How do I do instant teleport like a pro into the air from the ground into j HP c HP b+MK, HCB+MP?
Instant air flame, too. I think those two things should be in this thread’s first post so people like me don’t have to waste time.
IAT - Forward, down, down forward, forward to forward jump + PPP or KKK
Heres a video explaining - https://www.youtube.com/watch?v=FwP0S07Wt3g
So I’ve decided to try out Dhalsim and I’m finding him pretty fun so far. I’m still trying to figure out how to make use of his movement options which I guess will come with experience.
A couple difficulties I have though:
IA Gale input is quite difficult for me (I play on pad). I keep sliding to u/b before going to u/f and getting back j.lp. Is there a method that would help me hit it more consistently or is it just a matter of practice with the regular hcb, u/f+p input? I’ve gotten the hang of IAT and can do them consistently, but the gale just gives me so much trouble. Furthermore, what is the advantage of IA Gale over something such as meaty yoga flame? The jump startup seems long enough to be poked out of in a neutral situation. I understand it has a lot of frame advantage on block, but what makes it worth the risk of getting poked out of?
Also, I want to ask about the usage of his slides. How should I be using them besides going under jump attacks? Is it viable to just lk slide from around the max range of b+MK, just for closing distance?
Click5
110
I’m not an expert, so take what I say with a grain of salt, but I’m going to chime in just so there’s some more activity on here, and I know how it’s annoying when no one responds…
Try to plink your punch button after the jump a little bit. Thinking of it as a tempo issue rather than a motion helped me, but I don’t play on pad. Probably just need to practice
I think Gale has less recovery than Flame. It’s used mostly in wake up situations and where you’re plus on block to prevent a poke, like a well placed drill kick. Everyone seems to be using their V-Reversals on Flames and Gales now, and I think you’re a bit safer from some characters reversals with a Gale, as well.
Slides. LK seems alright to escape some jump ins, and it puts you in throw range, but I’d avoid using it a lot. It’s been a bit of crutch for me and I’m getting punished for it more often. When you are outside b+mk range, look to your drills instead. Mk slide is a good low hit from max range, or when you can cancel into V trigger. It closes distance, and it seems better to escape jump ins, in my opinion. Also, after a forward throw whiffing jab then mk slide is perfect meaty timing. Mk slide keeps corner pressure on knockdown in the corner. It’s a good attack.
Thanks for the response man. I’ll keep practicing and keep your comments in mind. I’m still not getting punished for the slides so unfortunately it’s a bad habit I am not learning to fix, but I hope to change that soon.
As much as I am going to hate myself for the suffering I am about to endure in practicing Dhalsim, I’m honestly enjoying the character a lot 
I use a hitbox as well.
IAT isn’t too bad, it’s literally just 639 PPP/KKK. I hit right, continue holding it while pressing down, continue holding both while pressing up, then press the PPP/KKK macro buttons. It kind of feels like the roll you do for a half circle, same timing.
IAG is harder. You can do 9314, but it won’t be as low to the ground as possible; to get super low ones you have to do 3149 slight delay P. Feels like some fucking finger gymnastics, I know.
As a side note, the 9314 is excellent for EX Gales though, because of the height restriction on them.
IATs: https://youtu.be/eUVOjnId3Fc
IAGs: https://youtu.be/C3IkHFkCAQI
For the regular IAG I roll my QCB, then press forward, then press up while holding forward, then press P
For EX I try to hit both up and forward at the same time, then roll QCB as fast as possible, PP
Oh, and here’s a video showing why one IAG method is better than the other:
https://youtu.be/Ac_ODBHtXCs
Does anyone have what I guess you’d call a “safe jump” setup that works against SRKs?
I’ve been trying to figure out if after a MP gale knock down you can do something like IAT into meaty j.MK while holding back for divine kick, trying to get the MK to hit the startup of say, a jab, and still recover in time to block an SRK.
It’d have to be almost frame perfect, if it even works, and I’m not the greatest lab monster in the world.
If I knew it was possible it’d just be a matter of practicing until I got it, but because I’m not sure if it is I can’t help but worry I’m wasting my time, so I thought I’d check here.
moymoy
114
Well, you can MP yoga flame > empty IAT, it will be safe and can bait reversals. But i dont know any setups to hits if there is no reversals, didnt see on SFV yet on any character
I’m still a newbie to Dhalsim so I need to ask, how am I supposed to use his vskill?
I notice champ using it to float over fireballs but away from the opponent sometimes. I notice arturo sometimes starting a round with forward vskill, j.hp. However I dont understand the logic in these decisions yet. I’ve normally just been using it to catch my opponents off guard at times but I’m pretty sure there are more uses for it.
Sadly the dhalsim forums seem so stagnant but hopefully I can spark some discussion here lol
It’s good for drills and making yourself less predictable in the air (baiting attacks and countering) as well as stopping yourself falling into attacks. Sim also moves much faster in it than walking which is good as he has one of the slowest walk speeds in the game. If you can attack from v-skill it builds v-meter too. I’m underutilising it atm also.
moymoy
117
vskill is match up dependent imo. There is some character against its really useful (Necalli, Cammy, for example, cause they cant punish it and it make you unpredictabe) and others where its nearly useless (Rashid that can kick directly into it).
Thanks for the tips. I didnt know about the vmeter build up so I’ll try to keep that in mind.
I assumed the utility would vary by matchup but I also meant to ask what kind of characters or players would I be able to utilize it against. What type of character or even player tendencies would it be useful against? How can I use it to ask questions of my opponent and force him to play in a certain way? And what character tendencies can shut it down with ease and force me to refrain from using it?
What is Sim’s worst matchup and why?
Mika, Ken, Cammy, Karin and Necalli give him big trouble imo. The neutral game vs those characters varies in difficulty but the damage, flowchart and risk vs reward is so insanely in their favour they end up being bad matches. Laura and Rashid feel pretty bad too but they’re damage isn’t quite as retarded so I find them slightly easier to deal with personally.
In general though I don’t feel Sim beats anyone apart from maybe Gief. Capcom have given characters too much damage and too many tools/v triggers that can give them massive momentum swings. I can’t confidently say Sim beats anyone really. Doesn’t mean hes not good though.
As a Gief player…would you guys be willing to share info on how to get past Sim’s limbs? I find it very difficult to get in on Sim.
There’s really no easy way. You just have to remember that they have a hurtbox and try to either use your best poke (cr.jab?) or use armored stuff against them. The big slow ones you can jump over, but any good Sim is going to just shut you down for the most part. I honestly feel bad for geifs when I play them.
I know snake eyez has played Fchamp at wnf so look up some of those videos.
Gief will always eat some damage trying to get in, it’s the nature of the charter when playing against a zoner. Gief can air throw Sim’s limbs when jumping in though, so if the Sim player’s predictably anti-airing, that’s a great option. Gief can also counter poke limbs (through guess work) as NeoBlood said.
The matchup is in Sim’s favour, but watch out for patterns in the Sim player’s pokes and counter, don’t be afraid to take some damage to get in, and you can do okay. Once Gief is up close the tables turn, and especially in the corner gief can be quite scary with his options and high damage.
As for individual moves, I would go to training mode to find at exactly what’s best against what.
Also remember that teleports without a fireball are unsafe and drills that don’t hit below the knees can be spd’d.
Snake eyez also said in a recent interview at dreamhack that he’s looking at dropping gief (maybe for Alex) as he’s not happy with him in this game.
When THE gief player says that, you know that if you choose to play him, you will sadly always be in for an uphill battle, at least in some matchups.
Still, time will tell if he actualy switches.
I’ve finally decided to (re)make the transition from pad to stick and got myself a TES+. I’ve played on stick in the past so it’s not something foreign to me, but I’m currently having some execution issues with Dhalsim (to be expected considering how execution heavy he is compared to the rest of the cast).
Mainly, I’ve been failing on my low drills and IATs. I’m not sure if there is a technique behind low drills or if it’s just a matter of practice. However for the IATs, I’ve been experimenting with a few different notations.
Using numpad notation:
-62369+PPP/KKK. (f, d, d/f, f, u/f)This is the motion most natural to me since I’ve gotten used to DP’ing with a 623 motion. However, I’m not used to TK’ing on stick as I am on pad, so I get a lot of jump normals. Also it has a pretty long motion, so I worry the input time is way longer than it should be.
-32369+PPP/KKK. (d/f, d, d/f) aka the DP shortcut into TK IAT. I hate this motion so much, but I’ve heard from a local Dhalsim recently that this is the notation he prefers using and has the most success with so just putting it up here for consideration.
-6369+PPP/KKK. (f, d/f, f, u/f) I’m surprised this actually works! This is the notation I have the most success with in training plus the input time is pretty quick, however it feels so unnatural pulling it off that in a real match, I end up using the first method out of muscle memory.
I just wanted to ask what notations you guys prefer using for IATs if none of the above and if you have any tips for transitioning to stick with Dhalsim.
I always f, d, d/f, f, u/f. I’ve done dpm so many times over the years it’s pretty natural, and all you’re doing is carrying it on. If it’s most natural to you too I’d stick with it, not that there’s anything wrong with the others.
You’ve actually got quite a lot of time to do the motion, as if you teleport too low to the ground no attacks will have time to come out. I reckon you need to do it in about 15 frames (complete guess).
As for a piece of advice - Te sticks still use jlf sticks afaik. I used a jlf for a year and could do all sf4 trials on it, but still had execution errors and found it hard. I then got an ls-32 (easy install) to replace it and the difference was huge instantly. Everything was much easier and felt more precise. I now play on an ls-40 which is pretty similar just a shorter throw (if anything a little too short unless you need to be doing standing 720s etc.), but that works too. Obviously milage may vary, but I can’t stress enough how much easier it made execution for me!