Dhalsim General Thread: The Longer it Gets, the Harder it Hits

According to UltraDavid, 'Sim currently has a big hole in his space control about half screen in front of him. That said, he mentions that he feels that his V-Skill is supposed to be the answer to that hole.

His V Skill will hopefully be the answer to most everything since he literally has no ground movement. Like he has the ability to walk and dash, but he might as well not because he literally doesn’t move when you do either one LOL

yeah either slide to close distance or stick to the air to evade.

I hope he one day gets his CvS2 hop dash back. Actually, I just want CvS2 hop dashes back in general; it way really fun to play round with.

It looked pretty goofy too the way he would clap his hands and jump in the air during it.

I know I mentioned I don’t want to get too much into balance stuff just a bit ago. I’m going to say it anyway… what I’ve seen in all of Art’s vids isn’t exactly trying too hard, it’s definitely working too hard. Sim in SF4 really felt like being the boy in front of the dyke. I just want Sim to have the chance to be the flood too.

On another note–and I’m curious about you and everyone’s thoughts on this–I’m a bit worried about the idea that Sim is being re-envisioned as an anime character. In my mind at least, most people who play Sim want to play Street Fighter. I’m not sure moving him in that direction makes longtime fans and players happy.

I feel that Dhalsim was kinda the breaking point for seeing where this game’s zoning would go. At first I thought “oh yeah Dhalsim would finally show off how great zoning could be in this game with white chip normals” and well…we now see that Capcom has re-envisioned Dhalsim to be more of partial zoner with more aggressive anime and anti projectile based option. Which this pretty much confirms what I had felt that Capcom does not want traditional long term zoning to be a part of SFV. They want projectiles and zoning to be relevant, but not to the degree that it was in IV or other older SF games. Most likely due to them trying to be as eSports as possible and part of that means allowing the game to go at a pace that people will find interesting to watch. Which typical SFIV zoning battles are notorious for being boring to stream monsters.

Which makes sense as to how they’ve recrafted Dhalsim. In most anime fighters or Marvel even, zoning characters are more set up heavy. They only zone you long enough to set up a mix up or pressure game. This is exactly how I feel the new Dhalsim will work as Yoga Float always allows him to go up in the air for a chance to land an overhead attack much quicker than he is normally able to and then mixing in with slides or s.HP to hit low on the ground. Then as Dhalsim players find ways to control the mid range with this and force people to jump, have yoga fires ready to stuff them out of the air and then set up teleport cross up as they get stuck inbetween one. The objective doesn’t seem any longer to be to purely win from far range.

Will some of his fans and veteran players not like it? Yeah, sure. Just in the same way that some people don’t like that Karin was reinvented and Gief has a lot more strange options that he isn’t used to having. Vega isn’t even a charge character anymore as well. Overall though the characters at least in their normal toolset seem to have what basically makes them what they are in the most basic sense. It’s just special moves are changed around to give them a new feel. I say with time people will learn to like the new Sim and like the new ways they can approach and create setups with him. Basically, be more of a creator of situations rather than just putting out hit boxes to shut down situations.

I’ve played Sim ever since SF2. Not as a dedicated main or anything. But I’m familiar enough with how he was then and like how he’s been redesigned. It’s so fresh and gives him a overbearing presence whereas before I was never intimidated by Sim. Having him being designed to spend more time of the neutral game airborne will make players more reluctant on how to even approach him or what to watch for. It’s new and I say let him rock like this.

This is how everybody has been talking about Sim from day 1 though… Using his v-skill to cover his defensive hole. And on day 2, we started talking about how his v-skill might need some buffs to work in that way: Less height restriction on air v-skill and ability to cancel in to grounded v-skill and possibly some yoga tower property on stsrt up of grounded v-skill. This is how Arturo, Champ and UD tried to play SFV after day 1.

What I am saying is, there was room for experimenting with this, and the experimenting was done (ofc more can be done). It’s not lile this is some new find that we might see explored and taken in to consideration next time someone tries Sim. It has been looked at and found slightly lacking.

Yesterday Art was pretty salty on stream while playing Laura in the beta. He saw her canceling in to v-skill and said that Dhalsim needs that for his gameplan.

And you say he tries to play SFV Sim too hard? He is using most of the tools given to him in SFV, so I don’t see this? He tries to zone yes, but that’s definitely the intensions with long reaching normals… You can’t disregard that.

I still believe that more can be done with what is already there. Those types of buffs you are mentioning I believe they would have already implemented if they thought Dhalsim would have needed them. It’s possible he could have already been in a very experimental phase where Yoga Float did those things and they were like “nope, too strong” and now he is where he is. I don’t think you start a character like SFV Dhalsim where he is now.

He’s definitely a very experimental type character so I think more time is needed to put all of his tools together first to see what is actually necessary. A 3rd Beta with a lot of people playing Sim would do well for this.

They need to make Yoga flame have more + frames on block in SF5. Imo corner mixups/pressure with max range Yoga flame was one of the funner aspects of Sim in SF4 and I would like to see that back. Yoga flame on block just leads to literally nothing now, might even be minus. Your opponent can jump out before you can do anything else afterwards. Taking away all the plus frames on Fireballs/Normals/Specials seems to be a recurring theme with the development of the game in the last couple months.

Combofiend talks Dhalsim:
https://www.youtube.com/watch?v=DVP8R90AV7c
https://www.youtube.com/watch?v=i2F3it-ZduM

Key points from Combofiend’s/IGN’s video.

  1. It’s said that they want you to burn EX meter in order to control horizontal space on the ground. That was intentional in the design.

  2. Combofiend mentions that Yoga Float is meant to “quickly” get Dhalsim into the air and generally be more mobile than he normally was.

  3. Fireball into behind teleport or fake into front teleport is touted as strong mix up.

  4. Says that Dhalsim has the “same” gameplan, just new interesting ways to create that gameplan.

Interested in trying sim out actually shocked to say that. Hopefully he doesn’t get the nerf bat some of the others have gotten.

2 points from those above videos:

It looks like Sim’s drills out of V-Skill, maybe it’s because of V-Skill + teleport that gives the drill a stupid amount of recovery. Is this just one of those stance-cancelable recovery animations? I hope so, otherwise drills will be nearly useless out of V-skill. Not that you should really need to do V-skill to do drills, but it’s just a weird thing to take notice of.

It looks like Sim can delay when his CA releases. Not sure if just the few matches I’ve seen where it combos make CA release instantly, or if there is something of a mind game that can be played with it. Seems like delaying it would have limited application.

Am I the only one who was expecting Combofiend to totally obliterate his opponent with Dhalsim. Like to use completely alien and out of the box gameplay strategies, revealing a sample of what SF5 Sim can potentially be.

I was disappointed.

Although I am really digging the character’s air game.

Combo shows how st. Hp deals with fireballs: fails every time

Combo shows how b. Mp is an anti air, fails, and shows off st. Lp instead

Combo confirms same gamplan with different tools: makes any argument against trying to play sf4 Sim look invalid:p

Combo has no idea how to win with Sim in SFV, so why should we be optimistic?

Can v-skill go through fireballs like yoga tower?

Combo: “let’s see!”

NOP!

Damn, he doesn’t even know?!

Cool to see you can do his CA in the air.

Also has anyone tested if you can do this: jump then teleport, then v skill float, then do another another teleport or air action after that? Basically does v skill ‘reset’ the number of actions you can do in the air?

I asked Ricky about this, but I am pretty sure the answer is going to be no… I am sorry… I am just really negative about sf5 these days… All nerfs on everything

Yeah its funny how st.fp was touted as being able to go through fireballs but the timing looks so strict, the back of the fireball nearly always clips Sim before he stands up. I’ve seen it cleanly duck a fireball maybe a handful of times, every other time it traded.

Also the fireball>teleport mixups look much harder to achieve in this game. For a start there are hardly any hard knockdowns so getting enough time to get that slow ass arcing fireball to hit meaty looks quite difficult. The reason the old horizontal fireball works so well for that mixup is because a characters fat torso hurtbox would be waking up into the fireball giving you a bit more lee way for the meaty timing. With this arcing fireball you have to be hitting the opponents head which is obviously a smaller hurtbox. It doesnt help that the actual hitboxes on those arcing fireballs look really small. There are also delayed wakeup and quick rise options in this game too I believe? So you can react easier to that arcing fireball coming. You can see an example here at 0:55:

https://youtu.be/Z_Xh_vnRW9c?t=55s

Im not sure if that cammy did a delayed wakeup or not but either way Arturo cancelled his anti air b.hp into fireball as any intuitive person would do, only for the fireball to completely miss and not get that perfect meaty timing . A big part of Sims game in SF4 was anti airing with st.mp then cancelling into a fireball that would hit meaty every time after the opponent flips out of the air. Thats what I thought they would replicate with his new anti airs but the arcing fireballs are either too slow or too fast for your opponent to wake up into them.

In general that arcing fireball just doesn’t cut off your opponents options like a horizontal one does. Forcing your opponent to jump is so great because most characters have limited options in the air and you can’t air block. So Dhalsim can force you to get hit by something in the right ranges. Compare that to the arcing fireball, an opponents whole moveset+movement options+the ability to block is available to them on the ground. Bison can hk slide on reaction to any fireball sim throws out. Cammy can spiral arrow in. Ken can run in. Rashid can roll in etc. None of that would be possible if he had a horizontal fireball. Then again theres also plenty of anti horizontal fireball stuff aswell. I think we have to accept that hes not getting a one at this point though. It would be too big of a change from how Capcom envision Sim this time round imo.