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

Sim fights the hadoken war much better now with his changes. Lower recovery on Yoga Fire, st.hp 16F startup and lower recovery, faster Float startup, VT doesn’t go away of you get hit (this will be a major improvement against slow fireballs, you can slide under them, cancel into VT, get hit and the flame carpet still comes out).

I sometimes forget this guy is in the game, such a shame a character as fun and unique as he is doesn’t tend to get used.

Anyway, I’m looking to start playing him alongside Zangief & F.A.N.G and I was wondering if anyone had any advice pertaining to using him and how to deal with certain scenarios? I’m rather unsure how to approach using him efficiently in SFV.

For example:

  • General gameplan
  • Dealing with close range
  • When to use which attacks where
  • Should I pressure a lot with Yoga Gale?
  • Should I make maintaining a far distance at all times my priority
  • Or should/can I be more aggressive using his Yoga Drills?
  • Is his V-Skill a good way to pressure the opponent?
  • Should I conserve meter for Super and V-Trigger?

Etc.

I’m only a mere Ultra Silver rank and I’m going assume most of you are a lot higher so any advice is truly appreciated!

Dhalsim sooooo needed more plus frames on Gale.

This thread is beyond dead :’(

I don’t have SFV anymore, but I was thinking of getting it again. Dhalsim waz my main. I looked over the changes and they seem pretty nice. But one thing I’m worried about is the startup increase of j. hp. I’m not the best at timing and execution. One common strategy is instant air teleport into j. hp. But I remember sometimes I’d do the j. hp too late and the hitbox wouldn’t come out before I hit the ground.

Now that it has a longer startup, I’m worried it will exacerbate this issue and make it even harder to properly execute. Anyways, my question is: Does anyone find this to be the case, or would you say that you still feel comfortable doing instant air teleport to j. hp?

Yes j.hp startup nerf is a real problem in Season 2. That nerf was totally uncalled for. Because of that he lost the ability to instant overhead with it, which was a great way to end rounds.

I lost a few rounds/games because of this in the early days of S2. I thought I was mistiming the J.hp, but I remembered the added startup.

How on earth does Dhalsim deal with Ibuki?

Has dhalsims air super been fully explored? Never seen it used or even discussed.

You can cancel instant air gale into it lol…got be some kind of use for it right?

no
:coffee:

Soooo what’s the word guys? are we dead?

Any new tech?

we are getting a brand new low attack with the upcoming patch, so there’s that to look forward to

overall though sim has the same problems as ever and a new low won’t stop characters like rog and rashid from mauling him, even though it will be very good to have

if you’re looking for tech I recommend joining the dhalsim discord; this subforum has always been uneventful

Dhalsim thrust kick
Down Back MK.

It’s special cancellable.

-2 OB +2 OH (Unconfirmed)

Updated:
https://www.youtube.com/watch?v=B0TNRPdkJtc&feature=youtu.be

If anyone is good to great with the character inbox me or just send me a PSN message me.

My PSN is BV_ZeroCool and I play Akuma. Just looking for some MU experience against these rare characters. Sim is by far my worst match up.

Thanks.

Glad to see the Dhalsim forums are as dead as ever even with S3. I’m gonna give him a whirl again. It’s fun playing a character that doesn’t have to obey the meta as much. VT2 seems like a lot of fun.

Oh and just to let you all know, I now own the Dhalsim forums. If anyone wants to post here they pm me first to get my permission.

I actually just played some sets as Sim and I liked him a lot. I’m going to try him out for a bit, but I have a lot of work to do with him.

Is there any tutorials/google docs that are updated for or relevant to S3?