OVERVIEW:
Like Zangief and Blanka, Dhalsim is a complete character, but he demands a lot from the player. Combos aren't his strong point and his moves inflict low damage. Dhalsim's gameplay is a game of patience (for both player and opponent), relying on sporadic low-damage pokes, strong zoning, and throw loops, since his throw has one of the highest priorities in the game. His advantage is notable against shotos, almost as if he was designed exclusively to counter them. Despite his low speed on the ground and in the air, his strikes are delivered quite quickly and his Yoga Drill can be used as an efficient cross-up and combo starter.
With all these characteristics, Dhalsim is already quite effective within his intended purpose. Even so, some minor changes have been made: his close MP has been redesigned, with an improved hitbox based on ST, and the damage of his moves has become more consistent.
NOTATION:
LP - light punch (jab)
MP - medium punch (strong)
HP - heavy punch (fierce)
LK - light kick (short)
MK - medium kick (forward)
HK - heavy kick (roundhouse)
CHANGE LIST
COSMETICS:
. correct hit sounds for his aerial kicks
. stage: calm and silent elephants in the background
GAMEPLAY:
. close MP is now a proper anti-air, with a hitbox based on his ST counterpart
. overall damage has been fine-tuned to prevent normal hits taking 1 pixel of the life bar
BUG FIXES:
. fixed the "air juggle bug", so Dhalsim can't take air combos anymore