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

Still waiting for your Sim porno Deviljin

Yeah his gameplan in SFV didn’t seem too different from SF4 to me either. Just goes about it in a different way because of no horizontal fireball and new/different normals and system mechanics. He was a zoning/trap and anti air based character that relied on teleport mixups in SFIV and I think thats a pretty accurate description for his gameplay in SFV too. The biggest difference to me seems to be that there is less stationary waiting for people to jump gameplay with him now. More about going ham with teleport/v skill movement. His forward dash actually being real now is a huge change also.

Arturo looked really good with Sim but he was playing mainly new players. He was saying it was probably a glitch because he kept getting matched up with people who had no idea what they were doing, running into normals all day etc. I wanna see how Sim can deal with an aggressive Necalli or something.

Dhalsim is too good. Using him is an easy win against everyone in the beta. Just spam his jump LP into oblivion. People don’t expect that and keep blocking low. Birdie in particular is free.

being able to reset off anti air fireballs.
cancelling drills into float.

suggestions after getting hands on.

23 minutes vs Arturo’s Sim.

I think St.mk, st.mp, and st.hk might have some projectile invincibility on their tips. There were quite a few instances where Nash, Chun, or Ryu threw out a FB and one of Sim’s pokes went through it and it traded. In IV, if you try to poke while a FB is on screen, Sim will just take damage.

Super traps are very interesting in this game. You can’t cancel a FB into super, but you can yoga fire, super, and fire another yoga fire while the super is still on screen (as long as the other yoga fire has dissipated). I trapped a Laura in the corner with st.mkxxVT, lp.fire, mp.super, lp.fire. Completely blocked his escape routes. I can see some nasty setups with this. Should they block the super? Block the fire? Stay in the flame carpet or try to get out? Bait a reversal? Teleport in front or back? Go for low or instant overhead? Just hang back and throw limbs?

His drills are so good. I’m pretty sure there’s no height restriction, but if there is one it’s very short. They can combo into lights if they hit below the shin area on Ryu. They’re much easier to use because of improved speed and height restriction. Feels like a legit divekick.

His backdash is comical.

J.Wong showing off some TK Flame combos.

I need to figure out how he can get that so low. Must be a later timing that most TKs.

There are VODs on their respective channels

FGTVLIVE and NYCfurby

A few of my matches using Dhalsim. Air Yoga Float is really key to his gameplay. Seems to stuff or trade with DP’s and pretty much can’t fuck with it using most hit boxes. Doing f,df,d,db,b,uf+P to do the TK yoga flames.

https://www.youtube.com/watch?v=6GLw5pLL9Jw

Nice! Thanks for sharing. I should have recorded some of my matches. Your doing something wrong imo (I’m doing the exact same btw). You keep jumping back a lot. Use your teleport or back + V-skill. The thing I love about your gameplan and the thing I do to often is your air flame. Keep sharing. I’ll try to do the same.

is there any advantages in an up-back TK yoga flame?
I would think it’s more defensive that way

no way they don’t nerf the damage on that teleport->air fierce->ground normal->yoga flame series.

Hey all, I’m looking to use Dhalsim too, so I figured I’d post in here since it seems a bit quiet. I used Sim for most of the time he was available, and I thought he seemed pretty okay. It’s weird to get used to using the float to move around, but I think it’s a pretty solid method of attacking. I know I used it mainly for getting up into float, then poking of sorts with j.hp and j.mp until they would get frustrated and move in, then use teleport reads to score big damage. His up close game is a real mess though; my only hope was essentially lk slide and then two jabs into flame to hopefully push them away, although I’m honestly not sure if lp flame is even safe lol. What did you guys do up close against a character like Cammy or Chun?

Had a blast using Sim, so much so that I’m probably going to main him when the game drops. However, I did have an issue finding some viable CA setups. In fact, I couldn’t really find a way to use CA besides just pressuring after a knockdown (which is a waste of meter imo). So I’m wondering what you guys have come up with in terms of setups, etc?

CA isn’t really a setup CA its more an AA and combo tool. You can use it somewhat in the corner but there is no reason. You really want your ex meter for EX Fireball and EX Flame. Ex flame combos form lights no counterhit and seems to be at least somewhat invincible??? Ex Fireballs merits are obvious.

Yeah all of my meter was spent on EX flame after a St.Mk, along with the occasional EX fireball. However, it just felt like there had to be some sort of set up out there, but I get what you’re saying. It basically doesn’t really seem all that good. I love the character but I’d kill to have his U2 back as a CA in SF5.

Also, EX Flame after an IAT was a very good option for me, I got a lot of mileage off that move as it stuffed a lot of attacks.

EX Flame has some sort of invincibility? Huh, can’t believe I didn’t notice that. Good find! The comboing off of lights was a livesaver sometimes, since it did pretty good damage (I wanna say around 180 off of c.lp x2?)

Has anyone tried V-Skill tricks after an instant overhead j.LP? I think he might have some dirty runaway/pressure set ups with that:
-(on back jump) j.LP, Float, teleport away
-(on neutral/forward jump) j.LP, Float, dive/j.HP/teleport (would a second j.LP combo?)

Does this work? I had something similar in mind but couldn’t do v-skill after committing to any jump normal.

I’ve been using v-skill after s.MK connects. It gives you enough time to react to anything your opponent does. If they jump, you can hit them with j.MP (possibly j.FK: I was using j.MP more often but j.FK might be a better option) and if they approach on the ground, you can alternate between j.FP, j.LP, j.MK or drill, depending on the range. Alternatively, if you feel that their ground approach is too quick to commit to a normal or they’re reluctant to approach, you still have the option to teleport.