Dhalsim AE review

I’ve read j+MP air-to-air isn’t as good in AE. Any truth to that?

I always felt Bison-Dhalsim was 6x4 for Bison since I learned frametraps (abuses dhalsim’s slow crouch tech) and punishing fireball+instant overhead with U2

I am no hitbox expert but:

Hitbox in AE: http://i.imgur.com/swmYs.jpg

Hitbox in Super: http://i5.photobucket.com/albums/y160/razorback130/brh1stactive.jpg

See the green hurt box on his face in Super (earrings/eye/mouth area)? It’s gone in AE. I thought the hitboxes looked the same, even after seeing the old picture, until I looked closer.

I would need to test it in AE as I assumed it was the same as Super before this news so wasn’t using 4hk on moves that beat it. Or of course I could be completely wrong and that green box on his face is something else.

No good sim player will sniper you when you have u2 charged up. Also fireballs stop coming after ultra 2 is stocked.

Stand fierce is good for blowing up crouch tech but again, blocking is better. Everything you’re doing pays off big time in ae though

Oh to the poster above, thanks for posting the hitbox changes. It looks different to me and feels different in game.

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I took the liberty of filling in the colors on Dhalsim’s hit and hurtbox in AE and compare it with that of Super: http://img340.imageshack.us/img340/2412/aevssuper.jpg

The box you are seeing, vindk8, is not the hurtbox. I believe it has something to do with the distance an opponent can be within, and still move freely by walking: hence the yellowish box sticking out of Dhalsim.

Your explanation seems plausible. But 2 things:

  1. The box on his face is light green and not dark yellow like the big horizontal one

  2. Taking into account last weeks blog and all the pictures above that one, why would the developers put in a picture of a hitbox that was unchanged? Might as well put in a picture of sim doing his upside down taunt

Yeah, the solid yellow box in the Super hitbox videos is the space the character occupies. It’s to prevent characters from moving through each other, not to register attacks.

If there really is a buff to b.HK’s hitbox, it’s ever so slight. The damage nerf (110 to 90) is a bigger deal.

That horizontal yellow box is the proximity guard range. I.e. if you are within that “horizontal yellow box” and you push back, you will go into a guard animation instead of walking back or just neutral crouching.

It must be true about EX flame having more range and maybe even less startup than LP flame, because 120 damage is not worth an EX bar when LP flame already did 110 in Super. Unless they nerfed the damage on all flames accordingly? That range buff sounds like it will be really good to ward off FAs and Focus Dashes. Before if you did b.MK or b.LK into flame, the flame would whiff if they didn’t focus. Now it should be safe regardless. Even better if b.MK to EX flame is airtight on block. Can someone test that?

No hitbox change on b.HK.
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“Though there’s no changes in priority from Super, below is the hitbox for B+HK, frequently used as an anti-air. Dhalsim is invincible around the head area, so keep that mind”

Nice midfuck right there, Japanese blog. Still no mention of range buff on EX flame though. But it HAS to be true! Also lol at the last 4 posts all being mine.

f. champ has a vid on his you tube page vs a blanka player. he was able to punish midscreen with db. mp, b. mk, ex flame. so you are able to combo ex flame off cr. mp, cr. mk, b. mk, and b. fp…

So ex flame can be linked (or canceled) from alot of moves but i think the more important question (for me) is meter less combos. I know in super ex flame and medium punch flame have the same frame data so hypothetically would you cr b.mp x2 into mp.flame for the most damaging standing meter-less combo now or would that still be b.hp(1hit) mp.flame?

Just so you guys want my opinion about ssf4 ae, im going to say it does not look good for sim. Ae is an offensive game where blocking will not award you. Just like arturo said, sim cant just block like in super, now you need to press buttons. Yun and yang are total counter characers for sim. Since the traditional zoning game is out you need to start guessing.

Oh and the bison match-up is now in bisons favor. Why you ask? Well now bison can get you in the corner and zone you at the perfect distance where you will get beat by his normals.

And for b round-house buff, I feel a nerf. Gets stuffed to much and standing roundhouse feels like it as well get stuffed.

I feel many posters are not truly respecting the fact the changes to Sim are going to add up. Only time will tell if he is a worse character, but I feel the addition of the cr.strong buff is not enough to make up for the changes to the rest of his game. I think the more matchups got worse on many cases, compared to those that improved.

The BK+ LK was the “get the fuck of me” move. It was one of his only solid options up close, you see that shit spammed out by every Sim player, even good ones.

The slower standing LK, is going to reduce the effectiveness of many of his focus traps.

Opponents are going to have an easier time to get in, and not to mention they are going to lose less life attempting to do so. All these little bits are going to add up.

Sabin hit the nail right on the head. Sim is going to have to put in MUCH more work win with versus the better members of the cast.

i hear everything you are saying but i will say this yet again. F. Champ says the b. lk is the same as super.

You guys are gonna get a rude awakening when you play this game. Lol. Yeah b lk is the same frame wise but it doesn’t really matter anymore. Like that’s gonna stop ppl from getting in now? :confused:

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exactly. Which makes Bison’s life lead very important. He can simply duck and wait for Dhalsim to come and try to chip/grab him somehow.

… so who are you going to use now?

OK. Sure. His LK is the same. I haven’t really played it enough to see.

But, I think the nerf on the regular standing LK is the worse nerf of them all. It was the was a focus trap, if a player focused it or focus through it, Sim noramlly got to punish or push out.

If that move is indeed slower, which it is from the look of every vid I watched, characters are going to be able to get in easier, with less risk of life lost for the effort.

Fei long

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