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ICEOUT'S GAME PAGES presents
Marvel vs. Capcom 2: New Age of Heroes - Dhalsim Guide
North American Dreamcast Version
Version 1.1 - updated 07/31/2000
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By Charles Grey (iceout0002@aol.com)

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01) Update History    02) Differences
03) Legend            04) Universal Moves
05) Basic Moves       06) Special Moves
07) Move Descriptions 08) Combos
09) Assist Types      10) Credits
'''''''''''''''''''''''''''''''''''''''''

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

1.0  (07/01/2000) : First version of my MVC 2 Dhalsim Guide.
1.1  (07/31/2000) : Fixed fake landing/noogie. Added two 31-hit combos and snapback info.

.'''''''''''''''''.
: 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* His medium kick drill is now for combos only, now that medium buttons have been
  replaced by the two assists.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.

.''''''''''''.
: 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
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 or 1+2
Backdash         : B,B or B+1+2
Long Jump        : Dash, UF
Tag Partner #1   : 1+3
Tag Partner #2   : 2+4
Counter          : Block, B,DB,D+A1/A2
Push Block       : Block, 1+2*
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   : Long Punch
Far Standing 3   : Long Low Kick
Far Standing 4   : Low High 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

Standing DF+3    : Launcher (not in combos)
Standing 1 after
stand/crouch 1/3 : Launcher

* Jumping up when the launcher hits super jumps high enough to air combo

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

SPECIALS
Yoga Fire  : QCF+P*
Yoga Flame : HCB+P
Yoga Blast : HCB+K
Teleports  : F,D,DF+1+2*
             B,D,DB+1+2*
             F,D,DF+3+4*
             B,D,DB+3+4*
Drill Kick : in air D+K
Yoga Mummy : in air D+2
Flight     : QCB+3+4*
Land       : QCB+3+4 during Flight
Air Dash   : in air any direction+1+2

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+1+2* (D/U moves)
Yoga Strike   : QCF+3+4

.'''''''''''''''''''''''.
: 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.

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.

TELEPORTS
Dhalsim dissappears and reappears somewhere else, depending on the movement and button
combination.

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+3+4,or after 10 seconds. You can "cancel" the
landing with QCB+3+4 by repeating immediately. 

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.

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. Using A1 brings in their second player, and
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

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.

.''''''''''''.
: 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.

#1  (3)  3,3,4
#2  (3)  Close D+1,D+1>QCF+1
#3  (3)  Close 3,3>Snapback
#4  (4)  Tag in,jump 1,1,2
#5  (4)  (corner) Throw with 2,OTG D+3,D+1,4
#6  (4)  (far) QCF+1,dash in 3,3,4
#7  (4)  QCF+1,if they jump over, dash in close 3,3,4
#8  (5)  Jump in 3,3,land,3,3,4
#9  (6)  (far) QCF+1,jump 3,3,land,3,3,4 (vs. Anakaris/Zangief)
#10 (8)  Close 1,1,U,1,3,1,3,3,4
#11 (13) (corner) Jump in D+3,3,land,1,1,U,1,3,1,3,3,4,OTG D+3,D+1,4
#12 (24) Far D+6>OTG QCF+1+2 (hold D)
#13 (24+)(corner) HCB+2/4>QCF+1+2
#14 (??) (Guile) Jump in 1,1,land,D+1,D+1>QCF+1+2>(Dhalsim) QCF+1+2>(Ryu) QCF+1+2
#15 (31) (far, opponent near corner) QCF+1,dash,dash>close 3,3,4>HCB+4>QCF+1+2
#16 (31) Jump in 1,1,land,close 1,2>HCB+4>QCF+1+2 (vs. Doom/Sentinel)

#5
* You use either the body toss or Yoga Noogie.

#6
* An enhanced version of his classic double pressure combo. Follow in with the kicks.

#7
* The close 4 can knock into the exiting fireball before if leaves the screen for
  a juggle hit.

#9
* This will only work on large and tall characters like Zangief and Anakaris.

#10
* Hit the buttons quickly to connect all the hits including that extra short kick.

#11
* The OTG can't be rolled out of because the jumping 2 causes a "flying screen".

#12
* Do the OTG FAST and aim the flame down.

#13
* This appears to be his only effective super cancel. For best results, cancel off the
  very last flame hit.

#14
* Using the Delayed Hyper Combo system, you can cancel into one of your teammates'
  supers during yours (this counts as a tag in). This leads to the highest-hitting
  combos in the game. From Guile's Sonic Hurricane, cancel into Dhalsim's Yoga
  Inferno, then into Ryu's Shinkuu Hadoken. Hits vary depending on the timing of
  the super cancels.

#15
* You'll have to dash in twice to reach them. It's easier if they back away.

#16
* After the standing 2, the Yoga Blast will only connect on very tall characters like
  Dr. Doom and Sentinel.

.''''''''''''''''''.
: 09) ASSIST TYPES :
'..................'

Alpha (Projectile Type) : Yoga Fire
Beta  (Ground Type)     : Yoga Flame
Gamma (Anti-Air Type)   : Yoga Blast

* Beware, in MVC 2, the assisting character can be hit just like the current one.
  Your opponent can hit you both at the same time with a Hyper Combo or air combo.
* If you hit two opponents at a time, combo hits are doubled. (A 6 hit would count as 12.)

.'''''''''''''.
: 10) CREDITS :
'.............'

* Kao Megura's MVC 2 FAQ : some of the information came from his huge FAQ
* Chocobo's MVC 2 Combo Movie : Got OTG combo #12 here

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