Master Dan Hibiki and Dhalsim's unique movesets in Marvel vs. Capcom 2: New Age of Heroes. Learn about their special attacks, Hyper Combos, and assist options.
This section details the special moves, Hyper Combos, and unique properties of Dan Hibiki and Dhalsim in Marvel vs. Capcom 2: New Age of Heroes.
Dan Hibiki - Special Moves & Notes:
- Dankuu Kyaku: Can be crouched beneath by most characters. The third hit of the HK version does 1 damage.
- Kouryuu Ken: Flashes at a set rate. Dan flashes for every fourth Kouryuu Ken performed. The flashing version has total invincibility and can go through any attack. Switching characters resets the count.
- Beta Dan Kouryuu Ken: The count is kept if Beta Dan switches out. Using Beta Dan for assists or Variable Counters will make him flash if 3 Kouryuu Kins were performed prior to switching. The reverse is not true; 4 Kouryuu Kins are needed if Beta Dan is brought in after performing assists.
- Premium Sign: Dan autographs and throws a picture of himself. The LK version arcs down, the HK version arcs up. This move has high priority during the autograph animation and can hit opponents. After being thrown, it can negate normal projectiles but can be stopped by projectiles or normal attacks.
- Premium Sign Finish: Killing an opponent with a thrown Premium Sign (not during the autograph animation) grants Hyper Combo finish effects. This also works with a Gamma Assist-Dan kill via a thrown Premium Sign.
- Taunts: Dan gains HC energy from taunts, except Chouhatsu Densetsu. Chouhatsu Densetsu can be used in Delayed Hyper Combos. Rolling taunts give the most power, standing gives less, and jumping gives the least.
- Kick Throw: Not a launcher, but allows for air combos.
- Shinkuu Gadou Ken: The last few hits knock opponents away, making full hits difficult. Dan recovers before the move ends, allowing for juggles in the corner. Multiple Shinkuu Gadou Ken can be on screen simultaneously.
- Otoko Michi: Unblockable Hyper Combo, deals 100 damage normally. Tapping buttons rapidly may increase damage, but this is unconfirmed. Dan is left with 1 HP after use and cannot block special moves or he will die.
Dhalsim - Special Moves & Notes:
- Yoga Fire: (Air usable)
- Yoga Flame
- Yoga Blast
- Yoga Smash: Close range HP
- Yoga Teleport: f,d,df / b,d,db + PP / KK (Air usable)
- Fuyuu: (Air usable) qcb + KK, repeat
- Kuuchuu Dash: Jump, press in any direction + PP
- Drill Zutsuki: In air, d + HP
- Drill Kick: In air, d + LK / MK / HK
- Yoga Inferno: qcf + PP, direct d / u (Air usable)
- Yoga Strike: qcf + KK
- Limb Extension: Dhalsim's limbs automatically extend or contract based on distance.
- Automatic Teleport: When knocked into the air and not being hit, Dhalsim automatically teleports back to his original position.
Dhalsim - Assists:
- A: HP Yoga Fire (Partner Assist), HP Yoga Fire (Variable Counter), Yoga Inferno (Variable Combination)
- B: LP Yoga Flame (Partner Assist), HP Yoga Flame (Variable Counter), Yoga Inferno (Variable Combination)
- Y: LK Yoga Blast (Partner Assist), HK Yoga Blast (Variable Counter), Yoga Inferno (Variable Combination)
Dhalsim - Chain Combo Types:
- Ground: 3 hits
- Jumping: 3 hits
- Super Jumping: 6 hits
Dhalsim - A.Rave Launchers:
- Standing MP
- df + HP
Dhalsim - A.Rave Finishers:
- HP, HK
Dhalsim - Throws:
- Ground: Close range, b / f + HP / HK
- Mid-Air: Close range, any direction but d / u + HP in air
Dhalsim - Other Attacks:
- Flying Attack: Standing HK
- Knockdown Attack: Crouching HK
- Variable Attack: LK Drill Kick
- Snapback Attack: Standing HK
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