NEWLEGACY.FR

THE CHANGELOG

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- DHALSIM -

Dhalsim on SRK Wiki (ST)

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GOAL OF THE CHANGES

Nerf his normal set so he isn't too strong on zoning. Also, give him tools to fight Claw. I admit the changes I formulated for Sim are the ones that I have the least confidence on. I'm looking for feedback on these (just like on everything else, of course).

New colors
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Original colors
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Old

To select O.Dhalsim, choose any color and then press :

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MISC

Jump behaviour:

- Framedata nerf: pre-jump animation 1f slower.

REASON: not many knew about this, but Dhalsim has only 1f of pre-jump. This is the fastest on ST, tied with O.Sagat's (nerfed on this hack) and Dictator (the only one in which really deserves it IMO). It's nerfed only by 1f so it's still relatively very fast, but not too fast anymore. Dhalsim shouldn't be able to escape air ticks/meaties like Dictator can.

Throws:

- Behavior nerf: Strong throw range decreased by 4px.

REASON: Weakening his throw loop. Now it's the same as HF Sim's range - yeah, I'm giving it to N.Sim only, not to O.Sim.

- Damage nerf: Fierce Throw damage reduced by 2pts, so it does the same as all ground throws.

REASON: Chun li received a similar nerf to the same value (although her nerf was more dramatic), so why not do the same for Dhalsim? Now all New characters do the same damage on ground non-hold grabs (i.e. throws).

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ST NL

GROUND NORMALS

Close Crouching Jab:

- Priority nerf: head hurtbox during the active part expanded forward by 12px, body hurtbox during the active expanded 2px downwards and 10px forward.

REASON: The head hurtbox nerf is for it to be not as good as an anti air as well as a general nerf on the horizontal priority, now it has almost the same horizontal priority as Shoto's Crouching Strong (so it still is very good against ground moves, Dhalsim needs it against Honda's HHS for example). The body hurtbox nerf is for most sweeps to beat it from a farther range (the only lows that will not have enough vertical range to hit it are: Chun's Cr.Forward, Cammy's Cr.Forward, Hawk's Sweep 2nd hit, Sagat's Cr.Kicks, DeeJay's Cr.Forward(with my nerf on it), Claw's Slide, Dictator's Slide).

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ST NL
Far Crouching Jab/Strong/Fierce:

- Priority nerf: 2nd startup and 2nd recovery parts now have a head hurtbox, 3rd(last) recovery frame now has normal crouching hurtboxes.

REASON: so it's not completely safe against Sonic Booms anymore. Dhalsim is a very bad match-up for Guile. I didn't nerfed it the same way it was done on HDR though, so it's still possible for Dhalsim to dodge Sonic Booms with it, specially Fierce ones. It will be hard to avoid getting hit if If Guile default to Strong and Jab Sonic Booms though.

- Priority nerf: body and leg hurtboxes during the lying down parts expanded 2px upwards.

REASON: the nerf above wasn't enough, sometimes Sonic Booms would still whiff vs him. This also guarantees that the slightly nerfed TAPs can still hit Dhalsim when he goes for these moves.

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ST NL
sim-fcrLMHP-ST02&06

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sim-fcrLP-ST04

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sim-fcrLP-NL04
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sim-fcrMP-NL04
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sim-fcrHP-NL04
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sim-fcrLMHP-ST03&05

sim-fcrLMHP-NL03&05
sim-fcrLMHP-ST02&06

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Far Crouching Jab:

+ Recovery buff: 1f faster.

REASON: just to make it a little better. It will probably still be outclassed by Strong, though.

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ST
9/6/9
NL
9/6/8
Far Standing Strong/Fierce:

- Priority nerf: 2nd startup and 2nd recovery parts head hurtbox expanded 8px upwards and 32px backwards.

REASON: so it will always lose to a High Tiger if not done early (must be psychic) and that will fail as well if it's a Jab Tiger. The crouching punches are safe vs High Tigers, but since N.Sagat now received the same Leg Hurt-box as O.Sagat, Dhalsim needs to be a lot closer to be able to hit Sagat for a Bad High Tiger. Since this is a very good match-up for Dhalsim (even vs O.Sagat), this is a very welcome change. I am not aware of any bad impacts involving the other match-ups.

- Priority nerf: 1st active part and 1st recovery parts head hurtbox expanded 2px downwards.

REASON: So it now trades with Guile's Crouching Forward instead of beating it. Strong's 2nd active part still beats it though.

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ST NL
Far Standing Fierce:

o Cosmetic fix: last frame now uses the correct sprite.

REASON: Just bug fixing.

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ST NL
Close Crouching Strong:

- Priority nerf: hitbox reduced 6px forward.

REASON: so it's in between Jab and Fierce. Now there's a valid reason to use each version (Jab: Priority + Cancel, Worse reach; Strong: OK Damage + Cancel; Fierce: Best Damage + Best Reach, no cancel).

- Priority nerf: body hurtbox during active expanded 2px downwards and 10px forward.

REASON: I think this is justified for similar reasons as for the Jab change (see some changes above).

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ST NL
Far Crouching Strong:

- Framedata nerf: startup 1f slower, recovery 5f slower.

REASON: it outclassed Jab too much since they both had the same frame data while Strong had better hitbox and better damage/dizzy. Now it's in between Jab and Fierce and all versions have an use. This will also improve the balance on the Guile and DeeJay match-ups.

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ST
9/6/9
NL
10/6/14
Close Crouching Fierce:

+ Behavior/Damage buff: now it's really a Fierce move (proper hit/block-stun and dizzy), damage increase from 18 to 20.

REASON: I know, Sim doesn't deserve buffs, but I really believe this was the way it was because a CAPCOM's mistake. Internally the data for this is actually reused from Strong, as a result this it had the same everything with Strong, except for the frame data that was worse. Now, it can be said that this move has an use.

- Priority nerf: body hurtbox during active expanded 2px downwards and 10px forward.

REASON: I think this is justified for similar reasons as for the Jab change (see some changes above).

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18 ➔ 20 5~11(60) ➔ 10~16(80) M ➔ H M ➔ H
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ST NL
Close Standing Short:

o Behavior tweak: activated with ← + Short (instead of having Far Short being activated with → + Short).

REASON: it made no sense for this to be the only close normal to be activated with a neutral direction. I don't know if this was a mistake or not, but I'll treat it as such. Also, with the Far Standing Forward frame data nerfs, it may be useful to have Far Standing Short a little easier to use, as a replacement.

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ST NL
Close Crouching Short:

+ Behavior buff: head hurtbox during the active part expanded forward by 12px, legs are invincible while active but the hitbox was reduced 14px forward.

REASON: This move was almost useless on ST. Now it behaves differently from any other normal Dhalsim has, so it has a purpose. The real intent here isn't to buff Dhalsim all around (even thought that's what is effectively being done with this change), but to give this useless normal a purpose in a match in which he has trouble with: It works well against Claw's slides, which I guess will be used more because Dhalsim can now (I hope) neutralize Claw's Dive game with his new Jumping Short and because his drills are harder to use now. All characters have very obvious counters to this new Crouching Short. Guile: Fierce Boom/Sobat forward/Donkey Kick; Sagat: Standing Short/Short Tiger Knee; Ryu: Flame Hadouken/Super; Ken: Standing Rh; DeeJay: Standing Rh.

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ST NL
Far Standing Short:

+ Priority fix: no more the projected hurtbox on the 2nd recovery frame.

REASON: Looks like a bug. Or, at the very least, made this move worse than it should be (Far Standing Forward outclasses this move entirely and it doesn't has such a thing).

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ST NL
Far Standing Forward:

-- Framedata nerf: startup 1f slower, stays active for 1f less, recovery 4f slower (was 5/8/9, now it's 6/7/13).

REASON: this outclassed Far Standing Short too much, it was one of the main moves Sim uses to keep opponents out. This move is good candidate for a nerf, so now it's slowed down to be somewhat in between Short and Rh. This was +1 on hit before, now it's -2. Also, Far Standing Short has a reason to be used now (it retains the same frame data it used to have, so it as fast as Far Forward was on ST, so, if you need a fast anti air, you may use Short instead (it has less range though)).

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ST
5/8/9
NL
6/7/13
Far Standing Short/Forward/Roundhouse:

-- Priority nerf: last startup and first recovery parts now have bigger "leg" hurtboxes (priority nerfed downwards as well as forwards) and they're both now the same (in ST the recovery ones were a little bigger than startup, in case of Forward and Rh).

REASON: Making these moves more punishable. The hurtboxes now actually match the sprites. This is one of the biggest nerfs Sim is receiving, I know. But I think it's a fair change.
IMPACTS: Trading with projectiles now is a lot riskier because if not on the specific spacing, the projectile will win cleanly (Sonic Booms are the only exception). This solves one of the main problems on the shoto match-ups. Also, some pokes can now beat Forward and Rh during startup now (Short vertical nerf was considerably smaller), due to the new vertical vulnerability they received: Shoto's 1st active part on Shoryus and Hadoukens; Honda's Standing Short and Forward; Chun's Far Standing Strong, Far Standing Short and Kikoukens; Blanka's Crouching Fierce and Electricity; Zangief's Crouching Punches; Guile: NO CHANGES; Sim's Close Crouching Punches and Yoga Fires; Hawk's Crouching Jab and 1st active part on Tomahawk Buster; Cammy: NO CHANGES; Fei: Far Standing Fierce; DeeJay's Far Standing Forward 1st active part, MaxOuts; Boxer's Crouching Jab and Crouching Strong; Claw's Crouching Strong; Sagat: NO CHANGES; Dictator's Crouching Fierce and Far Standing Kicks.

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ST NL
Close Crouching Forward:

- Startup nerf: 1f slower (now a 3f startup normal).

REASON: Its startup was way too fast, it almost worked like a "reversal normal move".

- Priority nerf: hitbox reduced forward by 8px.

REASON: Nerfing his close game a bit. It still has enough range to be combo'd 2x against most characters, but against some you may link a Rh instead for the additional range. The hitbox now matches the sprite.

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ST
2/8/5
NL
3/8/5
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ST NL
Close Crouching Roundhouse:

o Cosmetic fix: heavy attack activation sound instead of medium.

REASON: Just bug fixing.

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M ➔ H
All Slides:

- Priority nerf: body hurtbox during active frames expanded upwards by 4px (1px higher than the head hurtbox used to be).

REASON: it can be hit easier by the air normals that could only hit Dhalsim around his head.

- Priority nerf: head hurtbox during active frames moved 3px upwards (is now 2px higher than the new body hurtbox).

REASON: so other characters have an answer for Sim's brain dead anti air slides, now there are more aerial normals that can hit it. Sim will now have to use the slide on reaction or he will have the risk of it being beat. By the way, the nerf made here is the maximum height that still allows Dhalsim to slide under projectiles, with exception of Ryu's, which have some startup frames with bigger hitboxes that can hit asSliding Dhalsim, but that will never happen if Dhalsim does the slide on reaction.
IMPACTS:
Shotos: they can now hit Sim with Diagonal Jumping short, but that must reach Sim's body hurtbox;
N.Ryu: Sim can't do meaty slides because there's a specific frame during Ryu's Super that will hit Dhalsim. He can still slide under them from mid screen though, on reaction.
Honda: Headbutts will not pass above it anymore (it hits Sim now!!!), I know this kinda sucks and is unneeded but this is unavoidable, the way Sim's head hurtbox is on ST is already the maximum height it could have for it to still not get hit on that situation, so any change here will lead to Sim getting hit. Sim has plenty of counters to headbuts though, and this wasn't one of them to begin with so it's OK. Sim just have to know that this will not work anymore;
Guile: much easier to hit Dhalsim during slide with Diagonal Jumping Forward;
DeeJay: new aerial command normal (knee shot) now hits low enough to hit Sim's slide;
Sagat: new aerial fierces to deal with the slides;
The rest of the cast already got normals that beat it!

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ST NL
Short Slide:

o Priority fix: fix the missing leg hurtbox on the 2nd startup frame.

REASON: I see this as a bug. This only happens for 1 frame so it's meaningless, balance-wise. This is just me being a perfectionist.

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ST NL
Roundhouse Slide:

o Behavior fix: now has a normal crouching pushbox on the 1st recovery frame.

REASON: Just to make all slides equal in terms of pushbox. Hardly affects anything. This is just me being a perfectionist.

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ST NL

AERIAL NORMALS

Neutral Jumping Jab/Diagonal Jumping Strong:

o Priority tweak: 3rd startup frame now uses the same head hurtbox as the empty jump.

REASON: The new hurtbox is ALMOST the same. The reason for this change is that I need a free head hurtbox slot for the Close Crouching Jab, and there isn't one available.

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ST NL NL
Neutral Jumping Jab:

o Priority tweak: 4th startup part and active part uses the same foot hurtbox (which actually forms the body) as the other aerial punches.

REASON: both hurtboxes have the same dimensions so balance-wise it's the same. The reason for this is that I need a free leg hurtbox and there isn't an unused one.

++ Priority/Behavior buff: last startup frame is now an active frame too, duration reduced by 2f.

REASON: Having pre projected hurtboxes really killed its viability, it made it be basically unusable. Now instead it can maybe trade instead of straight up losing? Also, now that this move starts up faster, it can be used as an instant overhead too against everyone but Cammy and Blanka. Against Chun, Guile and Dictator the window is extremely narrow though (1f), but against most characters it's 2f, which to be fair is still considerably hard. The difficulty is similar to Zangief's Jumping Forward kick instant overhead though, so the difficulty is actually OK I guess.

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ST NL
Diagonal Jumping Jab:

+ Behavior buff: functions exactly like the Neutral version.

REASON: There was no reason to use on the first place since Strong was straight better. I know some Dhalsim players used this because of its long active frames vs Claw's air game, but he got a much better alternative for it now (the new Aerial Short).

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Neutral Jumping Strong:

+ Behavior buff: functions exactly like the Diagonal version.

REASON: There was no reason to use on the first place since Fierce outclassed it in almost every way.

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ST NL
Diagonal Jumping Strong:

+ Priority/Behavior buff: last startup frame is now an active frame too, duration reduced by 2f.

REASON: Having pre projected hurtboxes really kills this move, it made it be basically unusable. Now instead it can maybe trade instead of losing? Also it won't be basically outclassed by Jumping Roundhouse.

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Neutral/Diagonal Jumping Short:

o Cosmetic fix: short attack sound on hit instead of jab.

REASON: Just bug fixing.

+ Behavior buff: now it's a new move designed to counter wall dives.

REASON: Sim's only hope on this match was the noogie loop, which got nerfed... So he needed something to deal with Claw's Wall Dive.

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jab ➔ short
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ST NL
Neutral/Diagonal Jumping Forward:

o Cosmetic fix: forward attack sound on hit instead of strong.

REASON: Just bug fixing.

- Priority nerf: active frame body hurtbox increased 18px downwards, expanded 4px backwards, recovery frames now also use that hurtbox.

REASON: in ST this move is too good vs Sagat because it can beat a Tiger Uppercut. Sagat had no decent answer to it. Now a Low Tiger will hit Dhalsim on the air, giving Sagat a knockdown on that situation. This at least forces Dhalsim to think twice before trying to cheap out with this, since now this is a mix-up: if Dhalsim does it from the height that beats a Tiger Uppercut then Low Tiger is the counter; if he delays it a bit to hit a Low Tiger, then Sagat can either throw a slower Low Tiger which can grant a trade (with Dhalsim getting KD'd, so Sagat's advantage) or Sagat can just Uppercut it instead, since this time Dhalsim is doing the kick lower on the air.

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strong ➔ forward
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ST NL
Neutral/Diagonal Jumping Roundhouse:

o Cosmetic fix: rh attack sound on hit instead of fierce.

REASON: Just bug fixing.

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fierce ➔ roundhouse

COMMAND NORMALS

Yoga Mummy/Drills:

o Technical tweak: moved the movement data to an unused area.

REASON: I noticed that not only Yoga Mummy/Forward Drill Kick movement value is shared between Dhalsim versions, but Yoga Mummy/Short Drill Kick movement value is shared with Akuma's Fierce Air Hadouken (!!!), and when I nerfed the Air Hadouken it ended up affecting these Dhalsim moves too. This change not only decouples it from Akuma, but also decouples Old and New Dhalsims, so Old can stay the same and New can be tweaked. The actual change for N.Sim movement values are down below.

+ Recovery buff: grounded recovery is faster by 2|1|0f (Mummy/Short|Forward|Rh).

REASON: just a compensation for the movement nerf on drills.

- Behavior nerf: movement speed nerfed by 10%.

REASON: just a general weakening of it. It's now worst as a anti projectile tool.

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Short Drill:

- Priority nerf: hitbox reduced downwards by 4px and upwards by 14px.

REASON: So it won't hit Sagat's Low tiger until Dhalsim is right above Sagat (in conjunction with the movement nerf), giving Sagat more time to recover. Now, this will only beat Sagat's Low Tigers by prediction, on reaction it's not really possible anymore, which is great for balance. It will still work vs the other characters when they throw their projectiles though, since the horizontal priority was kept as is.

- Behavior nerf: now behaves like a medium normal (less block/hit-stun and push-back).

REASON: this is done mainly thinking of Sagat. Since I'm toning down the nerf on the drills from v0.1 (because Dhalsim players really hated it), this means that Dhalsim will be able to counter Low Tigers with this drill again. To compensate for that, I will make this move less efficient in general, and the lesser block/hit-stun means less frame advantage as well as landing closer to the opponent, which is a fair way to nerf this move.

- Damage/random damage nerf: from 18(4) to 16(0).

REASON: just nerfing this move in general, it is too good against other projectile chars, Sagat specially.

- Dizzy nerf: from 10~16 to 6~12.

REASON: just nerfing this move in general, it is too good against other projectile chars, Sagat specially.

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Forward Drill:

- Priority nerf: leg hurtbox during active expanded downwards by 6px.

REASON: it had a little too much downwards priority.

- Random damage nerf: from 18(4) to 18(1).

REASON: just so it blends between the Short and Rh versions.

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ST NL
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18(4) ➔ 18(1)
Rh Drill:

- Priority nerf: hitbox reduced backwards by 22px.

REASON: Just to make it worse as a "cross-up" move, Dhalsim shouldn't have this.

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ST NL

SUPER / SPECIAL MOVES

All Specials/Super:

o Behavior tweak: Input window is no longer random and is fixed at the minimum value.

REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense.

o Behavior tweak: 1st input's timer now stays at the maximum value while the 1st input is being hold.

REASON: I am doing this to all non charge special moves. This fixes a problem that affected even the best players on the world regarding walk in DPs: depending on the timing you go for downward (2nd required input for a DP), a walk-in DP would always fail. Lemme explain: on the 1st frame that you input towards (1st required input for a DP), the input COUNTER will be updated and the input TIMER will receive a value that will be decremented on each frame (this is the input timer, this was semi-random on unmodified ST, but is now a fixed value on my hack), meaning you have up to 6 frames to input downwards (2nd required input for a DP). If you input downwards before that timer reaches 0, the counter will be updated again, the timer will also receive a new value again and will then wait for the 3rd input direction required (down-forward). But there's a problem: if you spent all these 6 frames walking forward and then input downward on the 7th frame, the input window will not be increased because at that moment the DP input counter would be back to 0 and is now expecting the 1st input direction again. If you do it on 8th frame it will work though. And that's only considering a frame perfect scenario, a human player will spend more than 1 frame to go from forward to down so there are more than enough chances of missing. So that means that walk in DPs will fail around 10%~20% of the time, not even the Grand Masters can avoid this fact.
With my change, this problem is solved: it's now possible to be 100% consistent with walk-in DPs. I also applied this same change to all non charge special moves as well, since there isn't really a reason to not do it. Normal anti-air (stationary) DPs are not any easier though.

Yoga Fire:

- Bug fix: recovery amount is now set properly (value was being set based on the strength of the last normal used, instead of the button used for the special move).

REASON: Bug fixing. The bug is present on the code but it had no effect in ST since all strengths are set to have the same recovery. This is not true anymore (see the change below).

- Recovery nerf: from 40|40|40 to 40|41|42 (Jab|Strong|Fierce).

REASON: It was unfair for him to have better frame data on his projectiles than N.Ryu and N.Sagat IMO. Now they're "even" on fireball wars. Well not really even since Sim can still use a Yoga Flame to negate any disadvantage, but that also means that Ryu/Sagat can read it and advance with a Short Tatsu/Knee instead of throwing a projectile. Of course a change like this affects all Dhalsim match-ups, but at the end of the day it affects more the projectile match-ups, and Dhalsim wins all of them on ST (and that's not exclusively on the merits of his projectiles of course, but certainly as a part of it). Slow characters like Zangief suffer more from Jab Yoga Fires anyway and these are unchanged. This is a smaller change than it appears to be IMO.

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ST
12/40
NL
12/40
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ST
12/40
NL
12/41
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ST
12/40
NL
12/42
Yoga Blast:

- Behavior nerf: super meter given decreased from 8 to 4 points.

REASON: Short Yoga Blast was too good in filling the super meter.

- Behavior fix/nerf: projectile hitbox at Dhalsim's back on the 1st active frame removed.

REASON: To me that's a bug, or at the very least a mistake...

o Behavior fix/buff: now has projectile pushboxes (can trade with Akuma's Air Hadoukens or with another Yoga Blast).

REASON: I consider this a bug. Obviously this is also a buff on the Akuma match-up.

+ Damage buff: from 18|20|22 to 18|28|36 (Short|Forward|Rh).

REASON: just to give a better reason to use the Forward and Rh versions. Yeah, I realize the buff I made to the Rh version turned it into Sim's most damaging move (without counting Super, of course), and I think that's ok since the startup on it is so slow. If Dhalsim manages to land that, then he deserves that much damage, since he will be completely open in case he misses it. The Forward version was buffed considerably too so it's somewhat in between. The Short version was kept the same since it's still useful for filling the meter (even though it gives way less meter now) or as a quick anti-air.

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8 ➔ 4 18|20|22 ➔ 18|28|36
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ST NL
Super:

- Bug fix: the bug that allowed it to trade instead of being beat when the opponent crosses over Dhalsim and punishes with a non-invincible move (e.g. a sweep) while the flame was still active is now fixed.

REASON: This happens because when Sim gets hit the flame projectile is moved to the same coordinates as Dhalsim for 1 frame to then be erased on the next frame (and this also happens on Yoga Flame and Yoga Blast, you can check it with a hitbox viewer) but because of a programmer mistake the projectile hitbox did not received a flag that sets it to be unable to hit, as it is done on Yoga Flame and Yoga Blast.

++ Bug fix/behavior buff: usable as Reversal.

REASON: Bug fixing. I know what you're thinking, but I'm not crazy. There are ways to make this balanced. See the changes below to understand how I compensated it.

-- Behavior nerf: all the frames between the super flash and the vulnerable part are now vulnerable TO THROWS ONLY.

REASON: This is needed to balance it, otherwise fixing the reversal bug will make it too strong. Basically, whenever you see the super flash, you can just mash throw and it will grab Dhalsim every time, assuming you're in range (of course). Even when you knockdown Dhalsim, if you go for a safe jump and Sim does a reversal super, you can just mash throw with backwards and it will always grab Dhalsim if timed correctly, and if not, you'll block the super on its entirety, since Yoga Inferno's super flash is 10 frames longer than the usual, which is enough to cover even the longest possible random throw invulnerability on wakeup. Also, this means that Dhalsim can't use his super to escape SPD/Typhoon/Oicho ticks.

- Startup nerf: slower by 1f.

REASON: so it can't be used as a punish vs Boxer's Super (since the recovery on it was nerfed). I don't want to unbalance this match-up anymore, since it was already very balanced on ST, and due to my changes on Dhalsim and Boxer, I really don't know the exact state of this match-up anymore. Btw, this also works as yet another compensation for Sim's Reversal Bug being finally fixed, this means that it will be even easier to safe jump Dhalsim, now that that's a thing. Nerfing Boxer's Super recovery 1f less is out of question because Fei must be able to punish it with a Flame Kick.

- Recovery nerf: frame advantage after a blocked super reduced from +10 to +1.

REASON: it's still safe on block but now Dhalsim follow up game is not as strong. This is done thinking mainly of Sagat, but of course also doubles as a general nerf. Dhalsim had a very good super that covered some of his main weaknesses, and now that he can do it as reversal (!) it's only fair for it to be toned down.

- Priority nerf: normal Yoga Flame hurtboxes during the vulnerable part, like in HDR.

REASON: It made no sense for Sim to be able to just waste this move from bad range and get away with it... Now everyone can punish it with a jump in.

- Damage/random damage nerf: from 18(1)*5 to 16(0)*5.

REASON: All safe on block supers are receiving similar Nerf.

-_-'-_-'-_-'
-_-' -_-' -_-'
18(1)x5 ➔ 16(0)x5

DHALSIM'S BAD MATCHUPS THAT NEEDED FIXING (and how I did it):

Claw:

The noogie loop is a lot riskier now because of the throw range nerf which is a big loss on this match-up. But in exchange Dhalsim received the new aerial Short that beats dives almost every time. And let's not forget that his dive is nerfed as well. Dhalsim also received a new Close Crouching Short that can now beat Claw's slides, since I assume Claw will be forced to play more ground games now. Dunno if these evens out, needs further testing...

Notes about other match-ups:

T.Hawk:

When T.Hawk does his Dive it in a way that it hits around Dhalsim's head when Dhalsim is standing, it will be hard for Dhalsim to punish it on block with Standing Rh. Fortunately there's a very easy solution for this: Dhalsim just has to block it Crouching, if he do so then THawk will have to travel more space to hit Dhalsim, meaning he will not be bounced as far as he did in v0.3, allowing Dhalsim to punish with his Standing Rh. Another thing to be aware of is that T.Hawk's Strong Tomahawk Buster can now beat your Far Crouching Punches, so these aren't safe as they were in ST.