Dhalsim improvement thread

Right. Most of Sim’s bad matchups are against characters with good air options. His antiairs (super, ultra, b.HK, etc.) don’t work well against divekicks, flamekicks, and air fireballs. The new ultra doesn’t help him there. It’s also not a good wakeup to get out of pressure, because obviously you have to get off the ground to use it. If anything it might help him in some matches he’s already good in.

I really hope he gets that 1 extra frame of invul on EX upflame. I wish they would’ve spent less time adding new characters and more time tweaking the existing game, i.e. move buffs/nerfs and fix up hitboxes and glitches.

I think it’s still important to keep in mind that the final build has not been shown yet, at all. Still not too optimistic, but I’m not giving up hope yet.

Flames are just for combos and hitconfirming (which is pretty one-dimensional). Sometimes I use it as a meaty, meh. Needs a buff in damage/range/recovery/something PLEASE. Blast is good for trading against air attacks (for 50 damage) that would otherwise beat you clean, lol.

And I don’t know about Ibuki, but fighting Viper is not exactly fun when you spend half the time jumping to hit MP in case she super jumps. I think of the new cast though, only Ibuki and maybe Juri (don’t know much about her) should be bad for Sim. Seriously, as long as it doesn’t have a dive kick I’m good, haha.

Yoga shangrilla seems to be a pretty decent tool against characters who can jump into sim’s space without any problems.

Long shot, but here the developers are talking about changes for Dhalsim… Someone that can translate?

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Translation courtesy of neoGAF:

LuckyD’s right about BnB damage up. :slight_smile:

Noice!

Google Translate:

Japanese to English translationShow romanization

  • Please tell us about the next adjustment Dhalsim

Okada:
First character I first national champion.
Dhalsim will find you for an amazing variety of uses of those players in the development,
This is the character became more fun.
However, the overall damage and they are set quite low,
I’m reading times for less reward.
So, very high skills and player, I just have many hard part when you use it.
IV spa etc. I had only opinion I do not get stronger and be good people in power,
In the sense that as people get used to enjoy Dhalsim more
I put this upward adjustment.

Sano:
Probably not, I guess the only characters in all.
No downward adjustment of the numerical.

Okada:
Yes.
As the overall policy coordination, but I think that helped us to increase the number of turns to talk to the last
In accordance with that policy, non-spa IV Dhalsim character down and does everything a little offense
I booked into a downward adjustment.
Dhalsim, but it was too low for the original, I’m up a little offense to the contrary.
Character motion is difficult because of the proximity and regular technology and then throw to make any enhancements normally
After much requested “kick” drill “drill head butt” Su … I go to experience a little better and so on.
So close to Dhalsim loser in place of much interest I can bring,
Players that left the spa I think IV is pretty good now in place able.

  • “Yoga Fire” I want you to speed quickly, but there would suggest

Okada:
“Yoga Fire” speed is not changed,
“EX Yoga Fire” now disappear from the screen edge.
So now I can attack the most aggressive ever constructing appropriate.

  • The New Urukon “Yogashangurira” What is technology like?

Okada:
“Yogashangurira” has set as a jumping technique that can compensate for the unique orbit Dhalsim.
For ground so enemies can not fault that the air but I have thrown,
It is very useful tricks when using the Teleport agility ?Meta.
Rather with “catastrophe” Yoga for the initial technology will form a partnership, and
"Yogashangurira" is a skill I would grosbeak cooperation.

Sano:
“Yogashangurira” is too broad range of attacks, “drill head butt,” the same or like, I’m a little wide.
When the other person, “Yogashangurira” I come to shoot, “butt” drill or come by the
So hard to understand at first sight, variations in attack and I think that sense is increasing.

I hope “I will meditate and then destroy you” is coming back. I hope those buffs are true, I don’t play Sim but I like playing against him. And it’s always better to see characters get stronger than weaker.

"I’m a little wide.

When the other person, “Yogashangurira” I come to shoot, butt-drill or come by "

Pure Google Translate gold right here :smiley:

new dev blog is up on srk frontpage now.
i wonder what they mean about sims throws getting better? and drills getting better? i wont believe it until i see it.

also…damage is not UP…it just hasnt been reduced, whereas damage is reduced accross the board.

Even before I read anything about his throws being buffed I thought I noticed a range increase in his normal throw. Wasn’t certain though its hard to tell 100 percent from videos, though that’s still my guess. It would be a good way to buff his “up close game” as they say in the developer blog. It would help with slide/ throw mix ups, and traditionally Sim has had one of the longest throw ranges in SF.

Everyone knew that drills needed a buff, now I just hope they got enough of a boost, they needed allot of help to be useful. Any minor boosts to drills is going to go unnoticed.

Hopefully they did increase the range on his throws. Dhalsim’s throw in Vanilla had surprisingly short range (0.9) for a dude with stretchy limbs. Hell, even Dan’s throw range is longer in Vanilla.

Combined with (allegedly) a Yoga Fire that combos off a canceled short slide, that could create better mixups for Sim up close.

If those are all the changes Sim got (the ones mentioned in the blog) that means that Yoga Flame (outside BnB) and Blast are still basically useless.

If damage has been reduced across the board for every character except ONE then that is exactly like a damage increase.

Take standing fierce for example. If moves are taking a small nerf, say 10%, and your move is the only one that didn’t, that is an indirect 10% buff relative to the old system.

Now couple that with reduction in health by 100 for characters like Zangief and Sagat and that same move, which should be worth 72 had it been treated the same as every single other character, now is worth 88 damage compared to OG SF4.

In the new system uppercuts are worth 100 damage. Standing fierce is 80. Its not even worth trying to random srk it anymore. b.hk aka Tandoori Knee is 110. It hits heavier than a heavy tiger uppercut.

Obviously this will not make Dhalsim instant top tier but it will make fights a little easier, even though they still are going to be an uphill battle.

vindk8: yes, technically for super it is a damage increase. but im talking about damage being buffed from vanilla, which it isnt, its still the same. so were both technically correct.

i wanted to see some real changes to his upflame/yoga flame as well, but they didnt give it to us. :confused:
I also suspect that because sim has done well in capcoms previous national sf4 tourneys, that they didnt buff him as much as they might (or should) have. Despite him being low tier, Iyo and others are just beasts with him which make the char look better than he really is (in capcoms eyes at least.)

him having low life/low stun is still going to fuck him over, among various other problems he had as a char.

You are right RE: Iyo. The first line out of the devs mouth in regards to Sim changes is ‘the first character who won the national tournament’. That’s probably the first thing he thinks of when it comes to Dhalsim so I doubt he will get major buffs.

It’s still too early to know about other small changes. I don’t think the devs will mention stuff in interviews like a few more invincibility frames here or better priority there.

He did mention better drills and a better throw (range?). We’ll have to wait it out and see. No point in being negative about it - at least we didn’t get Cammy-ed :smiley:

Well his drills got better right? And his dmg didn’t get nerfed whilst everyone elses did. If you gave him a good reversal master sims like iyo probably wouldnt lose, i think that’s what they were alluding to in the blog. Speaking of master sims, how good was that guy in the nationals who almost ocv’d momochi’s team (the team that won it) m jyou. Guy was off the hook.

I’m going to pretty much assume (if you talk about how SFIV buffs things) that Dhalsim’s throw getting better means it does more damage. Dhalsim’s throw game helped compliment his offensive pressure in the fact that when he threw you it actually did real damage so keeping him out was important because the throws would hurt u just as bad as a combo. Throws already give u untechable knockdowns which are a huge buff. It’s just because of the way Dhalsim works unless he’s sitting on full meters no one is ever really that afraid of getting thrown by him regardless. So if I am going to take a stab his throws should basically do more damage. That’s the only way u can really buff a SFIV throw. Outside of making his throw range stronger.

Yeah if all they did was buff his drills and his throw then that’s not really enough to bring him to high mid or top tier. Dhalsim at best will be a solid mid and an big lot of the work will still remain on always thinking one or 2 levels ahead of your opponent instead of just being able to force situations like the high tiers. Better drills and throw was what he needed to not be a character almost totally reliant on outthinking the opponent. No characters that are completely based on outsmarting or tricking your opponent are ever top tier. You have to have go to tools and Sim IMO still does not have enough of those kinds of things.

yeah I was thinking the same thing with Iyo, winning the national tourney and Capcom’s perceptions of the character. The problem is, the tourney win was early in S4 cycle, and its only gotten harder for Sim, especially after console. Aside from that Sim was lucky to match up well against the swarms of Sagats and Ryu’s. These two might not be the characters to beat in ssf4. I hope Capcom adjusted for this. Though on the positive with all the nerfs to Sagat, Sim might be a serious Sagat killer now. 6-4 possibly. Sim might also do well against a beastly looking Hawk, and even Hakkan. Thought to be honest I’m very worried about Abel, Rufus , Makoto, Juri, Ibuki, Elf, Claw among others.

Everyone will do well against Hakan, but Sim will probably be Sagat’s first bad match up and one of Ryu’s as well. I wouldn’t be surprised if the Gief match up tilts in your favor.

All around Sim was already tournament viable except for Rufus running you over. I don’t see Rufus being as strong or as popular in ssf4 which will help you guys out. Sim is my favorite character to watch at high level and I am excited about his improvements.

Obviously this isn’t to be taken with the most of authority but I talked to Marn about Super and he says he feels Rufus is basically top tier now due to what happened to the game. If offense is stronger then by default characters like Rufus basically become stronger. There will basically be even MORE reason to use Rufus now than there was before. You can’t design a game to be more offensive and not have Rufus just power up instantly.