Dhalsim improvement thread

i havent played it, im just theoryfighting on srk like everyone else hah. (meaning i watched vids of the vegas tourney/build) i hope im wrong, but with the combos ive been hearing for makoto/dudley (new characters basically,) i can see sim having a nightmare basically heh

Hehe, I agree- but, I might have to forsake my Sim roots and main Dudley, simply to REPresent the UK xDDD

I can’t wait to see what tweaks sim has had (if any), but I hope he hasn’t been destroyed (kinda like Gen) as he was the man for me from SFIITurbs to now (except during 3S where dudley was my God).

I hope the tweaks resolve issues in Yoga Blast and drill/mummy more than anything else- don’t forget, Dhalsim is pretty damn solid as is! I don’t want him to be fundamentally changed, just do something about the normal versions of yoga blast as they really are a joke! A larger flame and shorter startup frames would be perfect, and make the move viable.

I would like more info on the new ultra too- it seems good, but if it can be used when combined with IAT then it will be Godlike (which I think it will be a viable method of using the ultra, maybe even the only way if its an air-to-ground grapple)

At the vegas event, you could IAT to the new air ultra, but unless the opponent was in the middle of a move, it can be blocked. Maybe you can hit-confirm with air HP then cancel that into the ultra… that wasn’t tried. The drills in the vegas build were no different than vanilla. If 'sim is pushed towards his Alpha 3 incarnation, with faster recovery on close normals and some good / fast drills, faster starup on LP fire, and he’ll be hellishly improved and may stand a chance. 'Sim on the attack makes a lot of people back-pedal.

I’m iffy on the new ultra. It’s not going to do much good in a majority of the fights, as his current ultra is just too useful in a dozen ways more than just dealing damage.

I really wish they’d change the flame input as well. I miss QCB. 'Sim was never supposed to be an input / timing intensive character, but a predicting / analyzing intensive one. MK xx Flame is so bnb… and so stupid to get the timing down. :mad:

Yeah, the only reason flame was HCF back in the old SF2 days was so that it wouldn’t overlap with Yoga Fire. After they changed it to HCB it didn’t really make sense for the move to remain half-circle, because it couldn’t possibly overlap with any other move anymore. Sirlin had the right idea IMO when he changed both Flame and Blast to QCB. Not a big deal, but it’s definitely less awkward.

Yeah, I definately agree with the QCB motion- I raised that issue a while back, when SF4 was released console side. It’s not like anyone is going to complain that its overpowered to do that…I mean shoto’s get shortcuts and QC’s…why can’t sim?

If the new ultra is blockable, then it will be useless to many players, UNLESS you can combo into it (so a hit confirmable ultra, as opposed to a grapple ultra that can be blocked (is there such a thing??? Like able’s COD??) If it can be combo’d into, then I believe it will be very useful, as timing an IAT just before a FB hits isn’t a hard thing at all, once your opponent is already on his ass.

I think the new ultras viability will be conditional on these things and damage aswell, because low damage = pointless (imo) as the current ultra is low damage, but very very versatile.

…ahhh well, we can but wait!..and that is proving very difficult lol.

hey look what i found: [media=youtube]RvlxfmirviM&feature=related[/media]

I’m happy with HCB, at the very least you can be proud that you can accomplish using it in his BnB. The BnB isn’t really that hard once you get the timing down. Btw, isn’t Dhalsim’s Yoga flame half circle back in Street fighter II? (I know inferno super is 2 HC’s back in HD remix)

Even though Sim’s ultra meter was not full in that video, it seems a little on the weak side still to be useful enough. I understand he’s not suppose to be a power-house, but the damage it does over catastrophe seems miniscule, considering all the set-up’s Catastrophe has and how great it works on characters who are down.

Exactly. Catastrophe is TOO useful to consider dropping it. Of course we’ve not played for real yet, so maybe there’s some matchups that will be better suited for Shangri-la. If it grabbed ground or air targets… then it would be seriously potent.

As is, I can see the fireball -> IAT -> Ultra mixup, but if that’s it, I’d rather have gotten a multi-hit drill and call it a day.

That older vid linked was disappointing. S.kill didn’t go into anything useful about the “other” improvements, which are of course what we really want to know about. =P

Judging on that video…I think it’s safe to assume I will be using catastrophe still! There looks to be an increase of 10-15% damage on catastrophe, but that just does not justify using this- especially when you think how easy it is to link super off the ultra currently.

Besides…one of the most satisfying things, for me anyway, is IAT bnb knockdown -> ultra -> IAT mixup bnb/feint into super. It’s what I freakin play this game for!!! Lol.

Yoga Flame was always HCF in the SFII series. To avoid further overlaps with Yoga Fire (presumably) Capcom changed it in SFA2 to HCB.

When Sirlin rebalanced ST, he decided to follow the SFA approach and make Yoga Flame HCB, but he went one step further and changed both flame and blast to QCB, and also changed the super to HCBx2 (he didn’t want it to be QCBx2 because he felt it made it too easy to be used as AA):

"To encourage people to actually try to use the upward yoga flame, I set the motion to qcb+k, and it really did feel much better. But then I painted myself into a corner. Shouldnt yoga flame be qcb+p and the super be qcb x 2 + p, to be consistent? It borders on violating the scared to make yoga flame not a half circle, but that upward yoga flame sure feels good on qcband qcb+p feels pretty good for the regular yoga flame. Its tough weighing the history of the series with whats practical today, but I chose to shorten both versions of yoga flame to the qcb command.

I tried the super with a qcb x 2 + p command also, but the shorter time to perform the motion gave Dhalsim too good of a damaging anti-air attack. Its now half-circle-back x 2 + punch."

I’ll just be like Obama and hope for change on this one.

Looking at this video --> [media=youtube]6ua9ja_PosE&feature=related#t=1m44s"[/media]

It seems that b.mk xx flame MP will still not connect. Probably the same thing for flame EX :frowning:
In sf4, if you counter hit with b.mk you can combo the medium/EX flame, but it’s just something you cannot predict and use. Damn!

I still don’t like trying to take anything away from the demos they’ve shown so far in terms of what’s new or changed with a character, as they were mainly shown to show off the ultras.

I actually kind of see some potential in Ultra 2 for Dhalsim in some match ups. Rufus coming to mind since he’s probably Dhalsim’s biggest nightmare, pretty much starts his combo’s with dive kick all the time and uses it very much for pressure, you can use it to get out of a corner while getting some nice damage. Shangrilla could be used to get a whiffed Dive kick. Although you can only use an ultra so many times in one match <__<, but at least maybe it might just help enough to make the Rufus match up somewhat easier? If Shangrilla can work against Lariat (at least not on the start-up invincibilty), then that could be incredibly awesome cause you could neutral jump and not always get hit by lariat no matter what you do. What Seth said about Dhalsim looking good for SSFIV might not be bs. His worse match up’s might not be as bad now assuming the move has a fair amount of damage.

Guess we’ll see.

I’m tired of playing keep away with Dhalsim. It’s boring and not too entertaining. His combos are few limited, and while exciting to watch at first, gets stale really fast. He’s a boring character to play for me…

Maybe 3 frame c.short perchance?

Thennnn… don’t… play him?

Random Never Gonna Happen Idea:

Give Sim the ability to instantly recover from a normal teleport by canceling into an EX Flame/Blast as soon as he re-materializes. Cost - 2 EX bars.

Also, anyone know the inputs for shangrilla?

I’m not sure if this has been answered already but has Dhalsim’s ultra been fixed when he can be thrown out of it. I rmember telling a guy at school about the complaint and he said it’s fair since Dhalsim can combo it into his super, but he didn’t bring up that Gen could do the same thing. I didn’t realize it at the time, but if I did I would’ve brought it up.

Every single character, with the exception of those with grab supers, can combo into super.

Please say you’re trolling.