To be honest I haven’t tried sim with speed gems yet… I just think I will be put off if Dhalsim suddenly gets normal gravity, and no more floatyness. You might be on to something though! But would Sim benefit alot from “normal” walkspeed?
Quote from Filipino Champ: "I’ll play Dhalsim no matter what! I’ll make him work!"
That’s what I like to hear
I’m really excited to see how Dhalsim turns out. It sucks to hear that his anti-air game isn’t as good, that was a big part of his game. But maybe he’ll better up close now that he has some chains to do. I think Dhalsim could potentially be very scary when placed in this engine. We’ll see.
I’m also hoping that he makes a good partner for my main, Zangief. In theory, they should make a good team.
Questions for SimSimIV: How good is Yoga Blast? Does it come out fast? Is it a more reliable anti-air now? And can Dhalsim still IAT?
Dhalsim is better up close, as he has chains now and his short slide can be canceled at any range. He also has better pressure in the corner. You would do meaty HP flame on opponents in the corner in sf4 and this is still useful in sfxt too, and if you don’t manage to hitconfirm with it and do b.mk xx flame anyway, it will no juggle and hit (The opponent can roll out of the corner though)
As for your questions: Yoga blasts seem pretty bad, but the ex one is even better than sf4 IMO (But doesn’t cause hard knockdown). Instant air teleports are still in, and you can do them low to the ground for c.mk xx flame in sfxt too.
I finally did Dhalsim’s trials today and this is what I found that is worth sharing:
-You can do a combo into HP fire and as the opponent falls to the ground you can short slide and cancel into KKK super (upwards)
-You can chain lk->mk xx ex fire and then do it over again til you are out of meter (pretty useless though)
-You can do a ground link combo and combo into standing lk (the stretchy one). Not that it’s usefull
-You can link “back lk” after overhead, and chain that into magic series
-You can now link standing HP (the headbutt) after mummy (more hitstun)
-You can now combo standing HP (the headbutt) into heavy flame, and crouching HP can be canceled into specials too (Didn’t check if you could combo it into heavy flame too)
-You can juggle PPP super after hp flame mid screen and corner
-New BnB is probably lp fire - teleport - Air HP - crouching HP (or standing) xx HP flame -> super (about 450 dmg if crouching HP xx heavy flame works)
Btw, Dhalsim’s tag in speed after a magic series is definitely buffed from fingercramp version (Which is the one I have played) and the one at cross assult. In the fingercramp version Dhalsim would barely be able to connect a short slide after doing a magic series in to launcher with your other character, but in the cross assult version I see Art has all day to connect c.mp->b-mk. That means Capcom has been paying attention to Dhalsim and that he needed some buffs, so that’s good!
Also it seems like b.lk->b.mk chain is safe on block, which means dhalsim has a safe 3 frame punisher and get off me “spam” move. Even b.lk->b.mk->b.rh seems to be pretty safe because of the pushback (It’s minus on block though it seems)
Thanks for all the news that you are giving us
i would like understand if the limbs are useful or now are totally useless…
what about the j.mp(the long one)?
What are the magic series?
is it true that the throw is shorter?
Right, so basicly, if the opponent has pressed buttons and therefor has a move that is already active in the air, Dhalsim has a hard time anti airing. He will most likelig trade. You can still do stuff like standing roundhouse and jumping mp to tag the opponent clean however, because the opponent often hasn’t pressed a button yet, so dhalsim is hitting a character with no active move out. Aso I think jumping mp has good priority no matter what (the issue being the short jump arcs that doesn’t leave you with much time of reacting).
Also, as I’ve said before, b.mp is still a good anti air, but it’s limited in what range it can anti air from (It feels like it can hit more ahead of dhalsim than sf4, but is still mainly used to anto air opponents that are landing on top of your head)
A magic series is the chain lp-mp-hp-hp / lk-mk-hk-hk that ends with a launcher.
Throw range is soo much shorter. As Arturo said on twitter; just block with dhalsim now, it’s not even any point in crouch teching almost.
PS: I just think his anti airs is somewhat useless at times, his limbs, when used for poking and zoning on the ground however, are very good (But stuff like forward lk and mp seems to have more recovery etc, but I guess we should wait for frame data)
Can you use the slides like slide mk or slide hk as antiair?
what about the drills? are they useful? Do they all bring the opponent in juggle orr only the mummy?
It seems like slides too gets beaten out a lot as anti airs because jump in moves seems to have amazing active frames in many cases. King’s jumping fierce for example is impossible to anto air with slides/sweep, you will just get stuffed. I bet it works against other jumps though, but it doesn’t seem to be particularly good.
As for drills, they seem to be very similar to sf4, but because of the great air normals that many characters have, the drills seems to be beaten in the air a lot too. Same goes for mummy, but it gives you more hit stun on hit, so you can do better comboes after hitting someone on the ground with it. If you hit in the air, the drills gives juggle state only on counterhit, while mummy gives juggle as in sf4.
The thing is, Dhalsim has probably the slowest recovering fireballs in the game, and even slower than sf4. I don’t know how the game will develop, and I agree that Dhalsim seems pretty free for the tekken characters, but with roll mechanism, the alpha counter, the 3 frame short (I think) that chains into magic series and launcher, and is safe if you stop at medium kick (probably), and also comboes into itself now (short->short), Dhalsim might have the defensive options to keep himself away from the tekken chars after all. We will see when the game has been out a couple of months I guess.
I can understand that you can use the fireballs only for mixups, but you can keep the tekken chars out with the limbs, isn’t it? i don’t know, s.mk, c.mp and c.lp are there for this, i think…
If Dhalsim plays anything like his SF4 incarnation ( not saying he does, I haven’t looked into SFxT extensively, much less Dhalsim ), then it becomes quite easy to assume he’ll be bodied by much of the rushdown cast. After watching some Kazuya and other rushdown Tekken characters, they’re pulling out pretty simple 35-50% combos on -week 1 combos. Chip damage and spacing isn’t going to cut it when you have 2 characters to keep switching around and regenerating life and they only need 2-3 openings to shut you out. Dhalsim might have the tools to keep you out but i’m fairly certain much of the cast will have better tools to get in.
Although he might have some nice crossover tech or something, maybe toss him in the 2nd slot for that/good matchups for Dhalsim.
Most of the Tekken characters seem to be following the Dudley model of anti-fireball moves, which generally doesn’t work as well against slow fireballs like Guile and Dhalsim as it does against the shoto type.
I could see Jin being a problem for Dhalsim if he can use orbs to block both fireballs and limbs.
I mean thats just a matter of timing on the players part, on paper and at the highest level, Tekken characters will be weaving through fireballs like its nothing. Not to mention some characters can just straight up step through Dhalsims long ass normals ( King comes to mind ) and close that gap real quick.
On top of that, jump ins are real strong in this game, and some of the higher health characters are looking to be real strong as well. Not that this means he’ll be weak or anything, its just that I don’t think approaching Dhalsim like you normally would will be very effective.
No, I’m not talking about timing at all. Moves like Dudley’s duck work against fast fireballs because the fireball gets to you quickly, so you can duck through it before the opponent has recovered.
But with slow fireballs, if you wait for the fireball to get to you, you can’t duck through it because Dhalsim has already recovered and will punish you with a normal. That’s kind of Dhalsim’s “thing.” He doesn’t throw fireballs when you’re close enough for the fireball dodge moves to be effective.
Im not entirely sure thats how it will work in SFxT, while some evasive moves may work like that, I have seen many that are quick but also move a considerable distance, possibly putting you past the fireball regardless of speed. The game isn’t even out yet so we’ll see.