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Colors:
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LK: blue shorts ?
LP + LK: Blue ?
LP + HP: gray ?
HP + HK: Dark tan
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Combos:
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1. Yoga Fire, long S. HP
Only do the S. HP after you hear the Yoga Fire make contact.
If you do the S. HP before confirming and your opponent jumps or rolls
before the Yoga Fire makes contact, Dhalsim will be open to damage.
2. LK Slide ? LP Yoga Fire
3. short C. HP ? HP Yoga Fire
I usually only go for this combo when I see someone roll at me.
4. HK Slide ? LV2 Yoga Stream
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Supers:
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Yoga Stream:
Yoga Stream could be a good anti-air – I’ll need to give it a try.
A LV2 would be good to use when I have a LV3. Otherwise, I should
just build the super bar for Sakura and just use his normal move anti-airs
instead of risking messing up entering the super properly and/or fast enough.
I think this super can also go through underneath projectiles.
Need to check.
Yoga Volcano:
Yoga Volcano is no good as anti-air – it should only be used in combos
or nailing falling opponents.
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Strategy:
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Dhalsim is best used as a counter character. I always try
to be ready for a jump-in.
Jump-ins: short S. HP, short S. HK
Long range: long S. LK to to poke, long S. HK once in a while when
the opponent is just barely in range of the attack.
Close range: LK Slide, long C. LP., kick drill, J. long HP
Projectiles: long C. HP, Head Drill, air taunt
Blocked Blanka roll: long S. HP
Cornered: Telelport with KK
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VS Strategy:
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Some characters’ jump-in attacks have so much priority that they
trade hits with Dhalsim. Against such jump-ins, instead of trying
to use anti-air attacks, roll.