Where is everywhere ? I’m watching a lot of their replays but dont know where to find those footages or streams !
Honestly if the forum seems slow IMO it’s because the game is so basic. The combos are fairly easy, the setups basically fall into the same few categories (quick recovery, back recovery, vs characters with a DP). The real grind as as far as getting gud goes is just training yourself to make good decisions and then matchup specific footsies, which doesn’t really lend itself well to conversation. Plus, we share and digest info so quickly now, so until some big breakthrough comes along the discussion will stagnate in the meantime.
https://www.twitch.tv/nycfurby - Arturo Sanchez
https://www.twitch.tv/fgtvlive - Fillipino Champ
https://www.twitch.tv/teamsp00ky - Team spooky stream with lots of NLBC footage (which Art attends)
https://w ww.youtube.com/user/teamspooky - Same as above
Hope this helps
It helps, thanks
Has anyone noticed the bug where no v-gauge is gained off successfully hitting a j.lp while in float? I’ve been able to reproduce it the most consistently when activating ground v-skill, pressing forward and back to move a bit in v-skill, then holding forward and lp. It’s the only normal I’m able to get this problem with. Any idea why it happens?
Are there any Japanese Dhalsim top players that don’t hide their stuff as much as the rest?
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?
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:
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.
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.
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.