn version.  This stuff probably applies = to other versions too, though.  Just = thought I'd let you know....

jab=3Dlight = punch
strong=3Dmedium punch
fierce=3Dhard punch
short=3D light = kick
forward=3Dmedium kick
roundhouse=3Dhard kick
=
d=3Ddown, f=3Dforward df=3Ddown-forward, = etc.
-----------------------------------------------------------------= -----------
MOVES(at a distance)
Dhalsim has two sets of moves. =  His far range moves are used at a distance to keep people out.  If used inclose, they could just miss = or be easily countered(Even if they hit). =  These things spell big trouble.  To use Dhalsims far range moves (to do these, just hold the joystick = in the
nuetral postion or press forward.)  

Also, Dhalsim = long range moves have very low priority.  So if Ken was expecting you to use one, he could counter it =

with the appropriate attack(even a jab =
overrides these attacks).  But since he has to predict this(It's very, very, hard to do this on =
reflex) if he guesses wrong he could leave =
himself open on the retracting animation (allowing Dhalsim to counter).  These moves should be used =
generally defensively, when the person's =
walking towards you trying to get in or when it just =
"feels" right.  Also, some =
charactors are better at countering Dhalsim's limbs than =
others...

jab 1  D3
This is basically a = close range move. It's also a two in one.  It has to be done in the nuetral position.  This move is = better for stopping customs since (I think) it hits crouching players = too.   
 
jab 2 D3
This is basically a faster = version of jab one.  Everything that applies to = that one applies to this(unless otherwise noted). =  It's done by holding forward. =  I don't think this hits crouching opponents.

strong D6 =       Fierce D9
These are normal keep = out moves.  They hit fairly low(But can be blocked in the standing position.)  The strong does = less damage than the fierce, but also = leaves Dhalsim less vulnerable if it misses.  

short D3 =
This hits fairly low.  it doesn't do much damage, but is fairly = hard to block.  

forward D6 =    roundhouse D7
These moves should be used to keep = people out at a distance.  Do these if they jump from far away.  The forward has less recovery = than the roundhouse, but does less = damage.

Crouching far moves
jab D3 =       strong D6 =     fierce D8
I love this move.  It hit's = low and seems to have slightly better priority than Dhalsim's other far range moves.  I mainly use the = fierce.  Again, the fierce does more = damage, but has more vulnerability if missed.  Try = cheaping with it as the opponent gets up.  Don't get = to predictable though. This move also = seems to have a better chance of conecting in close than = most of Dhalsims other far range moves(All of these moves = are only blockable if the person is = crouching).

Slides       short D3 =    forward D8     roundhouse D10 =
These moves are pretty good but try not to over use them though. =  The roundhouse version leaves = Dhalsim very vulnerable if blocked(as in super combo or custom). But it also pushes the player away from = Dhalsim allowing him to start playing his = keep away game all over again. The forward version
is pretty safe = though, especially when done at a distance so the tip just hits the player.  I'm pretty sure that the = short version is invulnerable.   You can two in one the short and forward versions of these. =
Use this move to go under fire balls. (the person has to crouch to = block this move)  These moves are = also good for countering air moves which fall short of Dhalsim.  I think that they're blockable, = though(a person can only block in the air = if they didn't already stick out a move).I doubt that the = opponent would have enough time to counter under these = circumstances.

Jumping far range moves
(not much to comment = on, these are only blockable if the opponent is standing)
jab D7
hits  almost directly below

strong D8
hits to the = side

Fierce D8
hits at a 45 degree angle

short (D7) = and forward (D8)
Basically the same move.  Hits downward at an = angle

Roundhouse D10
hits upward at an = angle
----------------------------------------------------------------= ------------

MOVES(in close)
Dhalsim's inclose moves have = next to no range.  Swich to these moves  when you're in close or right = after a drill.  These moves are done by pressing back on the controller when pressing the required = button.

jab D3
This is basically the same as Dhalsims far = range jab 1, but Dhalsim won't do the chop = until you let go of the button(or after some time has expired). This may be useful in preventing customs. It's = also a two in one.

strong D7/6
You can use this move to = prevent people from jumping in on you.  It's also = a two in one.

fierce D9+6
This does 15 damage = points,which is very good.  IF the first hit misses you can use it as a two in one. =  I also think that It's a two in one if you get = the special move, such as a fireball to = come out before the second hit has a  chance to connect, but I'm not sure about this.

short =  D3
I almost never use this move.  It's a two in one, = though.
 
forward D8
You can use this to counter jumping = in opponents(though the Yoga knee kick(AKA = roundhouse) is preferred).  It also has very good range(for a close move that Dhalsim has, that is)
=
Roundhouse D11
This move has next to no range, but is good for = countering air moves(keep in mind that = Dhalsim is fairly poor in this area.)

Crouching Close moves = (done by holding the controller in the db position)
hand chops  jabD3  strong D6  fierce = D8
(Keep in mind that these moves ARE blockable if the opponents are = standing)
These moves are pretty good.  The short and forward = versions are 2 in ones.

low kicks   short D3 =    forward D8    roundhouse D11
I like = these moves.  They are only blockable in the crouching position. =  The short and forward versions are = two in ones.  The roundhouse version trips the person, giving you a little time to move away or = teleport if you like.  

Close Jumping Moves
These are = basically the same as the far jumping moves with next to no range and generally do the same damage(except the = fierce now does 10 damage points) as the = respective far range move.  The far jumping moves will miss in close(so = use these).  Also don't try to jump in with these  moves = since Dhalsim has a VERY long hang time.  Plus he has those kick ass = drills...
------------------------------------------------------------= ----------------



SPECIAL MOVES
There are a few kinds = of special moves.  There are sure killing techniques(they take out a little bit of power even if = blocked), normal special moves = moves,throws, alpha counters and super combos.  I gave each one of these it's own mini section.
=
Sure killing techniques
Yoga fire   d,df,f+punch
jab = D7/6/4/3    strong D9/8/6/6 =     fierce  D10/9/7/6
(I think the damage = changes depending on how "clean" the hit is.)
This is one = of the weakest fireballs in the game.  After Dhalsim does this move he is vulnerable for a while so it's = possible for the opponent to jump in and = combo(especially low jumpers like Zangief.), so avoid overly using it at mid range. Also, since the fireball is so = small, it's easier to avoid when jumping = than other fireballs.  It also "fuzzes out" before it = reaches the end of the screen.  But, nevertheless, this move is = very useful and helps charge up your super = meter.  Also, this move pushes the opponent back
quite a bit = even if it's blocked.  So if you try to two in one and screw up, = the opponent will still be pushed away, a = little, allowing you to plat the keep away game again...

Yoga = flame f,df,d,db,b+punch
jab D11  strong D12   fierce = D13
Only use the jab version of this move.  All of the versions = leave you vulnerable if blocked, to my = knowledge, but the jab version's is minimal(So use that one). Use this move if the opponents fairly close and = trying to cheap you and stick out a bunch = of moves.  Also use this move if you see the opponent jumping and know that he's going to fall well = short of you. To tell you the truth, I don't use this move much.
=  
Yoga Blast f,df,d,db,b+kick
short  D12 =     forward D13   roundhouse D13
This = looks like a yoga flame, but in the air.  Use this move to = stop opponents from trying to cross you = up(cross ups are briefly explained in the = tips section).  I'd recommend only using the jab version so it = won't leave you that vulnerable if you = miss.  Also, just don't use this attack mindlessly.  If you think that the opponent will fall = short of this move, then don't use it. =  You can use the Yoga flame(which is also blockable in the air, or so I think)strong and jumping = strong, roundhouse, etc. instead.  Also, if you don't have fast reflexes, just don't use this = move.  It's no big deal.  (I = think)This move is blockable in the air.  But only if the opponent doesn't attack.  After the = opponent sticks out a move, he is unable = to block.

Special attacks

Yoga telaport (f,d,df or = b,d,db) and(all punches or all kicks)
(This move can be done in the = air)
This is a great move to use to keep away.  All four = versions put you in a different spot. =  It also pisses people off(which is = good).   Try using this when people jump in every once in a while or when you're stuck in a corner. =  If you do this attack mindlessly, = you'll be in trouble as it leaves you vulnerable. But the opponent will = have a VERY hard time countering if not impossible, if you do this move at the right moments.

Yoga = Escape b,db,d+kick
(can only be done when you're in the air right = after being knocked down)
This move can be good at times, especially = when the opponents not expecting it but = also leaves you vulnerable and pretty close to them.  Not recommended.

Drills =    d+(fierce, roundhouse, short or forward)
(These = moves have to be done in the air)
All of these do 7 damage points = except for the fierce version which does 8 damage points. IMO, these moves are really good.  You can = (relatively easily) link into any close = range attack including the jab one and jab2(which are listed in the long range attack sections) = allowing you to link into a two in one = attack and then following it up for a massive combo(if you're good enough, I'm not.  I just can't get = those two in ones to work. It might be = easier to do if you lower the turbo setting, I'm not sure about this, though).  I never use the short = version of this attack.  Also, if you = go in too "deep" these attacks are counterable
(especially the = fierce) even if you hit the person.  If you do =  the attack right, they are completely = uncounterable, to my knowledge. Afterall, they have to be in order to be = able to follow up with a combo.
They also have very good priority = for air attacks.  Use this move to get in ocassionally.  Also, you can keep on doing this move over = repeatedly to piss off your = opponents(won't get you far with good players though.)  Like any move, don't overuse them and get = predictable.  

Throws
Yoga smash and yoga throw
they = both do about 14 damage points(yoga smash does more damage if you = mash on the buttons while doing it. =  Kind of like how you get out of  a+b throws = in VF2.  Also, if the opponent mashes on buttons = when doing it, the damage decreases. =  This goes for any yoga smash type throw(ie.  When Charlie = keeps on kneeing you in the stomach)). =  Both can be teched out of(you tech out of a throw by pressing the same buttons at the same time). =  The yoga smash(the one where he = repeatedly hits someone on the head) has a longer range and the yoga throw throws the opponent farther away = from you.  Use the appropriate one = depending on the situation.

Alpha counters
Use the punch = alpha counter when someone jumps at you.  If the jump in is deep, it will miss though.

Use the kick = Alpha counter against fire balls and anything else.  Both of these Alpha counters push the opponent across = the screen so Dhalsim can play the keep = away game again.  they both do around 9 points of damage. =  By the way, at times, it's possible = to counter Alpha counters and beat the opponent to the punch by sticking out a fast move. Dhalsims = Alpha counters are no different.  Also, sometimes you can counter slow = moves(like dragon punches) with other = things, even special moves and super combos, both of which take out much more damage.  But that doesn't = mean that Alpha counters are useless
(especially for Dhalsim who = isn't as dependent on his Super meter as other fighters)so don't = hesitate on using them, unless you have a plan that really needs that = last amount of super energy.

Super = combos
(Dhalsim's Super Combos suck, IMO.  They still can be very useful, though)

Yoga = inferno: fireball motion twice, then one to three punches
level 1 is = about 23 points damage
       2 = is about 30 points damage
=        3 is about 44 points damage =
This super isn't that bad.  Use it if people are attacking you = in your face.  If they see this = coming, it's fairly easy to avoid(by jumping back). Try using this on the recovery of their attacks or when you = think they're going to attack.  Also, = level 2 and 3 have very good low invulnerability. So try using them when = you think  opponents are going to try and low attack.

Yoga strike  d,df,f,d,df+(1-3 kicks)
= level 1 is about 23 points damage
=        2 is about 31 points = damage
       3 is about 42 = points damage
This super is really bad.  It's used to counter = air moves.  It has to be done before = the opponent sticks out an air move(ie jumping roundhouse) orwhen it's = in the recovery phase.  The timing is critical.  It still has = it uses, though.  Mainly in = desperation.  By the way, this move can also be = used to counter hurricane kicks and similar moves. =  

COMBOS
I already told you alot of combos when I = mentioned if an attack was a two in one or = not and with the drill kicks, but there are still many, many more combos in this game.  I got a strategy = guide with almost 20 combo's(exactly 19) = for Dhalsim not counting the ones I already mentioned.  I'm only = going to tell you a handful of them since = I'm trying very hard not to rip the strategy guide off too much.  The strategy guide I got was = made by a company called versus books. =  So if you want the combos, get the guide.
One combo in there = does 65 damage points.

I'll share = two of the level one custom combos.  (By the way, Dhalsims customs are fairly weak, IMO.  That = doesn't mean they're not useful.)  

Push custom and do a close low round house.  Keep on doing = yoga fire until the combo meter runs out. =  This combo does 37 damage points and is a level = one.

When they jump in on you push custom and do = a standing strong.  Follow it up with = yoga blasts.  This combo does 28 damage points and is a level = one.

Tips on using 2 in ones.
First of all, the point of a two = in one is to get the special move attack to come out = right before retracting animation of the attack is shown = so that the attacks retracting animation "skips."  There = are three methods I know of to do these(and I still can't get them to = work consistantly.  I've never got = them to work in a real fight(only in practice mode) and then only the = easier two in ones(the ones using the jab = and short buttons instead of the forward, strong, etc. = buttons.))

Method 1
Do the attack and then do the special move = after it right away.  This is good for;combos if you're = fast.

Method 2
I'll give an ex.  Do a low hand chop. Your = controller is in the down position.  From there, go on to doing a fireball.  This is good = because you were already doing part of the = fireball movement as you were doing the jab.  This is for slower = people.

Method 3
You can get a move to come out by pressing or = releasing a button.  So this = would be do a jab, hold the button, and = then do the fireball motion, and then let = go of jab.

Custom Combo tips.
I'd like to say that I'm not = very familiar with Dhalsim's Customs.

The idea of a custom is to = juggle your opponent in the air since they(customs) usually do more damage when they're juggled.  Also normal = attacks usually do weak damage.  In  the custom they should be = used as a setup to get the person in the air(a low roundhouse is great = for this) or a quick attack so the person can't interrupt your custom.  Also, sometimes, if your = opponents not attacking and
you're fairly close to them, the custom can "suck them in."  Also, = Level one Custom Combos seem to be more damaging per move.  So if = you did a level one custom at three, it MIGHT end up doing less damage even if you add  in some = more hits.  That's why I only use level one customs(I'm no expert = and find them  easier to do(since you = have to connect with less hits because of the less time you have to do = them).  Plus, level three customs, = which use up the whole meter, seem like a "waste" to me).  Also, you can use the same custom, with = 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.




<= /font>= <= /font>= <= /font>= <= /font>= <= /font>= <= /font>= <= /font>= <= /font>= <= /font>= <= /font> ------=_NextPart_000_01BCB950.A760EA40--