-i play him in A-ism. i’m just wondering what are some of his common block chains to push an opponent back once they get close?
-is there a guaranteed way to combo his anti-air super? and what is the best way to combo his other supers?
-is he worth learning in V-ism? i think his pokes are so strong and prioritized, that it’s kinda not worth it.
-one little trick i do is once i get a downed oppoent, i get really close, jump up, hk drill (which either crosses up or hits high), then once i land, i immediately do crouching hp xx fireball. since his crouching hp has so much priority, nothing short of a VC or super is going to knock you out of it.
-another thing i do is on reaction to seeing a normal fireball, i do a hp drill to hit them with the tip of my head, which provides me the spacing to either stick out a slide or hp if they walk forward.
The best way to combo his anti-air would be to cancel off a <close> jab or strong or doing it off a counter-hit jab, but this isn’t reliable (not to mention extremely difficult) – the angle is all wrong. You can also do the Yoga strike off a Yoga inferno. This isn’t a true combo, but it’s pretty unstoppable anyway. The chances of the Yoga Strike hitting improve infinitely if you opponent is cornered, but this is unlikely to happen in the case of Dhalsim, since this would mean that you have to get into your oopponent’s face not not using range to fullest advantage.
His Yoga Stream and Inferno supers can be combo’d off almost all of Sim’s cancellable moves. The advantage of doing a Yoga Stream combo instead of doing a Yoga Inferno combo is that it’s a lot easier. Important: never do these supers off a major counter hit, or any conter-hit in the air. The supers will miss.
While the drill does have high priority, it has horrible recovery if it his high, like you suggested. You will be thrown or VCd after being blocked, even before the crouching HP comes out.
What is the timing to cancel his MK and HK slides into his various specials/supers? At one point in time I had the timing but I’ve completely forgotten it now…
Crouching Fierce beats everything. So does jump back fierce, for what it’s worth. Close Forward is good anti air (buffer into fireball and look for s.rk when they flip), standing jab is good against crossups IIRC, and good as anti air. If in A-ISM, Alpha counter vs crossups and/or to push them away so you can continue the match from a better position. Kick throw also opens the gap back up.