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

I think you can get away with playing SFV Sim very similiarly to SFIV version although I think it will take awhile to adjust to his new normals, I’m competent with Sim in ST/SF4 and I main Necro in 3s so I’m pretty used to the varied normals but even I dont think by the time I finished playing I was fully comfortable with them, it took me so long to start AA’ing with B.HP instead of B.HK… however I love that he’s been given Necro’s db+MP! I wasnt too happy that he no longer has his old J.HP but I had a lot of success with the new one, especially in air to air situations. I also got a lot of mileage out of fireball IAT mixups but it’s probably down to the fact the players I was getting matched up with where not that great, only a few players I faced starting jabbing me out of it.

Am I missing a trick with his super? it does just go straight up right? I think a good change would to be able to set the angle/direction that it travels, would certainly make it a more versatile and interesting super… I like with SFIV Sim’s U1 that you can use it in a variety of situations both offensively and defensively… AA’s, mixups, pressure tool etc, seems this one you can only use it as an AA to a jump or combo into it. I had more success just using my meter for ex fireballs and flames and I don’t think I even started using the V-skill at all I have to say (I probably forgot it was even there), it was only til I watched a combo video that I saw it’s potential uses!

Filipino Champ confirmed on stream that you cannot cancel jump attacks into V-Skill, unfortunately.

I could have sworn I saw j.HP into V-Skill.

Has this glitch been seen before? Happens at 0:46 seconds.

https://www.youtube.com/watch?v=q7z3pp6kwTE

That’s … FUCKING AWESOME.

https://www.youtube.com/watch?v=GIHtbxaLUEI

He seems really, really weak. His V-Trigger needs an extended time buff, for starters.

They lowered it from 10 sec to 6 sec, and they removed the juggle potential after it. You don’t mean buff. You mean nerf revert;)

Great vid by emperor! Good to see him on the Sim train. Does anyone know if he has a twitter account?

Anyway, it is going to be sad if Sim gets nerfed instead of buffed, but who knows. y future experience with capcom tells me he will be nerfed, but looking from how everyon agrees he is mid tier or lower in this beta (Mostly), and he is not getting played in tournaments etc, we might see some buffs! I hope!

https://twitter.com/emperor_cow
Also, awesome video. This character is just looking too hype, February can’t come soon enough :wink:

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Has this glitch been seen before? Happens at 0:46 seconds.

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That happened to me when I was playing against a Zangief. It happened when I got hit doing EX.flame. Seems to be consistent.

I think it got buffed and nerfed. IIRC, there used to be a gap of time the opponent had to be in the VT fire before it would start doing white health. It’s immediate now and it causes white health if they’re above it.

[quote=“LiangHuBBB, post:646, topic:176780”]

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He does so much damage now and he’s never been this combo-centric outside of a Marvel game. I love it.

I noticed during the beta that changing to Dhalsim’s alt color only affected the markings on Sim. Hopefully this is not the case for all alt colors; if I don’t get to play with my Black/Blue Sim I’m going to be a little upset

Ya’ll not ready for Anime Sim

GUESS WHO’S BACK !!

https://youtu.be/GIHtbxaLUEI

This video goes over what DHALSIM can do in the 01.05 BETA of SFV. It goes over Basic Combos, V-Trigger Combos, V-Skill Combos, Counter Combos, as well as Critical Art Combos.

Bare in mind that this footage is from the BETA and these combos may or may not work in the final version. Also, with the limited time we had with the beta, it is very likely that there is a lot more to him than what is shown in this video.

But until the final release…
Enjoy!

Special Thanks to Artist: Axouel2009

Merged into the actual 'Sim thread.

Anyone have a picture of all of Sim’s alt colors?

Some matches I recorded:
https://www.youtube.com/watch?v=Nux1AD2bDjU


https://www.youtube.com/watch?v=oxwoZEZyBxo
https://www.youtube.com/watch?v=fTf-GVwdXXY
https://www.youtube.com/watch?v=a3ZcnnAs2Ns
https://www.youtube.com/watch?v=zEzfZu-H46w
https://www.youtube.com/watch?v=RBN1ITbvwxs
https://www.youtube.com/watch?v=cD4Afz9Chr8
https://www.youtube.com/watch?v=JVZkQ58I4dI
https://www.youtube.com/watch?v=GHZbbNym56k
https://www.youtube.com/watch?v=QztoE6zV_iY
https://www.youtube.com/watch?v=p6YkZdvjp7M
https://www.youtube.com/watch?v=3zb9JeSkGUU
https://www.youtube.com/watch?v=3pIJ3D3yQik

Nice collection.

Time for a long, boring write up about normals, my favorite. Almost all of his normals are amalgamations of his SFIV normals. Though fewer in number, they make up for it in utility.

Edit: Updated moves with frame startup. Thanks SimSim! I’ll also add the USF4 frame startup for comparison.

St.Lp: 3F startup. Is a mix of SFIV St.Lp and B.Mp. Has a very large hitbox that covers Sim’s upper back and upper front. Chainable. Good for anti-air crossups. When cancelled on an air opponent, cancelling into flame sets up a meaty attack. Combos into EX flame on hit and lp.flame on CH. St.lp had 4F startup in IV.

St.Mp: 12F startup. Is a mix of SFIV St.Mp and St.Mk. It has a deceptively large upper hitbox that feels like SFIV st.mk, which makes it very good at stopping jumps from a distance. Both St.mp and mk had 9F startup in USF4.

B.Mp: 8F startup. Is a mix of SFIV B.Mp and B.Hk. Really good anti-air. The hitbox covers a wide area in front and above of Sim. No longer hits behind like in IV, but more than makes up for it by hitting so far above his hurtbox. This move had 6F startup in IV.

St.Hp: 20F startup (wow). Is a mix of SFIV St.hp, D/df.mp, and D/df.hp. Low profiles, most range, hits low. The only downside is the slow startup. I can live with the recovery. In IV, St.hp had10F startup, D/df.mp had 12F startup, and D/df.hp had 14F startup.

B.Hp: 12F startup. It has many setup and combo possibilities. Hits at 45 degree angle. Awesome hibtox, but easily gets stuffed in early frames of activation. Can be cancelled into specials. Is a CC. It can combo into Hp.flame on the ground.

St.Lk: 5F startup. Not as good as SFIV B.lk. It has less range. It should hit low so Sim can combo from lows. In IV, B.lk had 3F or 4F startup. I was never sure on that.

St.Mk: 10F startup. His best poke, IMO. Is a mix of SFIV St.Hp and St.Lk. Great range coupled with a really good angle of attack. It recovers fast enough to block a jump in after it whiffs. St.lk had 7F startup.

B.Mk: 6F startup. Feels identical to IV except it had 5F startup.

St.Hk: 16F startup. Needs less startup. The only redeeming quality it has over St.Mp and St.Mk is that it’s a CC normal.

Cr.Lp: 4F startup. Is a mix of SFIV Cr.Lp and Cr.Mp. It has really good range for a jab and is chainable. It can combo into EX.flame and Lp.flame on CH. This move greatly improves his up close game.

Cr.Mp: 8F startup. Has a wide, 45 degree area of coverage with a good hitbox against aerial opponents. It covers an area that B.Hp doesn’t and further away than B.Mp or St.Lp. This is his best AA, IMO. Is cancellable. Good setup possibilities.

Cr.HP: 8F startup. Is a mix of Db.Hp and Db.Mp. Is cancellable. Great new addition.

Lk.Slide: 4F startup. Almost the same as SFIV except it’s not special and super cancellable. This move had 3F startup in IV.

Mk.Slide: 7F startup. It feels almost the same as SFIV. It doesn’t seem to travel as far, but it feels like it has better hitstun, making it safer at better ranges. This move had 5F startup in IV.

Hk.Slide: 12F startup. His most improved normal. It has a much faster startup and definitely isn’t -18 frames on guard. It feels like it can be made safe at range. It actually has 2F more startup than in IV. It travels much faster. That’s why I thought it had faster startup.

J.Lp: 4F startup. New sniper. Is definitely punishable on hit from a jump back, probably by the the entire cast.

J.Mp: 6F startup. Feels the same as SFIV J.Mp except that I don’t think it can hit grounded opponents from an IAT. I tried to land it and couldn’t get it, plus I was watching Champs twitch archive and he never landed it once as far as I saw. There were quite a few instances of it just clearly going through a standing opponent walking forward. This definitely needs proper testing.

J.Hp: 7F startup. This moves hitbox makes AE Yun’s palm hitbox look like a center for ants. It goes above, in front, and below. Capcom said fuck it and gave Sim Haggars pipe. I love it.

J.Lk: 4F startup: Is a mix of SFIV Jb.Lk and Jb.Mk. Good crossup move.

J.Mk: 6F startup. Is a mix of SFIV J.lp and J.Mk. Good instant overhead, but very punishable. Nice downward angle and faster startup than J.Hp.

J.Hk: 12F startup. Crazy range. Best for jumping opponents.

Drills: 12F startup. All significantly improved with faster movement speed, landing recovery and/or improved hitstun, and lowered or possibly no height restriction. 12F startup in IV.

No need for assumptions! Update posts with this frame info: https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?pli=1#

Thanks for the write up:)

Alright SimSim! I updated the write up. I didn’t know frame data was floating out there. I was pretty close and right on the money with a few of those guesses, but that St.Hp blew my mind. It has twice the amount of startup as SFIV St.hp!

I think some of the Frame data is off, namely the startup values of EX.Flame, Lp.flame and Mp.Flame. Lp.Flame can combo from lights on a CH and it’s listed at 13F startup. EX.flame is listed at 14F startup and it can combo from lights on regular hit. I think EX.flame and Lp.flame startup should be switched around. Mp.flame really doesn’t feel like 18F startup. It was 17F in IV and could only combo from mediums on CH. Mediums either have greater hitstun, or the 18F startup value is incorrect. I think it’s the former.

I was surprised at the 15F startup of yoga fire. It is faster overall because it recovers faster, but it’s 15F startup instead of the 12F I guessed.

Still can’t get over how amazing this guy looks.

~standing ovation~