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

And bad matchups are often the mark of a game with diverse characters and playstyles.

I can’t see Gief V-Skill’ing the entire match watching his life becoming white chip damage, imagine how boring would that be

[I’ve read some posts saying that Sims limbs look slower in startup and recovery, I don’t think thats the case across the board. The only slow looking long range limb he used was his downward kick. It makes sense that move would have longer recovery because it looks like a low attack. Sims long range low poke in SFIV was d/df.hp. It’s startup was 14F with 21F of recovery.

[url=“https://www.youtube.com/watch?v=H9RVb_97fBs”]https://youtube.com/watch?v=H9RVb_97fBs](https://www.youtube.com/watch?v=H9RVb_97fBs)

7 sec: Looks like it might be St.Mp based on animation and pushback on hit. Looks similar to Necro’s st.hp. The startup looks similar to SFIV st.hp which is 10F, the recovery seems quite similar to IV levels as well. I’d put it around 14F to 17F recovery.

8 sec: It looks like a redesigned st.mk. Seems to hit low. The startup looks to be around 12 to 14F. Recovery is around 17F to 20F.

9 sec: Short slide still starts up at 3F

11 sec: Much more hit stun on on drills. If you land a drill at that height in IV, Sim is free to almost anything. He was able to beat Giefs SPD with a back teleport.

12 sec: Sims second drill hits at the ankle. He then does a jump back fierce that beats whatever Gief was trying to do. I’ll speculate that Sim was plus on hit quite a bit, because once you factor in jumping startup frames and jump back fierce startup frames, he beat clean whatever Gief was trying to do.

17 to 19 sec: His Vskill is dope. He can levitate in the air and cancel into specials and normals. I know he can cancel into yoga flame, but I’m not sure about Yoga Fire. His j.hk hits at a higher angle. The startup of his Vskill on the ground starts with Sim standing on one leg and elongating it, much like Yoga Tower. I think it’s invincible like Yoga tower and he’ll be able to avoid fireballs, throws, low attacks, and most mid attacks.

20-21sec: Redesigned j.mk. It now hits a steep angle like SFIV j.lp. B.mp is pretty much the same. The startup on Yoga Flame is much faster than SFIV. It seems to be at Omega startup.

22-24 sec: Yoga Fire’s recovery is much faster than SFIV. It will most like follow a different trajectory based on button press. Redesigned j.hp. IDK if it’s jb.b.hp or jb.hp. Hopefully his long range Yoga Sniper is still intact. B.mk is the same.

25-27 sec: V trigger has been discussed (more on it later down below). Redesigned cr.mp. It’s a single arm attack that hits at a near 45 degree angle. The startup appears to be around 7F-9F and it is special cancelable. It reminds me of Necro’s cr.mp.

30 sec: EX Yoga Flame startup is much faster than SFIV. Causes a launch on hit. Can combo in the corner, not sure if a followup limb can be used outside of the corner like in USF4.

31 sec: New long range two arm attack that hits at a near 45 degree angle. I believe that it’s a redesigned b.hp. Special cancelable.

32-33 sec: EX Yoga Fire recovery is much faster than SFIV. The startup and recovery on HK slide is faster than SFIV. The recovery appears to be much faster.

34-35 sec: B.mp can be canceled into V Trigger. The first hit of V trigger is a direct hit and causes a soft knockdown! Hello setplay. His forward dash is much faster than SFIV.

36 sec: Redesigned db.hp. Has more range and could possibly hit low based on Zangiefs reeling animaion (I also loosely base on the new db.hp looking similar to the SFIV version). It could be a target combo leading into b.mk, but most likely it’s a link.

38-39 sec: We see grounded V skill canceled into EX Yoga Flame for a corner combo.

41-45 sec: His CA will most likely follow a trajectory based on button press. It may have some tracking properties like Oro’s Yagyou-Dama.

Gonna post some thoughts and ideas later.

here is some sim gameplay. https://www.youtube.com/watch?v=WzM0UhYubrA&index=1&list=PLbiHEMgy-HocS3IkJ1AzR--dIJM6ThyvA

awful player though

I’ll admit it… New Dhalsim grew on me. lol

Dhalsim is being designed for a game with no focus attack. Zangief gets a two hit of armor focus. I’m somewhat doubtful the matchup will be too skewed

He hops on one leg as his walk animation. I guess he needs to have one leg free for quick reactions.

That Dhalsim player was still pressing more buttons than back when Vega was revealed in Germany and all we saw was jump back light kick. Like I actually learned some things here.

Probably the same as the one in Sim Alpha 3 stage

Just like Gamerbee was Focusing all of Infiltration’s Chun-Li Fireballs into Elena Healing?

Sometimes you gotta fight lame with lame.

That match would have been completely different if Infiltration had simply chosen u1

Yeah the walking animation is awkward as hell

I still have no idea what he was thinking for that. He should have held off on Kikokens until he had a super stocked.

So the video gave me some info:
-Dhalsim’s st.HK (now a horizontal kick instead of angled) is a crush counter
-I think he has less health than Ryu? He seemed to die pretty fast.
-VT, despite having a hit, looks pretty punishable. Save it for knockdowns and juggle enders in the corner.

Dhalsim is actually one of my favorite characters to watch in SFIV when played at a high level, so I don’t understand the hate that he usually gets. Seems like he’s gotten a healthy number of changes this time around. I’m also really digging that facial hair.

Dude died fast because he blocked with his face and used long range normals at close range. But 'Sim typically does have less health, so unsurprising if that’s true.

So from the footage I guess Sim doesn’t have far and close normals? The player was bound to get one far jab out if he has one with all the mashing he was doing…

His tools are definitely interesting though, I look forward to messing around with him in the next beta :smiley: and Dhalsim was one of the characters I never wanted to try but he gives me a vibe similar to Amane from Blazblue this time around, alongside Dormammu stuff as well as some Luffy normals from the One piece games. I can dig it.

His walk looks retarded though lmao, put your godamn leg down to walk at least

He dies in a corner, like the waste of space he is :wink:

Based on the game play footage here’s what we can decipher and speculate:

Normals:

[list]
[] s.Jab (?) - Looks like his overhead from SFIV. Fast start up and range isn’t too bad.
[
] s.Fierce - Visually looks different and has less range than other versions. Recovery looks a bit long but probably intentional for whiff punishing. Whiff punishing in this game is generally easier due to longer recovery times on normals.
[] f/b+Fierce (?) - Standing anti-air shown in the trailer that hits at a 45 degree angle. Start up and recovery looks surprisingly fast and we know it’s special cancelable as well. It wouldn’t surprise me if this was a crush counter as well and he could get some juggle combos from it. It also wouldn’t surprise me if this whiffed up close to a grounded opponent.
[
] s.RH - Horizontal range only instead of the 45 degree angle. Range looks like it’s just slightly less than 2/3 of the screen. It’s also his crush counter which is really important. The start up isn’t too bad and the recovery on whiff looks like it would be hard to whiff punish. On block it looks really negative though so you need to do this at range. Since it only travels horizontally it also give the opponent to jump in if they read/react correctly.
[] Slide - Not sure if this is just cr.RH or df+RH but the start up looks fast maybe slightly slower than Vega’s. Travels a set distance and is probably really unsafe on block at close ranges.
[
] s.Short/Forward (?) - Hits at a downwards 45 degree angle. The start up looks kind of on par with his standing heavies
[] j.Short/Forward (?) - Hits similar to s.Short/Forward where it hits at downwards angle. Recovery looks bad so need to do this while descending from a jump for maximum safety.
[
] j.RH (?) - 45 degree angle similar to his old s.RH. Lots of recovery on this move so don’t do it during jump ascension
[*] j.Fierce - Shown in the trailer for the ‘Yoga Snipe.’ Looks like a great air-to-air move especially when retreating. The start up looks pretty fast as well.[/list]

The grey damage he deals off of heavy normals is kind of small. It’ll probably add up if you make them block a few and then take a hit. However, the opponent gains a decent amount of v-gauge from this. It could be detrimental for Sim to be zoning with heavy normals for an extended period of time, especially if he doesn’t land a hit to take away all that grey life he’s dealing.

Specials:
[list]
[*] Yoga Flame - Looks like strength will determine the angle he spits it. Fierce might be upwards 45 degree angle. The upwards one doesn’t cause a knockdown on hit on a grounded, even on counter hit. It does cause a knockdown if it hits an airborne opponent. Regular forward Yoga Flame looks like it causes a knockdown on hit but this might be CH only. [/list]

V-Trigger:
[list]
[] The initial damage it deals upon activation isn’t too bad considering what it’s meant for.
[
] Worth noting that if you do a knockdown and put V-Trigger on top of them they don’t take grey damage until they recover and have the visual glow on the opponents model. [/list]

his jabs chain too. Dhalsim has an up close pressure game now.