Dhalsim improvement thread

im a nub, the only time I get my Mp to hit is out the air. I’ll go sit in the corner now.

My bad man I wasnt clear about what I was asking regarding the fireball but yes your are correct. In regards to the drills though they just dont see as effective but I agree a lot of that is due to the recovery is horrible if the opponent blocks or even takes the hit. The air throw was just a suggestion. In all honesty I dont even know if it would work. Typically when Sim is in the air no one else is up there with him.

I guess I would like to see faster recovery on many of Sim’s and a little more health and the ability to link more moves.

Yeah, i think dhalsim is already p.good the way he is right now. Maybe they could just make the drills a bit more usefull/safe whatever.
The new ultra seems to have huge startup though, i think its a bit to easy to jump out of it.

mr Buster, do you think new Sim’s ultra is also blockable? (I hope not of course)
In your match vs Sagat, Sagat did a jump before the new Ultra of just after?

In other words, has it got 0 startup frames?

I’m going to have a strong assumption that its not blockable. You either have to jump out, or use moves like DP’s and others in that sense.

Here’s when I played Watson Ryu… I’m also trying to find the rest of the vid on youtube when he came back with his Sagat. I really couldn’t fuck with his range and reaction.

[media=youtube]FHpGtpUtnw4&feature=youtube_gdata[/media]

It’s hard to tell from that video maybe someone better than me could answer, but when you tried ultra in the first round do you think you would’ve been able to land a j.fierce? I want to say you could’ve but it looks a little too close to tell. I just wonder what’s it’s speed compared to other jumping attacks.
Also, who else is pumped to never accidently super when you have this ultra?

I know they’ll never change this but I really wish Dhalsims super was in the same direction as his yoga flame - it doesn’t really make any sense for Yoga flame to be QCB+P yet the super yoga flame is QCFx2.

Obviously Yoga blast could use some improvement, otherwise why does it even exist?

Drills are worthless as far as I can tell.

Agreed. I don’t want anything lame like HDR’s dril/noogie bullshit but I’d like a decent combo that I can use upclose without exposing myself to c.jab/sweep by trying to do a b.mk --> yoga blast.

I wouldn’t say drills are worthless. It’s just that they aren’t GDLK like in ST but they are still pretty useful for manuvering in the air and escaping / avoiding stuff.

It wouldn’t hurt if they weren’t so utterly obsenely unsafe on hit though.

I’d love to have Noogie BS back…

But all he really needs is some more damage and stun on his normals, not much, just a little bit more and sim is golden.

the IAT > Shangrila is gonna be fun to experiment with… It’s gonna be a beautiful thing to change a fireball spammer’s strategy up a lil’ bit. Looks easily evadable though… :confused:

I think yoga tower should allow cancelling earlie. sometimes when i know my opponent is going to grab me and i did tower, they are still fast enough to counter it.

Yoga blast is useless, also make both hits for the ex version appear even when we trade hits, allow both hits to juggle.

Mummy is not entirely useless now, could improve it slightly by making opponent bounce higher/slightly less startup.

drilling kicks are quite useless due to the fact that even if it hits, it put dhalsim too close to the opponent which is not in favor for him, and techable knockdown could improve it just enough to make it not broken like the past sfs…

qcfx2 motion for his super flame is important for his slide super option select, no point changing it to qcbx2 motion to make his bnb easier to execute.

is his yoga fire further now?? i hope its 1.5 screen, opponent tends to jump behind all the way half the match when playing defensive…

I don’t know about this new ultra. I’m pretty hesitant to give up catastrophe, which imo is the best non-combo-dependent ultra in the game. It’s just got so many good uses.

It totally depends on whether they change catastrophe in any way and on how exactly the new ultra works. Will Sim’s arms and hands be invincible as he extends them to grab? How far away from Sim’s hands can an opponent be and still get grabbed? How many frames does it take to extend his hands? In the final build, will an idle opponent be able to jump out of it on reaction? Etc. I think it’s a great idea, but I’m not coming to any conclusions on it yet.

Watching some of the vids slowly, even after startup on the Shangri-la, a ryu jumped out of its grab. The hands intersected through ryu for multiple frames as he started to jump, but no contact.

Worrisome if all it takes for an opponent to evade is to hold the joystick anywhere but neutral… provided they’re not in a move of course.

Well depending on how it’s designed, it could still make for great punishment and anti-fireball use. But that totally depends on a couple things. Can Sim’s hands be hit as he extends them, or will they go through attacks/fireballs? How wide and how tall is the grab range at his hands? How fast do his hands extend? I guess it would probably be too good if you couldn’t jump out while idle after the ultra freeze, since that would basically mean you couldn’t be on the ground within whatever half screen range whenever Sim was in the air. But still, I hope it has reasonably fast startup.

Hopefully the new ultra is a good substitute against characters who are pretty much immune to Catastrophe, like Akuma with his teleports and air options. I’d like to be able to use it as an antiair like Akuma and Elf’s old ultra, especially against divekicks.

UD, you have the weirdest avatars.

Also, considering dhalsims little limbs like to get hit by everything in the sun, I don’t think shangrila will be much different :slight_smile:

from the videos i have seen of dhalsim in SSF4 it looks to me that there is an increased recovery rate on yoga fires. “i hope”

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