I’ve been playing Dhalsim a fair bit. I hated Sim in 4, tedious and boring as hell to play with nothing exciting to offer.
Holy fuck they made him so fun in V and he’s actually crazy strong to boot, especially considering no more disgusting focus mechanics to hold him back. I watched Art and FChamp and basically replicated what they do but I don’t know why they do a lot of it, the instant air Gale(That’s the air Yoga Flame thing right?) is something I use but have no idea why, is it + on block or does it just catch a lot of mashing? But how + are we talking? I’ll chip in here every so often, he’s gonna be tertiary character that I dick around with a lot. I couldn’t see myself playing Dhalsim for an extended amount of time, I’ve never been into stretch characters until this version of Sim…and I’m rocking the sweet pink colour, managed to beat hard mode.
You sure? On back roll I can get it no problem but on normal wakeup, no joy. Pretty sure I’m doing it as tight as possible. I have Karin set to reversal cr jab on wakeup and I’m getting stuffed every time on normal wakeup? Video here
Also, some inconsistencies when trying to IAT fierce after a flame ; sometimes it trades, sometimes whiffs, sometimes I can get it to work but its finnicky. Is my timing off or is this just hard?
This was a few betas back iirc, and I’ve not done any testing with it lately, but after a forward throw, a meaty LP instant air gale could leave you at like +12 on block (source FChamp).
Sorry, I just assumed you were talking about hard knockdown. The fast wakeup seems to be a bit to fast indeed.
Maybe you can mk slide into instant gale? Would that hit meaty?
An excerpt from my recent sets vs. a friend as Chun-Li, then switching to Dhalsim. I think I have the traditional Dhalsim gameplan of “annoy everyone to the point of tears” down pretty well.
“eXtonix: i can’t do shit in the corner
eXtonix: jesus
eXtonix: wtf
Froztey: shes insane
Froztey: a lil too crazy
Froztey: i think its all down to your spacing why you have a hard time
Froztey: found something out about sim
Froztey: that air fire thing is like
Froztey: +12…maybe
Froztey: lmao
eXtonix: yeah, i am fuckign done with this night
Froztey: LMAO
eXtonix is now Offline.”
I wish I was a better stretch player but I kinda suck at some aspects, I’m just really bad at controlling the air with his normals for one.
And one more question, if a player is walking back and you do the PPP teleport what’s usually the best course of action? I’ve been having weird scenarios happen because walk back seems to stop the cross up.
You know what’s funny. I recently took the time to read this whole thread from page 1 to page 19 and basically it’s from “QQ Dhalsim sucks” to “NO we will get nerfed to the core”.
I don’t really think he’s op.
Yeah, he now has new tools to be more aggressive, but if you consider the learning factor and how (i think) he suffer pressure from characters like Cammy, Mika and karin i think he’s a very different sim, but i don’t think he will become top tier. We’ll see, is too early to say but for my casual level is a good character.
I played a local Rashid last night who just won a tournament in Memphis, and man, it’s tough. There’s just so many long strings of attacks that you just have to respect from fear of counter hit, from multiple characters in this game. I personally blame the 3 frame normal buffer for everything coming out frame perfect and just the general sense that the devs wanted to “play it safe” on a lot of the normals by not having them be too negative on block.
It’s starting to feel like a grounded guilty gear without all the universal defensive options that make that game great. V-reversal helps in certain situations but I’ve been grabbed out of them several times. I can’t say whether the game is good or bad, but it’s certainly taking some getting used to.
I switched to octo-gate about a year and a half ago. I still use it. I did switch back to square gate after using octo just to make sure it wasn’t in my head but octo feels a little better to me.
I also switched to a heavier spring for quicker snap back to neutral, and a fatter actuator for shorter throw distance. This made more of a improvement to me than the gate.
FYI - This was when I was playing USF4 and the big spring and actuator really helped Yoga Sniper. It also made my combos for all motion chars much more crispy.
I’ve always used square, I did have a heavier spring in SFIV but I’ve just been adjusting to mostly stock parts since I got my ps4 stick. Like with anything, execution just takes time, unless of course you’re using really crappy parts.
Right now I’m on a stock HRAP 4 stick with Seimitsu buttons + silencers. I like stiffer buttons because I play very flat fingered and will hit the bottom row of buttons on accident.
Just depends on what timing/spacing you want. The MP and Hp versions have more frames of startup, and also more active frames. The biggest reason to use LP almost exclusively is that you can do them super low to recover faster. Don’t know if you’ve seen this but in certain situations Sim can actually combo two gales together. Looks like Urien when he does it lol.