From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Dhalsim strategy guide (1/3)
Organization: Indiana University
Date: Sat, 21 Nov 1992 07:52:47 GMT

**************************************
* The Dhalsim Champion Edition Guide *
**************************************

"First, I will meditate, then I will destroy you."

The man's name is Dhalsim, that's D-H-A-L-S-I-M.  Not Dharlsim, Dahlsim,
Dhalism, or even Dahlsimism.

*NOTE*  The following are my views and opinions about how to use Dhalsim.
If you have any gripes, send me e-mail and I will try to help you.
No (yoga) flames please!    (that's supposed to be a joke!  laugh!)

Well, to start things off, let's talk about the MANY changes to Dhalsim.

1) can't beat the car without going to other side
	Bummer.  Can't reach across anymore.

2) drills can be executed at any point in the jump
	Really cool addition to the game.  Now, it can be use for offensive
	AND defensive purposes.  Now, you must move down in the air to execute
	the drills, instead of waiting until the peak of his jump.

3) drills are FAST
	Again another plus in Dhalsim's favor.  I don't know how I survived 
	without it.  With these additions, Dhalsim isn't as "boring" as he
	was before.

4) can slide under Honda's torpedo
	In Classic, when you tried to slide under it, both characters would
	stop and it would be a race to the throw (Dhalsim usually would win)
	But, now, you can slide and then punch his fat ass before he can
	do anything about it.

5) some graphics were changed
	his fierce punches look kinda different from the original.  And now
	he frowns on his still picture and he has fingernails.

6) annoying gimpy kick gone
	that dumb move where Dhalsim crouches and sticks his leg out is gone.
	Now, when you short slide, you will always slide.

7) Dhalsim speaks while giving noogies
	Self explanatory

8) priority 
	The real bummer.  Dhalsim has lost some priority with his limbs
	(especially against Blanka, argh!)

9) Ken/Ryu 
	Now they can hurricane kick over your fireball.  No more automatic
	victories.

Changes I wish were made:
a) better yoga flame.  Let me move like Zangief or Honda or make it bigger
   or give it better priority
b) delay with roundhouse slide removed.
c) ability to kick twice in the air (a la Chun Li).  With all his hang time,
   he deserves it.
d) who cares what I think?  You have to play by Capcom's rules.

**********
* JARGON *
**********

1) Playing DEFENSIVE means countering or jumping away from your opponent and
attacking.

2) Playing OFFENSIVE means initiating or jumping towards your opponent and
attacking.

3) A well-timed fierce punch is what I dub as a delayed punch.  Wait until
you opponent lands, then punch.  Many times your opponent is trying to kick
or punch your limbs, but you can hit them since they're in an attack position.
This requires split second timing.

4) Inching up is what I refer to as "following" a (preferably a slow) fireball,
like most Guiles do after throwing a (preferably a slow) sonic boom.

******************
* DHALSIM COMBOS *
******************

OK, Dhalsim (IMHO) has no auto-stun combos, but he does have a few good ones.
Basically all involve the double head butt.  You have to remember, Dhalsim is
NOT a power character, but a character who must frustrate his opponent to win.
I've done some "research" on this and have come to the conclusion that Dhalsim
has no TRUE combos.  Unlike Ryu/Ken/Guile/Sagat, Dhalsim's fireballs WILL knock
an opponent down, so you can't hit them again after the fireball.  Delay time
after a double head butt in too great, and he has slow jabs and shorts.
  
a) foot-drill, double head butt
This combo works like a charm if you can foot drill you opponent in the knee.
If you foot drill him in the head your opponent will go for a sac throw.  If
you hit him squarely in the knee, many times your opponent (by natural 
tendency), will go for the sac throw.  mistake!  head butt and they're stunned.

c) foot-drill, foot-drill, foot-drill
This one I usually use on beginners, but I've had this one work on a few 
masters.  Many get so wrapped up in trying to counter throw me that they
totally ignore to block.  :)  Make sure that each successive foot-drill is
a quick one (i.e. as soon as you jump, drill 'em)

d) double head butt, medium foot slide (for defensive purposes)

e) throw
probably the safest move for it takes off the most energy which isn't much
anyways.

**********************
* GENERAL STRATEGIES *
**********************

1) use head/foot drills as DEFENSE
	When you jump back and you see your opponent jumping towards you, wait
	for him to miss with his attack (you can do this with Dhalsim's hang
	time!) and drill 'em.  When you drill 'em jump back immediately after
	unless you hit them in the knee, which means you can get a head butt
	off pretty good.

2) short slide, noogie/throw
	Works wonders.  Beware of little kids who cry foul!  Use this when your
	opponent is real close to you that way you can get your distance.

3) yoga fire, kick/punch
	For the most part, this still works so I've heard, but not as good.  
	I never used this tactic in classic, but I kicked a lot butt.  I prefer
	to throw SLOW fireballs.  I rarely throw them fast.  When you throw a 
	slow fireball, your opponent is at your mercy.  
	a) if he jumps straight up, give him a delayed fierce punch.  You must
	   follow your fireball just a bit for this to work consisently.
	   Actually, you may want to use roundhouse kick as they're in the air;
	   it works better than fierce punch, but you have to inch up a little
	   bit more.
	b) if he jumps towards you, give him a forward kick or (delayed) fierce
	   punch.  Use delayed punches against Blanka, jumping middle kick with
	   Guile and Chun Li, and Balrog, for they can hit your limbs much
	   easier than other characters.  A standing roundhouse kick, is too
	   bad either.
	c) if he jumps back, learn how to "scroll" the screen.  By this, you
 	   can force your opponent to land on the fireball by pulling back on
	   the joystick at the proper times, so that you can "control" his 
	   jump movements.

4) defensive jumping kicks
	Learn these, if you don't know by now!!!  Learn when to use jumping
	roundhouse, opposed to forward or jab.  Remember, roundhouse hits
	high, and the others hit low.  Very valuable, for they are used to
	frustrate your opponent really good.  (ie, he can't get "in")

5)	When at close distance, short slide (I use this to "run" under a 
	jumping opponent, since Dhalsim walking speed is so slow) and throw.
	I wouldn't classify this as "cheating".  DO NOT use roundhouse slide
	to avoid a jumping opponent, for you are frozen on the ground.  Use
	roundhouse to slide under fireballs and to attack a opponent about 
	to land.

6) 	If you don't know the difference between yoga fire and flame, you 
	better learn fast!  At first, it's a pain, but it can help train you
	to crank out fireballs faster.  (I know some Ken/Ryu's who use flame
	motion to throw fireball, which makes them crank out fireballs a bit
	slower).

	Yoga fire:   |  \  -O, punch    Yoga flame:  O-  /  |  \  -O, punch   
		     O   O				O   O   O
	(assumed facing right)

Now, it's time to fight!!!
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."