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

That’s a good thing it that if fills their V Trigger. You are taking block/white damage so under normal rules it should be filling their gauge. The odds of them getting hit and losing a bunch of health should offset them getting their V Trigger since they’ll be at a large health deficit at that point.

ALSO…big thing I just figured out regarding Sim’s V Trigger. He essentially has the only V Trigger in the game where you can build V Gauge DURING the V Trigger. Once the V Trigger flame carpet is out on the floor it seems V Gauge building works as normal. He doesn’t have a timer, you just simply go back to empty bars like Nash. Which means getting hit, using Yoga Float and landing crush counters during the V Trigger should all let you build V Gauge. Building more V Gauge to stack meter for another V Trigger while you’re taking chunks of health from them on the previous V Trigger sounds really nasty.

The only caveat is that you must get the start up of the V Trigger completely out. If someone hits you during the start up of the V Trigger the flame goes away. Once it’s out though, it’s out and you can start building V Gauge while the carpet is burning them up.

EDIT: Apparently Birdie can also eat donuts to fill back up his V Trigger timer.

I did not know that DevilJin. Thanks for sharing. Landing a few crush counters with back Fierce would help because player would want to jump out of the flames.

EXACTLY. That b+HP was designed with the V Gauge meter stacking in mind.

I’m not sure how Sim deals with Rashid. Too much mobility, too much speed, too much mixup.

Is Eagle Spike the horizontal attack or the aerial downward attack? Either one will probably be problematic. I think Sim’s drills might be a good choice against that horizontal attack (I don’t know Rashid’s move names) and have general usage as an attack in closer-range neutral. I don’t know for sure, I’m just speculating that drills might be good to cover that dead space against Rashid since there’ll be less of a chance of getting hit by his tornados.

I hope that drills have a good hitbox to sort of counter-poke with. Regardless, I’ll probably spend 90% of my game airborne so I’ll be left taking single hits rather than risk getting hit by a full combo because I didn’t time any ground attack right. That’s part of why I’m worried about what I saw in one of the Sim videos. Either Art or Combofiend did a drill out of yoga float (We really should pick a different name for this since he already has 2 YF moves. How about Yoga Levitate? or Hover? Is Yoga Float the official name?) and it looked to have an excessive amount of recovery. Again, I don’t think it’d be necessary to drill out of Float since you can do them fairly low to the ground already. But it’s just another thing to be wary about.

Regarding that Filipino Champ comment again: Dhalsim has always been a pretty slow character. Designed to whittle a player down over time, with explosive moments dependent on meter. He’s probably just salty he couldn’t immediately get into playing as Sim and money match people lol.

But for the next match up, how about Bison?
Scissors might be a pain to deal with, as usual, which is why I place him high on the mobile character list. There’s a very small window you can hit him during the start up of scissor kick, and it’s unlikely to get any punish on hit or block. Probably on heavier scissors you’ll get b.MK xx flame. I don’t know about Sim’s d.HP starting frames. But according to https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/edit#gid=1621016721
Bison’s LK scissors are -4, MK -5, HK -5, and EX +1 on block. So Bison gives up frame advantage trying to pressure with scissors. The next question is if Sim can punish it, or if Bison is blessed with good push back on scissor kick, that any punish will be weak.

Could be a big possibility that if Sim mistimes or mis-spaces a limb and it whiffs, that it leaves Sim open for a scissors punish. His reach seems pretty good, though has some limitations to it that I don’t think missing will be that much of an issue. Also since Bison lost his teleport, he’ll have to sit and take Sim’s mix-ups (Critical Art…) more often.

people acting like sim is gonna be fighting fuerte in this game lol.

LK scissors went further negative from neg 3 to 4 so if you’re patient and wait for a block you should have a punish. Before you needed a 3 frame jab to punish, but now as long as you have a jab you basically get a punish. Probably doubtful a character like Sim will have a 3 frame normal, but either way should be good to go there.

He would have to have quite good spacing to keep it at a space where you can’t punish. If that’s even possible. Scissors seems relegated to whiff punishing.

Seeing as his stand jab chains, I could see it being 3-4 frames.

I think Bison is a problem for every character in the game. Not just to Sim. I thought that Bison’s cr.mp would be a problem for Sim but it seems like sim can punish those with Fierce and Roundhouse. Look at this video and check 0:17 till 0:20. Sim seems to beat those cr.mp’s. I think that is not the case in USFIV so it’s giving me some hope in the matchup. I don’t know how well he can handle those cr.mp’s after a scissor kick. Sim’s st.mp’s are beaten by cr.mp from Bison.
Bison’s walkspeed is very slow so he wants to come in with lk scissors or jumping. The floaty jump from Bison should make it easy to b+Fierce and maybe get a crush counter.
In the link above you can see Dhalsim punish a cr.mp xx mk?scissors with a lk slide. A punish with lp seems out of the question because the pushback from scissors is quite good.
Sim can punish Bison’s sweep with b+mk xx flame but I also think cr.fierce xx flame will do. But then again… every character can punish that Bison move. He risk/reward for Bison with this move isn’t as good because he’s not going to get a hard knockdown. Bison players should (after a while) make less use of this move. I do want to know if cr.fierce will beat this sliding sweep.
EX Yoga flame can be punished by cr.mp xx any scissors so Sim users should be really carefull or try to hit confirm that move.

A more general question I have is about the recovery of YL (Yoga Levitate - I refuse to use another YF (Yoga Float)) xx Yoga Flame. I’ve haven’t seen any movie were this move is used. If the recovery on block is good I think I’ll use it pretty often.

I think Dhalsim really needs a move with the hitbox of his SF4 j.MK so he has a solid air to ground poke while floating. He also might need faster non-jab normals too. If he’s going to rely on setting up a lot of white chip, he needs faster normals so his damage isn’t so dependent on VT. Worth noting he has a completely reworked st.LP, which Combo says is an AA that can beat crossups.

Rashid is going to be such a pain in the ass.
-Projectile xx V-Skill nullifies yoga fire and moves him forward
-Does his CA hit on both sides? I fear for teleport mix ups if it does.
-VT lets him walk forward with a hitbox and jump at strange angles, so Sim will have hell keeping him out at that point.

I had the chance to try the Dhalsim build at Lisbon Games Week. Granted, I played vs mostly scrubs but I walked out of there 40-0.
I spent the entire time using v-skill to run and set up plays. I’d poke with s.mk and as soon as they’d get a little closer I’d teleport back and run away with v-skill. If they jumped I’d use air m.hp, if they mashed dash after me I’d punish with air.hp, c.hp, b.hk, ex-yoga flame (could combo into air yoga flame if they were in the corner).

Once I was near the corner, I’d wait for them to get close and I’d tp behind them. If it worked, I’d use v-trigger (you do NOT want to use this outside of anything but the corner. Too easy to escape. On the corner though? DEADLY) sit back and watch all that gray health pile up (think it deals around 1/3 hp if they stay on it for the full, or close to, duration). There was virtually nothing they could do. If they jumped I’d use b.hp to place them back where they belong.

I barely used yoga fire. Don’t think it’s good at all other than set up teleports. You get punished on reaction with this thing.

Again, I played against mostly scrubs so I couldn’t say how I’d do vs more seasoned players, but I feel this is exactly what you want to do with Dhalsim. Run away with v-skill and build v-gauge for v-trigger. Not once did I stay standing and mashing Mp or Mk like I see in many videos.

edit: Holy I had 0 posts before this?

Can you do teleport and then go into V Skill while still in the air from the teleport? I think I remember seeing you could.

Makes sense that V Trigger’s ideal use is the corner. Less room for them to walk out of it. I’m sure there will still be some situational mid screen setups for it and such.

Did you use his air yoga flame at all? I feel no one will complete his Yoga Float until they start using that during the float. Supposedly it’s plus on block and being a projectile it’s probably a nice way to stop a lot of hit boxes or normal AAs. I think in general Dhalsim is definitely more mobile than before. I’m thinking in some ways he’ll probably be tougher to land hits on due to him just being able to stay in the air for such a long ass time. Which of course his normals had to be a bit more modest to compensate. Even if he feels “slower” he’s definitely more mobile than SFIV Sim.

1- Didn’t try it even once. Completely slipped of my mind.

2- I used it a few times but always got punished for it, so I mainly used it in the corner as a follow up to ex-yoga flame.

I honestly feel that if Sim had his older normals and fireball, along with the changes he got in SFV (v-skill, v-trigger, new anti-air normals) he’d be by far THE best character in the game. Uncontested. Actually, just his horizontal fireballs would make him OP. I will say this though. His yoga fire should be an overhead. It’s a risky move to throw out there in the neutral game and generally it’s not worth anything.

Not gonna happen because s.hp hitting low would lead to unblockables

And? Seem like a really fair trade for throwing something unsafe and useless outside of teleport setups. The pay off, for that unsafe move, would be around 10% of your life bar. Considering you aren’t going to be spamming this move successfully, that seems like a really fair trade. Not seeing anything more in his moveset that would abuse an overhead yoga fire.

At the moment, the move is useless. Him having yoga fire or not isn’t going to change much in his gameplan. Atleast in the build I played. Just useless.

Some newer games have just frame high low unblockable protection. I think Yoga Fire will prove more useful over time. This new Dhalsim is very airborne and people are gonna wanna junp at him. Yoga Fire will anti air anyone that jumps without having to stick a limb out for a much longer period of time than a limb. It covers pretty much most of the jumping space.

Yoga fire is more of an air control move this time around as opposed to horizontal space control, it’s basically to discourage people jumping and stay in the ground. It’ll be useful to snipe characters like Rashid, Chun and Vega who have aireal options.
That being said however, without straight fireball and his ground normals being on the slow side (startup and recovery wise) opponents wouldn’t want to go in the air anyway and just push forward on the ground unless Sim is in the air.
It’ll definitely need some lab time but in general it seems Sim will have to be super on-point with his air shenangans to actually keep people out this time around.

he has better tools to deal with any situation. I dislike the current yoga fire

This is capcom balancing, the team that deemed denjin guard break too strong in a game without hard knockdowns.

Nah I think you’ll be using it. There isn’t much any other tool in the game that anti airs for that long and for that wide. Maybe shorten the recovery a bit, but other than that it looks like it does what its supposed to.

Thats kinda the point. This Sim will probably be in the air all the time like Sadira in KI. Theres more benefits to being in the air including avoiding most of the mix ups, frame traps, bnbs and fireballs in the game. You get to fly around in the air and instantly change screen positioning with port in a footsie fighter. That’s pretty big.

Just like Sadira people will most likely hate Sim because he will always be in a space where most SF characters can not enact a real game plan in. Your weakness just like Sadira will be a weaker close ground game and reversal options, but the length you can stay in the air will offset. Maybe just needing some extra changes to assure his hit boxes can keep him in the air safely. Otherwise if he is where he should be that will be the gameplan. Ground normals just being there to harass a bit at a different angle and possibly catch a crush counter before going back up.