A lot of the information you seek is here in this sub forum. As far as learning the basics, all I can say is start with the normals/buttons. Try to learn what each one does, whether or not they can be used for anti air, what they combo into, and their ranges.
The other big thing is movement. Dhalsim’s walk speed is horrible, so you have to utilize things like his crouching kicks/slides, teleport (instant air version most importantly), v-skill, forward dash, and drills to put yourself in the best positions.
Oh boy, you’ve got your work cut out for you! I’ll tell you that whether or not dhalsim is considered strong, he takes a ton of practice and is not beginner friendly at all. Like others have said, learn his normals. Learn when to use cr. mp to anti-air, when to use b. mp (more rare as it’s hitbox isn’t the best), and when to use lp. Also, very important is when to use his light or medium slide to escape a jumpin (usually when it’s a close/crossup jumpin).
Become extremely knowledgeable about using his normals for poking and anti-airing, and you must learn on the fly each of your opponent’s tendencies and you must adapt constantly throughout the round. One misplaced poke when they jump at you means you’ll be eating a damaging combo after all that hard work you put in. You’ll also naturally be learning strong blocking defense.
After you’ve learned his normals and anti-airs, you can start working on his instant-air teleport. Work on finding good times to throw out his fireball then mix up the opponent with instant-air teleport into a combo.
After that I’d suggest working on drill spacing. Hitting the drills at people’s feet means you can combo into light punch which combos into ex yoga flame.
After that you can start working on his instant air yoga gale for upclose pressure.
That’s all I can think of in terms of dhalsim’s main stuff. He’s an execution heavy character with all his instant-air stuff. And screwing up and doing it too late means you’ll be doing a jump foward attack and being left wide open for a counter attack. So execution is highly important and highly unforgiving.
As you can see, Dhalsim is one tough cookie to learn. Nonetheless, I have a ton of fun with him playing keepaway with my opponent. Be prepared to suffer many crushing losses where your opponent mauls you. It’s just natural with the learning process. Never let frustration get the best of you and always maintain a state of calm collection no matter the circumstances just like Dhalsim would do!
I was tempted to put this question in the tech thread due to the fact that its a little more active, but I was wondering in terms of blockstrings what is the theory or reasoning behind ending in lp flame or mp flame on block? Are there situations where one is more favorable?
I don’t know the exact frame data. But I would say it’s safe to assume that lp flame has less recovery time (opposed to the mp version), making it less punishable.
If V frames is accurate the difference between the recovery of light and medium flame is only one frame. LP is -3 while MP is -2. The bigger difference lies in their startup.13 for light and 18 for medium. V frames doesn’t list block stun numbers but IF that five frame difference causes a gap that could let you get jabbed or worse, then LP is the way to go during a blockstring. And if whichever normal you lead into flame with has enough block stun to cover the startup then there’s no reason not to use MP version.
I’ve personally never been jabbed or anything leading in to MP Yoga Flame so I don’t know if it’s really an issue or not.
Ok, i got you. When i think about it also, i really dont get mp flame interrupted by many attacks. Only thing that comes to mind is the opponents v reversal and naybe a lucky dp. Thanks neoblood and skibmeister
So , I have 2 questions: 1. what are my options on oki when anticipating back roll? (The only thing I have been seeing is IAT gale followed by another insta-gale). 2. After a forward throw what are my alternatives to the immediate jab(whiff), (meaty)mk-slide? Also, if there are no alternative options to these then what should my thought process/response be when my opponent catches on? Im assuming with question 2, that if they respond by blocking, than the meaty mk slide leaves me in positive frames to play around with c.jab to c.fierce/b.mkxxex fire frame traps or throwing correct?
Off Ex Flame you can delay your IAT then Gale to hit meaty.
If I wanna bait DP I just whiff jab twice to bait a reaction. Occasionally I’ll whiff jab to IAT to keep em on their toes or sometimes after throw I just dash forward and throw again. Against characters with no reversals I just do the meaty mk slide anyway for the plus frames where I’ll mix up between B+MK, cr.HP to catch them hitting buttons later than normal, throw, etc. Just do whatever ya think is appropriate at the moment really.
I’ve asked about execution in a few places on this forum without any luck, but it’s pretty slow in the Sim section here so I’m going to give it one last shot…
Is anyone running Sim with a hitbox? I’m just curious how people are executing moves like IAT Gales, or even jump forward Gale. When I IAT I’ll hold forward or back direction and then just tap down followed by jump and PPP/KKK. If I keep down and jump pressed briefly and release them slightly slower (negative edge at work here, perhaps?) I’ll occasionally get a Gale from my teleport, but I can’t do it reliably at all. For a regular Gale I just slide the hcb and stagger jump punch. I’ve got it down pretty good, but it seems like I’m probably doing more work then necessary, and a forward jump Gale seems impossible with this method.
Do you have a hitbox where left + right = neutral and down + up = up?
For gale you need to make sure that you let go of the back input before up-forward or else you don’t get a forward at all or worse a jump-back. Also you can’t do it as quick as possible it takes a bit of time. Especially take time with the up-foward you need to take it a bit slow.
Yep, that’s how my board functions. I think it’s standard with the Brooks UFB.
So I should be able to slide, then hit jump and direction followed by punch for a forward gale? I’ve been trying to go super fast so maybe I’ll turn it down a notch. My straight up gale is pretty consistent now, with a slide from my left hand then jump to punch with my right.
The cool thing with down + up = up is that you can do a very fast IAT.
The way I do it is f, df then keep holding those buttons and just press up and ppp or kkk. The down input gets canceled and you have a clean up forward. To do a gale from that is just like doing a regular flame.
For me instant gale when I’m on P1 side is the hardest input especially after a dash.
I’ve got IAT and straight up Gale down now, I was going too fast before. Still haven’t pulled off a forward jump Gale though. It seems impossible with how I slide half circles
Why is this forum so dead? Not a lot of Sim players, or is their some hidden cache of Yoga knowledge hiding out somewhere else on the net?
A lot of the other Character forums are full of crazy detailed info. I just saw a document for Birdie that listed a bunch of specific follow ups for each wake up after nearly every move he throws out