Dhalsim improvement thread

Ummmmmmmm…

If you trap a guy with Ultra and you’ve got Super stocked, you should prolly use it. If you hold on to it, you might NEVER get to use it – it’s not like ‘bnb xx super’ is free. Massive damage scaled to 80% is always better than no damage at all.

it depends on your opponent. If hes been fallin for your setups but has some nasty offencive abilities which could write you off, then I think its best to spluit the 2 into some much more meaty combos. I cant remember what the damage is for the 2 if you seperate with B&B as opposed to ultra into super, but theres a difference.

Either way, they are both good, im not denying that, I just wish the 2 would do the same- I dont know of any other char other than seth whos ultra does less than super.

Either way, I mainly want the drill/yb to be fixed- everything else on sim im more than happy with at the mo (although id crave that extra 50hp- i mean…its only another jabs worth of health lol)

yo give sim that command grab he had in SF EX please.

I main Sim and here is what I dont like (I dont know if it was already mentioned, too lazy to read all that):

  1. The ultra: almost EVERYONE in the game can just EX out of it with no fear at all, this becomes a problem in a lot of situations, the giant fireball takes a long time to fully form and doesnt do a lot of damage, Rufus can EX messiah through it, Ryu can Ex DP, so on and so forth, it would be nice to have the ultra fully form and connect a little earlier.

  2. The drills, they need to be better somehow. I main Sim in ST as well and I miss playing with the drills.

  3. The yoga blast should work a little better or charge the super bar more like it did in ST.

  4. A little more life, Im not asking for too much but getting ultra’d by GIEF because of one mistake and lose 70-80 percent of my life is just disgusting.

  5. Have an alternate yoga tower with the KKK that dodges upper attacks just like the PPP yoga tower dodges lower ones.

let the flames begin.

hehe i have to say thats pretty extreme. iv actually re concidered the hp buff- sim doesnt need it. If they fix the drills/blast then he wont be needing any more buffs. the ultra! dont change that! its amazing! ok yeh ryu can ex DP through it, but you can predict that and put a world of hurtin on him. any other char you can ultra > air teleport HP+MK+super with the crossup its crazy! i really dont want that changing mate :stuck_out_tongue:

Upflame.
Maybe angle of Up Flame can be controlled by Button.
LK is high angle(straight up) Trades crossups, EX beats crossups, But EX invinciblity.
MK should be mid angle(current angle), EX low invinciblity.
HK should be Lower angle farther range, hit standling super close but not crouching. No inviciblity.

Nerf the Damage of Upflame to be same as yoga fire or less even. That way b.HK a better but riskier option. If the correct angle is chosen, UpFlame should win with knockdown for cross ups, especially EX UpFlame. Should do underwhelming damage like Ken Fierce uppercut on the last hit, but work on some consistency.


Bring back Throw Anti Air Ultra


Speed up drills. Sim doesn’t need another move to get out of the air. He has HK drill. Make them half way as good as the Super Turbo drills from where they are now so they are barely useful but not too feared. I think that they should be counterable if blocked if reacted to properly, but not as much time.

Keep Dhalsim’s stamina weak. If you can’t zone you deserve to get hurt.

I like the idea with Tower staying as long as PPP is held down and the alternate Yoga pose that ducks high like blanka’s move.

A up close game that concentrates on escapes rather than offense. I feel if Dhalsim has a rushdown tactic, it should be from a distance.

Just leave his stun and health alone and give him actually useful drills and upflame.

Sim was a lot fun to play in ST. Loved his drill pressures and setups. If they can get Sims drill back to ST and give him more life ( i think maybe +100 is a bit to much tho, There are already some chars that have an extremely hard time getting in only because of his knee AA. ) he would be a lot better.

Well if you read, most of your points were already made :arazz: But the KKK reverse tower would be cool but really copying blanka.
I…sort of agree here. I mean, of course a lot of EX moves are crazy invincible, that’s they’re purpose. I think with the damage his ultra does he deserves a bit of invincibility himself but you shouldn’t be doing his ultra close enough to get punished by chars with good ex moves anyway.

I thought about this the other day:

Yoga Flame motion changed to QCB+punch

Yoga Blast motion changed to QCB+kick

(This is how both moves work in HDR BTW)

Should make it easier to use the Yoga Blast on reaction, specially against crossup attempts or empty jumps. It should also make it easier to combo into Jab flame from a ‘retracted’ normal on reaction (usually for punishing). The current HCB motion makes it unnecessarily awkward to do 4+normal (usually forward or fierce) into 63214. Most other 2in1s in the game are retardedly easy. The half-circle motion on the flame is a legacy from the old SF2 days because back then flame was HCF and Fire was QCF. Ever since the motion was changed to HCB (in Alpha 2 IIRC), there’s no possibility of them ever overlapping and thus no reason why it should still be a HC motion.

Anyway, just random thoughts.

This made me actually rotflmao. SOMEONE REP THIS MAN!

Yeah, Arturo! Learn your f*cking character! haha jeez, the capacity for some people [see: megadeth078] to FAIL at life amazes me sometimes.

I play Rufus, and I agree that Sim needs more health. His drills should be faster, but not redonkulously fast, or it could (possibly) make him godlike. If sim is buffed too much there would be a lot of 7-3’s in his favor, i think the character is great in this game… he only needs a few spots really touched up to make him mid to high-mid tier which is where most of the cast should be anyways.

He’ll have his water back in SUPER. I think the whole reason why his health and stun were so low was because he was so parched.

To be honest, the only thing I want for Sim is 5 more damge on each of his normals.

SF4 is too low damage of a game to be relying on pokes (which Sim does for his BnB damage, the combos are always situational). Having low stamina I think works for his design, but Sim isn’t allowed to damage like other characters are (land a low short) so his pokes should make up for it if he’s landing a bunch of them.

Also I’d like to have my real teleports back… having 3 of them tele me to the same spot in the corner sucks. But I could see them not giving him this.

Other than that, Sim is alright the way he is. Just different from the old Dhalsim we loved back in the day.

For Art: Upflame is invul 4f, hits on the 5th. Most of the moves made like this were made with trading in mind from what I gather. They probably wanted sim to have a failsafe trade anti air at the cost of meter. Fixing the problem would really be an issue of adding 1f of invul. Still though, the original ex upflame seems to have been done like that on purpose, just food for thought really.

What about increasing the damage on his far pokes instead of increasing hp? I actually like playing against sim (well, to be fair, arturo is really the only sim I have played against.) Still it is a fun match, if you didn’t have the diversity of crowd with gief and sim, the game would have alot less to it. Having a strange matchup now and then is a good thing, I think.

Adding damage would definitely take the concern away from his stamina. He def needs one or the other.

Buy whyyyyyyy :crybaby:

Perhaps they thought sim with rock solid anti air defense would be too much.

Sim players: we humble as fuck.
How about quick start up on mummy? It’s a pretty good move that’s really hindered by the start.

What about if teleport built meter?

That’d help Sim get super quickly, which gives him a legit weapon. Plus I don’t think it’s that abusable against a good player, as predictable teleports usually get owned. Just a little something to make him more competitive.

Is that broken? I’m not a game designer!

make yoga fire more like ST

uh why is everyone saying to give dhalsim more health? the guy is OP against ryu/sagat as it is, but u want to give him more hp? why? so he can stand there like zangief and just telelport round ur ass and do that bullshit arms, kick, flame combo over and over?

  1. reduce the priority of his limbs when he stretches. if he can reach you from the other side of the screen, theres no way in hell it should beat everyone elses attacks.

  2. more recovery time on his teleport. absolutely ridiculous that he can teleport BEHIND you and attack instantly with such a big combo.

  3. his ultra needs to dissipate faster. its like an invincible wall slowly moving towards u and sim can just do what he wants to you.

  4. more recovery time on his super/ultra. this one is seriously needs addressing. he does super/ultra, it whiffs and u can’t even punish. wtf is that shit? i do metsu hado, and I’m fucking out for half an hour waiting for ryu to recover.

  5. yeah i still dont get why his yoga tower avoids fireballs, someone explain that 2 me.

Any buffs to sim and he’ll be like the number 1 top tier. he was bullshit good in super turbo, we do NOT want a repeat of the past.

Omfg, I nearly had an aneurysm from laughing so hard. Get this garbage out of this thread and go back to practicing mashing shoryu’s through block strings, scrub.