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

I have been wishing for this for quite some time. Unfortunately I doubt we will see it, there don’t seem to be too many standing lows in the series

It’s been the current year for nine days now and the Sim thread is still stuck in last year. For shame.

To get some discussion going, what changes do you fellas think Sim will receive in the release build of the game and what would you like to see?

I would really love to see 5Lk hit low. Overall I really like the character, I feel he is really solid and is capable of playing the classic “lame” Sim style while also being able to get some aerial rushdown going if need be. With all that said, I do wish that he maybe had one more offensive tool (or slightly higher damage). I think giving him back his old command grab super would be amazing, or perhaps giving him a low damage, slightly ranged command grab just to add one more tool to his arsenal. I doubt that will happen but it’s good to have hope ;). Anyhow, like I said before I really like the character, his design is OP, and I think playing Sim in 5 will actually be fun as he is a legit threat. For fellow USF4 Sim mains, our days of misery will soon be in the past.

I watched a bunch of Art’s streams and a tiny bit of FChamps but it still seems nobody’s taking full advantage of his expanded air game yet. Vskill I think will expand the mind games a lot, and they gave him the air flame to help protect/keep opponents guessing. His drills are still decent but they still look like they might have too much recovery. I wish he still had mummy, too, as I felt drills were getting beat a lot. Still have no idea what air CA will be good for, though. I feel like capcom was just like “why not?”, but eh. Grounded CA doesn’t even seem too great, but there are definitely some uses.

Overall I think he uses meter more for ex fires, and probably some ex flames for juggle or carry. I like the slide cancel into VT but it seems more useful to use gauge for reversal – I think it’ll be necessary part of sim’s game plan. So I don’t see too much changing in the release build, but maybe he could build V gauge a little easier? He’s got plenty of good options though.

I like where he is so far. His neutral game is completely different from the other cast since he’s an airborne character in a footsies game. Will need to see him flesh out before I decide what he needs or doesn’t need.

One thing I’d really like to see (although I doubt it will happen) is for Dhalsim to get his 4 Hk back as it was quite reliable as an AA in 4. In 5 his ranged AA game is really on point, but if they happen to slip into a range where you can’t reach them, he doesn’t have much (that I know of) in terms of close range AA. I suppose that is the trade off though: capable of locking them down from range but not able to do much if they get out.

st.LP for close-close range, and b.MP for close-mid range.

His close range AA is even better than IV, but you do less damage. The new st.lp will beat clean crossup attacks and can still AA in front. The tradeoff is that the move itself does jab damage, but it’s still highly versatile because it can be canceled into meaty flame, meaty ex.fire, VT.

B.mp is better has a larger hitbox, but doesn’t hit behind anymore. Think B.hk above Sim’s head.

Reliable anti airs that do extremely low damage are a pretty poor option.

Your reward for hitting it is to do like 40 damage and get a slightly + situation.

The reward for landing a successful jump in is probably round ending.

This means you would have to hit in the vicinity of 95% of your jab AA’s for it to be worth the damage you take when you miss it.

Welcome to Dhalsim! Where if you don’t play near perfectly, you’ll lose the match.

I think you’re underestimating how good that move actually is. It’s a 3F move that hits top back, top, and in front. Resetting or trading with an AA is always preferable to blocking a jump in. Not to mention that he has several other viable AA that are just as good at different angles and ranges.

Low damage is just par for the course with Sim, but in SFV he can land some very damaging combos from AAing. In beta 3, CC B.hp xx Ex.fire- IAT-Yoga gale- IA Ex.Gale is possible.

@ 44:30 Arturo shares his thoughts on SFV Sim. Basically says similar stuff to what I was saying long ago where he is now an airborne charater designed more around rushdown or setups than pure zoning. First he didn’t like it, but now finds it more fun. Creates different dead zones for him etc.
http://www.youtube.com/watch?v=lZdqF0nOh8o

Can’t believe i missed out on the single day that this guy was playable in. fml
Now i gotta wait till Feb 16th :frowning: Been wanting to try him out since his reveal. Him & FANG.

That new Sim alt is pretty cool. I was kind of hoping for something a bit wackier, but that’ll do I suppose

Dhalsim
Forward Throw - Damage 110 -> 120, Stun 150 -> 170
Back Throw - Damage 120 -> 130, Stun 150 -> 200
V-Reversal - On block -3 -> -2(?)
5HP - Damage 80 -> 90
5LK - Leg Hurtbox expanded upwards but reduced drastically on lower body
5HK - Damage 80 -> 90
2LP - On Hit +3 -> +4, On Block 0 -> +1
2HP - Damage 80 -> 90
4HP - Hitbox shifted forward slightly
8LK - +1 Hit/Blockstun (?)
Yoga Flame - Juggle potential changed (?)
Sun Burst - Damage lowered 50-40(?)

So these are the changes made to Sim discovered in the datamine of Beta 4. I want to go over them and give my thoughts.

Forward Throw - Damage 110 -> 120, Stun 150 -> 170
Back Throw - Damage 120 -> 130, Stun 150 -> 200

-Standard across the cast. Good change.

V-Reversal - On block -3 -> -2(?)
-Ok

5HP - Damage 80 -> 90
2HP - Damage 80 -> 90
5HK - Damage 80 -> 90

-More damage is always good. I would’ve preferred less startup on 5HP and 5HK.

5LK - Leg Hurtbox expanded upwards but reduced drastically on lower body
-This sounds very interesting. This will be a good button to play footsies with against lower hitting normals.

2LP - On Hit +3 -> +4, On Block 0 -> +1
-Yes. Make him even better at CQ Capcom.

4HP - Hitbox shifted forward slightly
-Good.

8LK - +1 Hit/Blockstun (?)
-I wonder if it’ll be able to combo from slightly higher now. Good change.

Yoga Flame - Juggle potential changed (?)
-Can’t wait to test. It could be a nerf or a buff.

Sun Burst - Damage lowered 50-40(?)
-That’s a lot of lost damage on his super. I don’t recall the exact damage distribution, but if it’s 50x5 non charged, that’s 250 damage down to 200.

I am really scared the flame juggle potential means a nerf to either hp flame or ex flame in the juggle potential department.

The super nerf makes NO sense, since it is already really bad compared to his ex options. (Also I heard it will receive a massive damage boost in final build). Either this change is just silly or it is due to some other change to the super (frame data or something)

The Capcops must’ve caught wind of the 5HP CC Jwong combo!

I hope the flame juggle potential change isn’t a nerf, but all signs seems to indicate it will be. Hopefully they added post hit to MP flame or something.

Actually it can’t be anything with the Jwong combo, since there is no flame in that:p Gale is an entirely different move, and gale… omg it’s amazing

Yeah I know, bad joke.

I’m hoping Sim will be in the beta when it first launches.

What’s the input to make air yoga flame as low as possible? You can’t really do the input first and then jump because it doesn’t come out on back jumps. My flame comes out just a tiny bit above ryu’s hair while he’s standing.

Half circle back, up-forward + lk