Marvel vs. Capcom 2: New Age of Heroes
Dhalsim - N.A. Dreamcast / NAOMI Arcade
Version 2.0 - updated 11/11/2001
By Charles Grey (iceout0002@aol.com)


01) Update History     02) Differences
03) Legend             04) Universal Moves
05) Basic Moves        06) Special Moves
07) Move Descriptions  08) Combos
09) Credits

.''''''''''''''''''''.
: 01) UPDATE HISTORY :
'....................'

1.0 (07/01/2000) : First version of my MVC 2 Dhalsim Guide.
1.1 (07/31/2000) : Fixed noogie/fake landing.
                   Added two 31-hit combos and snapback info.
1.2 (08/25/2000) : 3 more combos.
1.3 (09/02/2000) : New combos from elff_zero@yahoo.com. We finally have a combo
                   for the air dash and the Yoga Strike! Also an assist combo.
1.4 (10/11/2000) : 3 more combos.
1.5 (01/22/2001) : Fixed a few small typos, added medium attacks, air combo
                 properities, movelist and assist notes, and 2 combos,
                 including a triple Dhalsim combo. This guide is now free of
                 mistakes and missing moves and should help you get the edge on
                 the DC or at the arcades.
2.0 (11/11/2001) : The final clean-up. Moved Assists to movelist, updated move
                   notes, added a Yoga Inferno glitch. (NEW) combos added.
                   Cut out some older stuff.

.'''''''''''''''''.
: 02) DIFFERENCES :
'.................'

After taking a break in Marvel vs. Capcom, Dhalsim is back in MVC 2. He has a
few enhancemants from Marvel vs. Street Fighter. MVC 2 takes the fighting game
to an entirely new level with 3-on 3 fights and the big team combos.

CHANGES
* He now has an 8-way air dash just like Storm, Magneto, and War Machine.
* He has 3-hit ground combo series, which means he now has better combos from
  following in the jab Yoga Flame.
* His medium kick drill is now for combos only, now that medium buttons have
  been replaced by the two assists.
* His Yoga Noogie throw, like the old medium punch throws for Zangief and
  Cyclops, is now HCB+2 in close.
* He can do an OTG Yoga Inferno from his crouching 4.

.''''''''''''.
: 03) LEGEND :
'............'

UB U UF  1 2 = Punch  A1 = Assist (L button)
B  * F   3 4 = Kick   A2 = Assist (R button)
DB D DF

QCF : D,DF,F  HCF : B,DB,D,DF,F  PP/KK: both P/K
QCB : D,DB,B  HCB : F,DF,D,DB,B
OTG : Off the ground
     (avoidable with Roll Recovery, except at the end of air combos)
> Two in one (cancel)
* can also be done in air

.'''''''''''''''''''''.
: 04) UNIVERSAL MOVES :
'.....................'

Dash             : F,F / PP
Backdash         : B,B / B+PP
Super Jump       : D,U (B/F moves)
Long Jump        : Dash, UF
Tag in Partners  : 1+3 / 2+4
Counter          : Block, B,DB,D+A1/A2
Push Block       : Block, PP*
Assists          : A1/A2*
Snapback         : QCF+A1/A2 (Level 1)
Team Hyper Combo : A1+A2     (Level 1)
Roll Recovery    : B,DB,D+P/K when knocked down
Throw Recovery   : B or F+2/4 when about to be thrown*
Taunt            : Hold 3,Start

.'''''''''''''''''.
: 05) BASIC MOVES :
'.................'

* To do his original medium attacks, press 1 or 3 after connecting with any
  light attack.
* Far moves are long-range, close are short-range.

Far Standing 1   : Quick Jab
Far Standing 2   : Double Fisted Punch
Far Standing 3   : Long Low Kick
Far Standing 4   : High Face Kick
Close Standing 1 : Hand Chop
Close Standing 2 : Headbutt
Close Standing 3 : Shin Kick
Close Standing 4 : Knee Smash
Far Crouching P  : Low Long Punches
Far Crouching K  : Foot Slides
Close Crouch P   : Mid-level Chops
Close Crouch K   : Ankle Kicks
Far Jumping 1    : Punch Aimed Straight Down
Far Jumping 2    : Downward Punch
Far Jumping 3    : Downward Kick
Far Jumping 4    : Upward Roundhouse
Close Jumping 1  : Short Jab
Close Jumping 2  : Downward Short Punch
Close Jumping 3  : Downward Quick Kick
Close Jumping 4  : Upward Kick
Far Medium P     : Long Punch
Close Medium P   : Upper Chop (launcher, U to super jump)
Far Medium K     : Face Kick
Close Medium K   : Stomach Kick
Crouch Med. P/K  : same as the crouch 1/3
Jumping Medium P : Straight Punches
Jumping Medium K : same as the jumping 3
DF+2             : Launcher (not for use in combos)

.'''''''''''''''''''.
: 06) SPECIAL MOVES :
'...................'

SPECIALS
 Yoga Fire  : QCF+P*
 Yoga Flame : HCB+P
 Yoga Blast : HCB+K
 Teleports  : F,D,DF/B,D,DB + PP/KK*
 Flight     : QCB+KK* (QCB+KK to land) (8-way movement)

EXTRA MOVES
 Drill Kick : in air D+K
 Yoga Mummy : in air D+2
 Air Dash   : in air any+1+2 (directional)

THROWS
 Body Toss     : B or F+2
 Stomach Throw : B or F+4
 Air Throw     : in air B or F+2
 Yoga Noogie   : in close HCB+2

SUPERS
 Yoga Inferno  : QCF+PP* (D/U moves) (Team Hyper Combo)
 Yoga Strike   : QCF+KK

ASSISTS
 Alpha (Projectile Type) : Yoga Fire w/1
 Beta  (Ground Type)     : Yoga Flame w/1
 Gamma (Anti-Air Type)   : Yoga Blast w/3

.'''''''''''''''''''''''.
: 07) MOVE DESCRIPTIONS :
'.......................'

YOGA FIRE
He spits a fireball across the screen. The slow version with can still be
followed in a combo. Either version can be canceled into either super, but it
won't combo. (With one specific exception - see combos.)
This will hit small characters like Servbot and Roll.

YOGA FLAME
He blows a fire blast straight ahead. The weak version hits once, the hard will
juggle for 3 hits. You can cancel into a either of his supers from this.

YOGA BLAST
He blows a fire blast one diagonally up. The weak version hits once, and the
hard will juggle for up to 4 hits and you can cancel into the Yoga Inferno if
you're really fast off that last hit. It's possible to combo the long version
but it's easier with the one-hit.

TELEPORTS
Dhalsim dissappears and reappears somewhere else, depending on the movement and
button combination. It can be done repeatedly in midair.

DRILL KICK
Weak version goes long range, pressing D+3 again upon hitting will perform his
medium drill kick. The weak version can be followed up with a medium or hard
attack or Yoga Mummy, the medium drill kick can be followed with a hard attack.
The hard version goes about 75" downward.

YOGA MUMMY
This is a slow dive going the same angle as the hard version of the drill kick.

FLIGHT
Dhalsim will float and can move anywhere in the air, in the same manner as his
air dash. Any move he normally can do in air can be done while flying. You can
do 2 and 3-hit jump-in series combos while flying. The flight will end if
Dhalsim does the Drill Kick,Yoga Mummy,Teleports,QCB+KK,or after 9 seconds. You
can "cancel" the landing again with QCB+KK. Dhalsim can't block while flying.

AIR DASH
Dhalsim dashes in the direction indicated. It goes forward if no direction is
used. Storm, Magneto, and War Machine already have these, but it's new for
Dhalsim in MVC2. He can do a basic P/K attack while dashing.

TAG-IN
When you tag in Dhalsim, he comes in with his weak drill kick. If this hits,
his opponent is sent flying upward. This can be followed with an air combo.

SNAPBACK
Dhalsim glows and does his close standing 4. If this hits, his opponent is hit
out an can't tag in or assist for about 5 seconds. If the other team only has
one character left, it only acts as the same as the close standing 4. This move
can be used in a ground combo. A1 brings in their second player,A2 their third.

YOGA INFERNO
He blows a giant stream of fire that reaches across the entire screen. Hold up
or down to aim. MAX HITS: 23 (no extra hits from mashing). It has a lot of
start-up, so don't try this on rushing-in players, because it won't come out
in time. GLITCH: If they air-block this, they may 'drift' behind you by the
time the super ends.

YOGA STRIKE
He jumps up at a 45" angle forward into the air. If he connects, he does three
leg slams in a row, the last doing the most damage. This move is still way too
slow to combo, even if you super cancel it. If you cancel out of this with a
Delayed Combo, no damage is done and they are sent upward in a spin reel.

.''''''''''''.
: 08) COMBOS :
'............'

* During an air combo, a jumping 2 or 4 causes a "flying screen" which disables
  any special or super moves (including the air dash), super jumping, and your
  opponents recovery roll (got that?).
* If you do a Drill Kick/Yoga Mummy in an air combo, you won't be able to
  attack if you follow with an air dash.

#1 (4)  (corner) Throw with 2/4 - OTG D+3,D+1,4
#2 (4)  (far) QCF+1 - dash in far 3,3,4 
#3 (4)  QCF+1,if they jump over - dash in close 3,3,4
#4 (5)  Jump in far 3,3 - far 3,3,4
#5 (5)  Dash in close D+1,D+1,3,3,4
#6 (6)  (far) QCF+1 - jump far 3,3 - far 3,3,4 (vs. Anakaris/Zangief)
#7 (8)  close 1,1 > U,1,3,1,3,3,4
#8 (8)  Tag in - close 1,1 > U,1,3,1,3,2/4 (NEW)
#9 (11) (corner) close 1,1,U > far 3,3,4,3,3,4 - jump 3,3,4
#10 (13) (corner) Jump in D+3,3 - 1,1 > U,1,3,1,3,3,4 - OTG D+3,D+1,4
#11 (27) Dash in close D+1,D+1,1,D+4 > OTG QCF+1+2 (hold D)
#12 (24+)(corner) HCB+P/K > QCF+PP
#13 (27) (corner) close 3,3,4 > HCB+3 > QCF+PP (NEW)
#14 (31) Jump in 1,1 - close 1,2 > HCB+4 > QCF+PP (vs. Doom/Sentinel)
#15 (25+)Ryu/Akuma Expansion Assist - jump UF,3,3 > QCF+PP (NEW)
#16 (2)  Throw with 4 - OTG far D+2 (NEW)
#17 (3+) (corner) Tag in or HCB+2 throw - OTG D+4 > QCF+P > QCF+KK
#18 (4)  (corner) HCB+2 throw - jump 3,3,4
#19 (5)  (corner) 3,4 > D,U - far 3,3,2
#20 (14) close 1,1 > U,1,3,1,3,3,1 > UF airdash > close 1,3,1,3,D+2,4
#21 (17) (corner) Dash in D+1,D+1,1,D+4 - OTG D+3,1 > U,1,3,1,3,2,4,2,4
                  - jump,3,3,4
#22 (26) (corner) HCB+2 throw - 4 > HCB+3 > QCF+PP
#23 (??) (flight) Hit out of air with 3 - hold UF,repeat 3 until flight ends
#24 (??) (corner) Iceman Projectile Assist - QCF+KK (NEW)
#25 (5)  (corner) Jump F+2 throw - OTG midair D+4 - 3,3,4
#26 (2+) (far) QCF+1 - tag out - (juggle combo)
#27 (60+)(All Dhalsim) Projectile Assist - HCB+4 > QCF+PP > QCF+PP > QCF+PP

#2
 An enhanced version of his classic double pressure combo.
 Follow in with the kicks.

#3
 The close 4 can knock into the exiting fireball before if leaves the screen
 for a juggle hit.

#5
 He can link back to a standing 1/3 from his crouching medium punch.

#6
 This will only work on large and tall characters like Zangief and Anakaris.

#7
 Hit the buttons quickly to connect all the hits,
 including that extra short kick.
#9
 You have to use far jumping attacks here. Very hard to do on some characters.

#10
 The OTG can't be rolled out of because the jumping 2 causes a "flying screen".

#11
 Do the OTG FAST and aim the flame down.

#12
 This appears to be his only effective super cancel. For best results, cancel
 off the very last flame hit.

#13
 Cancel into the Yoga Blast very quickly.

#14
 After the standing 2, the Yoga Blast will only connect on very tall characters
 like Dr. Doom and Sentinel.

#15
 Cancel into Inferno before the assist finishes or it won't combo.

#17
 Super cancel quickly. Dhalsim should catch them when they're "on fire".
 It dosen't add a hit to the combo counter but it's unescapable. This combo is
 confirmed to work on Cable, but it didn't work on Dhalsim or Anakaris.

#18/#22
 Will not work on very large characters like Juggernaut.

#19
 Cancel into the super jump as soon as the knee connects. Do it too soon and
 he'll trip instead.

#20
 The air dash is very hard to combo, but possible. You have to cancel into
 it and into next attack as the dash begins. Very tough combo.

#21
 Do the D+3 right after the slide finishes.

#23
 Pause for a split-second between hits to avoid getting the medium kick.

#27
 All Dhalsim, all the time. This combo does over 130 damage points (90%)
 on Cable. (Buy all 56 colors to play as 3-of-a-kind.)

.'''''''''''''.
: 09) CREDITS :
'.............'

* elff_zero@yahoo.com : Combos #16-#22 and Dhalsim's air combo properities.
  He also has FAQs for Blackheart and Felicia.
* Kao Megura's MVC 2 FAQ : some of the information came from his huge FAQ.
* Chocobo's MVC 2 Combo Movie.
* Marty's Playland in Ocean City, MD for arcade competition.
  I used Cyclops/Guile/Venom because at the time Dhalsim wasn't released.

  CURRENT HIGH SCORES
  Msrvel vs.Capcom 2: 1,760,000,000
  Capcom vs. SNK    : 1,381,700/98.068
  Sharkey's Shootout: 101,000,000

.'''''''''''''''''''''''''''''''''''''.
: MARVEL characters (c) MARVEL COMICS :
: MARVEL vs. CAPCOM 2 (c) 2000 CAPCOM :
'.....................................'
.'''''.
: END :
'.....'
