Why would yoga tower not avoid fireballs? Dhalsim is an anti-spam fireballs from the other side of the stage character. He’s certainly not a close range fighter so why would he not have a way around fire balls?
Dhalsim might not necessarily need more hp now that I think about it, but his EX’s are kind of a waste except maybe ex fireball.
i swear it’s like one person didn’t like what i said on this forum, then everyone just jumped the bandwagon and agreed with him. i’m like the scapegoat. no matter what i say, no matter how logical and correct they are, u all will just flame me anyway.
i thought mesage boards were to be expressing ideas. not to just flame people because they see things differently from u.
you have no idea what you are talking about, sim has a hard time with many match-ups and i would say give him some health increase. He is one of the worst characters in the game and take the MOST skill to use, yes even more skill than viper because when using sim, you need to know what punishes what with every character.
lets give sim a faster drill because there is no use for them in sf as damage wise, you can mostly use them to get away from fireballs or change your landing direction.
I’d like to just go along and call you and idiot, but I’ll actually tell you why the stuff you posted is retarded.
there are already lots of attacks that can beat sims limbs. if the limbs didn’t have any priority, how would sim ever hit someone?
adding more recovery to teleport would render it completely useless. every character in the game can already outpoke a teleport on reaction outside of fireball setups, whichever side sim chooses to teleport to. the fireball setups is the only offensive tool sim has in this game and making that worse would just be too big of a nerf.
it already dissipates so fast that you barely get 2 mixups forcing you to often give it all in 1 50/50 setup, for not too much damage anyway. it’s a great ultra, but dhalsim definitely needs it.
ultra has no invul, so if someone does it close you can grab it or EX it after the flash every time. if done far away, why shouldn’t it be safe? it’s supposed to be randomable.
the recovery on super isn’t broken. ryu also has a safe super. for sim, it’s also his only reversal move and if it misses it costed you a whole meter, thus taking away your only reversal wake up option. making it severely punishable would take away every threat of pressuring sim after KD ever. like ultra, if you didn’t press buttons right before the flash you can ex srk and other things to punish it preemtively.
it has lower body invinsibility. it’s the whole point of the move.
finally, why would you want to nerf the hell out of a low tier anyway?
I would say make the drills like how they are in HD Remix. No throw loop, but they are still quite effective. That would give Dhalsim a boost when it comes to drills at least.
Really, drills just need have some more hit/block stun. As of now, they are slow, but have great priority. But they are useless because even on hit they are usually unsafe. Unless you just barely make contact with their toe, you get thrown at least. Compare to Akuma’s divekick that can hit you in the face and still have time to combo. Not a huge buff to Sim, but it would at least give him the drills back as a real tool.
I still think all he really needs is a bit more damage on his normals though… and a real teleport escape.
Sim does not need faster fireball recovery, it makes his entire arsenal way stronger if that’s the case, more able to back strong or back roundhouse all attempts to get around the fireball.
Through pure skill and intellect you(sim) have the guy cornered and use catastrophe. Let’s say you’re playing a Ryu for example.
To escape he performs a sky high tats and clears the entire screen landing on the other side.
How about giving Sim the ability to throw the slick bastard back to the other side of the screen and instead of passing through the ult when he goes flying or lands, he hits it and takes the damage (this would of course negate the throw damage and swap it for the ult damage)?
Low, Medium, and Full Damage Super (kind of a throw back to a3).
At 2 ex bars you can perform inferno but with low dmg.
At 3 ex bars you can perform inferno at medium damage.
At Full charge ex you perform the inferno at full damage (as it is now).
I’m not following. How would you throw them exactly? Besides, you can still punish with your limbs once he lands. Granted, it’s not ultra damage, but Sims ultra is just as much about controlling space as it is about landing damage.
Also, this scenario isn’t the best situation to use your ultra unless it’s on their wake up. You’ve got him cornered, your limbs are enough to keep him there without your ultra at all. You essentially control the match here.
having them cornered was just an example for the situation.
Ultimately the situation is this:
Sim casts the catastrophe
The opponent escapes and is now behind the catastrophe and has also crossed over Sim.
this can happen any numbers of ways – teleporting/phasing, hurricane kick spiraling, the opponent jumps over and Sim slides underneath, etc.
Now the opponent is on the other side of Sim as well as the catastrophe which is currently rolling away from them. (Sim’s back is now to the catastrophe).
What I’m suggesting is for Sim to be able to throw the opponent back towards and into the catastrophe, swapping the throw damage for the catastrophe damage.