Street Fighter 5 Season 2 Changes: Dhalsim

Unfortunately, Dhalsim will not be receiving a new costume in the update.

A general comment from Capcom about the Dhalsim changes:

  • Dhalsim’s special and normal moves used frequently during footsies have been strengthened, resulting in an increase in his ability to control range.

Here are the specifics:

Vitality:

 Increased vitality 900 to 925

Hurtbox:

 Adjusted hurtbox when changing direction while crouching

Forward Throw:

 Increased recovery on-hit 5F

 Reduced damage 120 to 110

 Reduced stun 170 to 120

 Reduced CA meter gain

Back Throw:

 Fixed issue where distance to opponent after throw was different depending on if you are in the corner or mid screen

Standing LP:

 Increased hitbox size during 2~3F of active frames

 Increased hurtbox up and forwards during first active frame

 Increased distance airborne opponents are knocked back when hit

Standing LK:

 Changed startup 5F to 4F

Standing MP:

 Changed advantage on-hit ±0F to +2F

 Increased size of hitbox upwards

 Now CA cancellable

 Reduced size of hurtbox in downward direction during active frames

Standing MK:

 Changed advantage on-hit ±0F to +2F

 Increased size of hitbox forward

 Now CA cancellable

 Reduced size of hurtbox in upward direction during active frames

Standing HP:

 Changed startup 20F to 16F o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at 18F

 Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F

 Now CA cancellable

Standing HK:

 Changed startup 16F to 15F o Reduced duration of entire move

 Changed advantage on-hit -3F to +4F

 Now CA cancellable

Crouching LP:

 Rapid cancellable now only into

Crouching LP:

 Increased hit pushback

 Increase block pushback

 Increased active frames 2F to 3F

Crouching LK:

 Increased size of hurtbox upwards during 5F~16F o The part that was increased has projectile invincibility

Crouching MP:

 Increased damage 60 to 70

Crouching MK:

 Increased damage 50 to 60

 Changed advantage on-hit -3F to -2F

 Changed advantage on-block -8F to -7F

 Increased size of hurtbox upwards during 4F~20F o The part that was increased has projectile invincibility

Crouching HP:

 Changed startup 8F to 9F o Increased duration of entire move

Jump HP:

 Changed startup 7F to 9F

 Reduced size of hitbox

Yoga Upper:

 Changed advantage on-hit +3F to +4F

 Changed advantage on-block ±0F to +1F

 Increased size of hitbox in backwards direction

 Moved character’s center point forward during this move o Adjusted the position of hurt/hit and collision box to match

Yoga Anvil:

 Increased size of hitbox forwards

 Changed so no longer moves backwards during startup

V-Skill (Yoga Float) (neutral):

 Increased and standardized V-Gauge meter gain on all follow up moves o No change to drill kick or yoga gale

 Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox

V-Skill (Yoga Float) (forward):

 Increased and standardized  V-Gauge meter gain on all follow up moves o No change to drill kick or yoga gale

V-Trigger (Yoga Burner):

 The fire carpet now also does damage to downed opponents

 Startup of recoverable damage hitbox is faster

V-Reversal (Yoga Mala):

 Changed startup 15F to 16F

 Changed hit and projectile invincibility time from 1F~23F to 1F~30F

 Changed distance and recovery on-hit

Yoga Teleport:

 Increased hurtbox during motion 1F~3F to 1F~4F

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