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

The thing that really annoyed me most playing as Sim, was the fact you can’t chip kill people in SFV. Keeping somebody full screen and at 0 health, but not being able to finish them, was mildy jarring for me.

Right now, he looks nothing more than a training dummy for showing off how the game is good aesthetically with all those strechy moves of his. He’s in need of some serious buffs, else he’ll share the same fate as SF4 Sım.

Just out of curiosity, what are you basing your opinion on? Is it mere observation, or did you play Sim extensively during the beta?

Don’t know myself, but all the Sim top players are saying: He doesn’t suck like in SFIV, but he is on the weaker side among the cast. He has the heighest execution barrier and learning curve, the least life among the male chars and has to work that much harder than the other characters. Not to mention that F.A.N.G aka. Sim on crack, will be released. If we are to believe the inside info and footage, he looks like he will render Sim useless:p

I will still play Sim and try to make him good, but still feel lile he needs some solid tweaks here and there:)

The most troublesome thing I noticed in the beta was how the priority system interacts with Dhalsim specifically. It’s very easy to crush counter him if he is not committing to slow heavy normals.

Otherwise, he seemed like he had enough levers to tweak that they could make him worth the spot. But that point seemed like it could become a major problem for him later on down the line.

It’s based on observation of a handful of players giving him a go in Beta 3, including tournament-level players such as Filipino Champ.

I’ve never played Dhalsim compatitively in any SF before, but he’s always piqued my interest as a unique character with a toolset different from the rest of the cast. Now not only is he not unique anymore with the inclusion of FANG, but he seems to be suffering from what he always used to: low health, low damage output, lack of any good “get off me” moves etc. And to make matters worse, this time around he doesn’t have a horizontal fireball outside of an EX to set the pace of the match. Also, no chip KO probably hurts him the most in the game (along with FANG, but he can at least keep the opponent away and can also pack a punch mid-screen). Sure, no Focus Attack helps him tremendously when compared to SF4, but the aforementioned problems make up for the lack of it. I swear it’s the system mechanics that hurt Dhalsim more than anything else since SF4. Therefore, he needs some solid moves to compansate for it, but guess what, he doesn’t!

Fang isn’t going to play anything like Sim. He just happens to also be a ranged character. I think they will have different matchups they excel or struggle in as the areas they effect on screen are completely different from each other. Fang has movement, but he can’t be in the air or basically any part of the screen as easily as Sim or has his limb range.

Will Fang be better than Sim? Probably, but they won’t play much alike.

Maybe they should just go ahead and give Sim the Super Skrull command grab :wink:

Yeah, everyone and their mothers have a command grab in this game. Why shouldn’t Dhalsim, the one character most in need of tools to make him better, have one, too?

care to point to me how good is FANG’s tp?

I can’t wait for the reasoning behind people saying Dhalsim is not unique because FANG has better fireballs than the entire roster.

Also, Dhalsim has low damage output? In SFV? What? Are you basing that on people who do nothing but IATP j.hp, b+mk, yoga flame?

Lack of any good “get off me” moves? IATP not good enough?

Dhalsim is designed as a mixup ranged character. You’re supposed to make use of his tp. Not stay back all day and chuck fireballs and press buttons. For that you have FANG.

I swear that the people who complain about Dhalsim, are the people who don’t understand how capcom designed him in SFV.

characters that have a command grab: Necalli, Laura, R. Mika, Zangief, Vega, Birdie
Characters who don’t have a command grab: Dhalsim, Fang, Ryu, Ken, Cammy, Chun-Li, Nash, M. Bison, Rashid, Karin.
Everyone and their mothers…

Dhalsim isn’t in need of anything other than a faster b.hp.
He has all the tools he needs.
All characters do.
What next? Going to complain that Zangief doesn’t have a fireball?

Well FANG has a cross through dash.

Fang doesn’t only have the best fireball, he has the same arc (just better) and 2 fireballs, so yea, it sucks for sim.

Agreed, Sim didn’t do little damage, but the iat combo just with cr. Hp instead of b. Mk is still his bnb damage? His cr. Hp to b. Mk link is iffy after a tp.

Iat is not a get off me move as you have to go airborn and it is a run away not get off me move… Doesn’t help much in the corner (as opposed to fangs ex dash and vreversal). Also his grounded tp can be thrown during start up and has recovery that is easy to os against.

They are not completely similar, but I feel FANG does what Sim wants, just better)

Umm, no? It’s always been the worst tool in Dhalsim’s arsenal to be used as a good “get off me” move. Lots of recovery afterwards, not as far away from the opponent as you’d like to be and whatnot. For the rest of your answers, @SimSimIV summed it up well enough.

Why not? Weren’t you dumbfucked when you learned Vega is no longer a charge character and has a command grab now? No? Why would you be if Zangief had a fireball?

Ok here is another idea, what if Sim were to get a DP ala Axl in Xrd. For those that don’t know, Axl is a character that plays very similar to Sim. However, Axl has a DP that doesn’t leave the ground, meaning it has a small horizontal reach and therefore is easy to bait/backdash. I’m not saying Sim needs any of these things, I’m just seeing how the community would react. I understand GG is a lot more offensive than SF so Sim with a DP could be a bit OP. Anyway it’s just a thought.

1st, 2nd and 4th are my favorites.

Dibs on 8 :slight_smile:

I agree that Sim cold use some buffs, but I don’t think he’s anywhere near as bad as you think he is Super Sonic.

We’ll need to see some more of FANG before we can conclude that he can zone, run away, or trap better than Sim. My guess is that both characters will excel at different aspects of the aforementioned playstyles. I disagree that Sim has low damage output, relative to the rest of the cast he does, yes, but his damage output is very good. Once you factor in stray hits, mixups, combos, VT traps, etc, his damage is quite good I feel.

Sim would most certainly be broken if he had a reliable “get off me move.” The general system changes favor Sim greatly in this respect (weak vortex, backrise, few HKD, V reversal).

Sim controls the horizontal quite well with his limbs alone, not to mention he’s actually good upclose now. I do think they should be buffed some, but they’re definitely good at controlling the horizontal, just not as good as IV. IMO, if focus wasn’t in IV, Sim would be one of, if not, the best character in SFIV. His normals were very well designed to control space on the ground. He just had no solid workaround of the focus mechanic and he had far less control of the neutral because of it. I think this is the reason why they slowed down his far pokes so much and why there is no SFIV st.lk equivalent. Sim would be too dominant.

I think his Fireball is underpowered in the sense that they have limited placement on the screen. A regular hori FB would be better, but it’s pretty damn sweet to swat someone out of the sky. His FB is still good at controlling space, you just have to go about using it differently. In IV, one of the primary uses of of Sim’s FB was to set up an opening attack for a normal, whether said normal was an anti-air, air-to-air, or ranged poke. In V, I feel it’s more about using Sim’s normals to setup a FB, to setup another FB or normal. What I mean is poking at range and when the opponent doesn’t want to come in, throw a FB. Don’t even try to hit them sometimes, just try to close off parts of the screen for them. If they’re full screen or near it, throw out a LP or MP fire and get some real estate back.

Wishlist (yeah another one):

Faster startup on ranged normals
St.Mp 12F>10F
St.Hp 20F>14F
St.Mk 10F>9F
St.Hk 16F>13F

Lk.slide special and super cancellable.

St.lk hits low.

Yoga Float being cancellable from air normals, except j.hp. Air normals can only be cancelled once in the air and not after a teleport or grounded Yoga Float.

Lower height restriction on Yoga Float and Yoga Gale. Around Ryu’s standing height.

Yoga Float startup changed 29f>15F or the leg is invincible on startup.

Yoga Fire gains kick strength variants

Lk. fire- follows a similar trajectory to Lp.fire, but lands in between Sim and Lp.fire.

Mk.fire- follows a similar trajectory to Mp.fire, but lands in between Lp.fire and Mp.fire

Hk.Fire- follows a similar trajectory to Hp.Fire, but lands in between Mp.fire and Hp.Fire

Sim definitely has better damage and conversions in V than he ever did in IV.

FANG is a character who calls you out with poison and has to work to maintain an advantage. Dhalsim has to work to get a lead but his limbs and mobility make keeping that easier for him.