Dhalsim improvement thread

IMO Dhalsim’s combos are easy. He’s the only character whos hard trials I have completed (and I use Abel and Elf >_<).

That doesn’t mean his combos are easy. The timing on his combos are rather awkward compared to the rest. His trial is easy because he doesn’t have any crazy mix ups combos or fadc or long strings (where you have to worry about canceling 2 normals in row). They were all like 3 moves tops where you just needed the right timing. But to get his combos down 100%, it does take a while because of that timing. Bison has extremely easy to do hard trials to for the same reason. Although, his combos are pretty easy to learn overall:P

I agree with most of the people here. I don’t play sim and I know he is low tier, but hes got a lot of tools that can make him work extremely well if played in the right hands. Patient top pro’s can give him pwnage power, but casual players aren’t going to pick this toon up any time soon.

i say improve dhalsim by removing him from the game. lol

You don’t. Inputing df, b, mp will do the trick.

The upflame to ultra defensive combo:

After catching an opponent with a well timed upflame, Dhalsim cannot FADC forward fast enough in order for the opponent’s body to land on his catastrophe.

A fixed yoga upflame as well as a faster forward dash could work wonders for Dhalsim.

If anything, my vote would be to fix/improve the upflame and the forward dash so that this combo could be possible.

I like this.

A lot of normals are unsafe on hit. Not just sim’s.

Because too many people love it when panicking pays off.

Seriously, I agree with you 100% and I’m glad Sabin never mentioned something like a “reliable reversal on wake-up” etc. Sim actually has it better than many other characters.

Sabin, you and your wishes are legit, except for yoga flame having block string potential. Not that I’m against chip damage, it’s more about the knockback effect.

If anything it should have more combo opportunity because there’s no way Sim will FADC any combo ever. Unless they wanna burn 3bar trying to style.

Oh thanks i will give that a try! It does take skillfull players to play Sim. However i dont think Capcom will improve Dhalsim to much as they dont want him to be a top tier Character. Thats what you all have to remember Dhalsim was made to be defensive! not attacking as to why he only has a few good moves. Imo this will sound stupid but i think they will make Dhalsim weaker as Iyo and Sabin has proved dhalsim has the potential to be great and i dont think that was Capcom’s purpose, so dont expect dhalsim to be great in the next version. Im a big dhalsim fan and i hope i am wrong!! Utube ID Yogaflame24( Look me up)

@ ukp neptunez:
If you noticed on some articles and interviews, it has been said that the game is now more agressive than defensive, with a lot of rush-down characters coming to the scene like guy and juri. The original cast is getting buffed so they can match the “zoning and spacing tactics” not only for the shotos/sagat, but even for dhalsim. To me, that is already an indirect nerf to dhalsim.

As it has been said, 50+ hp is ok if you left the other stuff untouched, after all he is one of the most balanced character with a great strength point ( extreme zoner with a good ultra to super combo set ups ) and a weak point ( not so good close up attacks and has trouble in wake up options as teleport has its limits.)

So what more can we expect from Dhalsim? i know he has two ultras however i do like his first one. In SSF4 it will be a rush down game so they have to make Dhalsim better maybe give him more normals and better ex moves that wont trade hits!!!

Also does anyone else find it annoying when u get taped to death by bad players tap tap tap tap tap ahhhh

just give sim a tiger-uppercut PLEASE

if his Ultra#2 was anything like the wacky waving inflatable arm flailing tube man as an AA I would so start using him more.

See Chris Morris

The only two things I can think of is a faster dash and more useful drills. His Keepaway game is solid. Also, buff his current ultra damage and let it linger awhile longer for more fun.

–Goals
-----More slightly more dangerous from far away
-----Make him very slightly better up close without changing him much
-----Give him slightly better offense

–Normals
-----All jabs and shorts, both grounded and air, do minimum of 30 damage (some now do 15 or 20)
-----All jabs and shorts, both grounded and air, do 50 stun (some now do 25)
-----All strongs and forward kicks, both grounded and air, do minimum of 60 damage (some now do 50)
-----All strongs and forward kicks, both grounded and air, do minimum of 100 stun (now st strong does 80, cr strong does 60, jump back+mp does 50, and jump back+mk does 50)
-----All fierces and roundhouses, both grounded and air, do 200 stun (now st fierce does 140, st rh does 160, cr fierce does 100, jump fierce does 140, jump rh does 160, jump back+fierce does 100, and jump back+rh does 150)
-----Short slide is cancelable throughout its full 8 active hitting frames, recovers in 8 frames instead of 12
-----Forward kick slide recovers in 9 frames instead of 11
-----Roundhouse slide starts up in 11 frames and recovers in 15 frames instead of 24
-----Back+short recovers in 7 frames instead of 8
-----The second hit of back+fierce is also cancelable
-----Down-back+mk recovers in 9 frames instead of 11
-----Down-back+rh comes out in 9 frames instead of 12 and recovers in 16 frames instead of 20
-----Jump fierce does 25 frames of hit stun and 22 frames of block stun instead of 18 and 15
-----Drills do more blockstun and hitstun and/or recover faster

–Specials
-----Jab yoga fire does 70 damage instead of 50, strong does 80 instead of 70, and fierce does 90 instead of 80
-----Ex yoga fire goes slightly farther before dissipating, just more than a full screen’s length
-----Yoga fire has 20 frames of blockstun instead of 18
-----Jab yoga flame starts up in 13 frames so it’s a true block string after back+mk
-----Strong and ex yoga flame start up in 16 frames so comboable from back+mk

–Ultra
-----Current ultra doesn’t let the opponent autoblock directionally once the blocking starts. Right now you can make him block an ultra and then teleport to the other side and he’ll just keep blocking it automatically. Get rid of that to improve the mixups.
-----Current ultra does 7 hits of 50 each instead of 5 hits of 60 each. Slightly more damaging if the full thing hits, but more importantly it allows for more time to mix up on block or to escape if it hits.
-----Current ultra goes slightly farther before dissipating

–Other
-----1000 stun points instead of 900

Imo making his normals do more stun would help in some matchups he loses without making him too good in matchups he goes evenish in. Look at the characters with 900 or fewer stun points: Akuma, Claw, Gen, Guile, Rufus, Seth, and Viper. Sim loses 3 of those matchups and goes evenish with the others, two of which, Guile and Claw, will for sure get significant buffs in Super SF4. Making Sim’s limbs stun more could help balance those matchup better. Of course everyone else would have to worry a little more too, but it wouldn’t be a huge deal. Gief can get hit by 8 straight standing fierces before he has to worry about getting stunned, and even as a Gief player I think that’s kinda dumb. In ST Sim could stun you if he hit you 3 times in a row. That’s a little excessive, but making it so he can stun you if he hits you 5-6 times in a row I think would be totally fine. Just have to play a bit more patiently if you want to get in, is all.

So that plus making fire and ultra stay out longer would help his zoning game just enough I think. No priority buffs.

I think making some of his normals, especially the crouching and back kicks, a little faster and safer would make him die not quite as badly up close, which I think would be good. I also think he could use some more stun points for this situation. I don’t really think he should get more life and I definitely don’t think he should get anything new or invincible that helps get people off him. If he gets more life, I hope it’s not more than 950. He should still be worried about letting people in.

I think giving him a couple more options with ultra would be really nice for his offense. Making him do more stun and very very slightly more damage, making yoga flame combo better, making drills somewhat more useful, and making his slides a bit less unsafe would help on that too. And having jump fierce do more stun would make jump back fierce instant overhead safer and give him more effective high-low games against more characters.

Yeah, but the fireball is hitting them so rapidly, it’s almost continuous. If you teleport after they’ve already started blocking it, the opponent would have to switch his block practically on the FRAME that the side switch occurs. I think Dhalsim already has great options here, but adding more hits (i.e. more chances to mix up) and more range to the fireball would be very nice.

Regarding adding more stun to his normals, I think that’s a good idea. Or to makes things more interesting, maybe just give him one move (I’m thinking about upflame) that does substantial stun or damage. Like how Zangief has his jumping headbutt, Seth has his spin kick, and Rufus has EX Snake Strike. Note that these moves are arguably difficult to land (in Seth’s case it’s just the fact that he does little damage in general and has little health). We don’t need to buff the priority on his anti-airs, but I think certain characters with good air options on Sim need to think twice before just barreling in on him.

I’m reposting what I wrote in the Dhalsim forum since it seems more appropriate here:

I don’t want a teleport-out-of-corner. It’s too easy and I don’t really want to runaway more.

Previously I wanted better priority on far MK and far HK. But I think that would make his zoning game too easy, and make Dhalsim kinda braindead and boring.

I think he does need something in the way of anti-airs though, because his anti-air game is kinda overrated. Like make the up-flames more usable, do more damage, or set up a combo. Maybe give him something fun like an anti-air that sets up a free juggle state. Far HK is kinda hard to land. Just having a knockdown property on far HK would be nice since it would slow them down or let me set up a wake up game.

Also, more damage on punishment combos without super. Back MK into LP flame is weak. Make the other flames more comboable or do more damage. Btw, MK into flame is currently inconsistent. From max range, the flame reaches but doesn’t combo. I think it’s because the flame takes time to fully extend. It should be instant.

Make flames more useful as a standalone move rather than just for combos. The recovery on whiff is excessive. It wouldn’t be a huge deal to make these moves recover faster or give them more range so I wouldn’t mind throwing them out occasionally.

I still think far MK and HK should occupy more space and for longer time because far too often a character seems to just maneuver around these moves in the air. For example, MK doesn’t preempt jump as well as it should. That doesn’t necessarily mean more priority though (i.e. don’t increase the speed, and increase the “blue” hitboxes along with the “red”).

sim improvements should consist of:

50+ health
faster/better AA YogaFlame
cb.lp and lk should be a little faster.

other than that i think sim is pretty balanced.

i agree a lot with sabin’s suggestions

especially with:

faster yoga fire recovery: getting hit by things full screen because of the delay is just dumb.

better drills: seems they gotta hit really low to be useful…