Dhalsim Thread

My thoughts…It’s wayyyy different from SF4 iterations. Disappointing a little as it took lots of practice to build a wicked SIM on SF4/SSF4. Now The whole forward+ K or P for range hits is not delightful :confused: … Hell I was just mastering his Focus cancel combos on SSF4. I hope I have enough time to get good at this one. Also Why is SAGAT his “Official Tag Partner”? I don’t see it? I like Raven, or Yoshi to go with my Sim. If Im gonna go big character though I’d prefer OGRE. Excellent info here guys and GL. Sim Since the beginning

the winners of the match are decided on the total percentage of combined health bars (not including regenerating health ie the shadowed life).

So bascially if i have marduk and hugo each at 50% and my opponent has lili at 1% and ibuki at 100%, my opponent will win.

Basically the way the cross assault works is, it combines the life totals, and when it runs out, it splits the life in half. So this is why i’m saying its good to start with sim, then spend a good latter portion of the match with hugo in there and THEN use cross assault. 1) because then you can control sim and use left/right mixups easier with his teleport and low/overheads 2) because when cross assault ends, chances are sim will end up with more life than when he got out, although hugo will lose more.

In cross assault, your meter goes from 3 to 0 and that is when it ends. However, you have unlimited use of the meter during this time, EVEN IF IT DOESN:T SHOW THE REQUIRED AMOUNT OF BAR ON THE INTERFACE. what i mean is, you could see less than a bar on the screen in the waning seconds of cross assaault, but still be able to throw out a super.

Obviously this is an all in strategy and isn’t ideal all the time, but there are situations where you can really benefit from a strategy like this. its a free mixup really.

That’s a fucking awesome find. I seriously never would’ve found that.

I’ve been playing some Sim lately and I’ve stumbled upon alot of the stuff mentioned. I’m working on making a vid describing some of the difference between SF4 and SFxT. I went into training mode in both games just to get some damage stats. I ran into a few surprises: There is no differnce in damage between Yoga Fires in SFxT unlike SF4. So LP, MP, HP do same damage. I thought that would be intersting in terms of combos. Also Yoga Flame does considerably less damage compared to SF4. Last thing I’ll mention is that far c.lp does more damage than in SF4. I was thougt this was a great poke since it’s fast and has range, the fact that it does more damage makes it a little more useful in my eyes.
I’m currenty running Sim/Kazuya simply because I played a very very little of Kazuya in Tekken. The synergy is not great but Kazuya does good damage so I tend to build meter with Sim, then bring in Kazuya to lay down the damage, then bring Sim back in to zone. It would be better if I could get electrics down with Kazuya. I was also considering Raven as a partner.
Also just an FYI if I do use some of you ideas in the Vid I give credit out :slight_smile:

So I’ve put togeather some random info with dhalsim and basically found that doing manual launchers is essentials with Sim. Here are some examples:

Lots of opponent strings or moves can be punished with s.lk but can’t link to launcher combo usually, but you can usually link s.lk, s.mk, manual launcher or s.lk manual launcher. Examples are things like Jury’s dive kick and lots of tekken strings like Hwourang. Meaning you can get a decent combo off any punish

Also dhalsim can do considerably more damage off launcher combo by simply doing air normal -> s.HK -> manual launcher since the lack of scaling will make your partners combo do more damage.

Also launcher’s seem to be essential for defense since it can beat out alot of the BS frame traps people try and put togeather like RYU c.mp c.mk donkey kick trap. It really only takes one of these per match to put the fear into your opponent and without a DP that is essential. Seems like most of the SF characters frame traps have holes in them you can just raw launcher.

You can tag cancel dhalsim’s s.Hp into combo with partner or use block stun to make into non alpha counter safe. This can be really helpful for characters that can do large damage off standing characters. Something to keep in mind.

Also seems like the best damage post tag or tag cancel into sim that uses meter is -> c.mp s.mk chained into HP cancel into ex blast or super. This works midscreen or corner.

So I am a Cole player, and I use him to zone people, harrass them with projectiles, and use his beast anti-air, all from pretty far screen. It got me thinking though, Cole is ass, and doesn’t Dhalsim do that kind of game but a lot better? I feel I should start using this dude.

yeah it doesnt work to link 2 supers in pandora mode…i thought pandora would give you endless meter but it just recharges it…stupid me…

but the aa part DOES work! i said it is good for a-airing CROSSUP jumps because dhalsim will come out a lil behind your point char.

still dont know why pandora super does LESS dmg than normal super

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This place looks pretty lonely. Love from the Yoshi forums, we’ll catch you bastards eventually.

The cancel of the run after tag cancel is an important tool for Dhalsim! If you hit/makes the opponent block standing fierce from max range, and tag cancel it, and then immediately press a jab (or any other normal) as your second character is running in, you can stop almost full screen away from the opponent, making it ridiculously safe:P This is also important if you tag cancel into dhalsim from w/e (as long as you have some screen behind you), as you can stop far away from your opponent, and start zoning, without ever being in danger of getting hit! Strange that I haven’t seen anyone else do this!

Edit: I forgot what Grievrr said in an earlier post in this thread: “Basically, you can only run cancel when the incoming character reaches the outgoing character.” So you won’t be able to use this technology as effective as Dhalsim can, with other characters (Because of the lack of stretchy limbs), but some characters do have long range on their normals too, as well as instant jump back overheads, that can also make this tech work.

Do you think it is possible for a bit of a scrub to learn Sim if he focuses on him as a character? I always felt he was offlimits for inexperienced players due to his unique style and zoning game, but from what I’ve seen I like him.
Seems like Sim just has his own game, so if I spent mad time with him it could mess up the normal style of other characters, and I already have trouble enough keeping track of two people a match in this game.

Is Dhalsim totaly free for Hugo/Law/Cammy or is it just me? Any tips would be great!

I know nothing of the match myself, but from what I’ve heard Sim runs rampant over Hugo.

What about Hugo is giving you problems? I play both characters (generally on separate teams, though.)

I feel Law is pretty free for Sim but I have loads of problems with hugo. Up close so many of his moves don’t have counters other than just teleport or backdash away, so if you get cornered your in trouble. Also fact that he can lariat any limb makes him very hard matchup for sim imo. Fireballs just let him get in close and lariates are so dangerous. Cammy is annoying you basically need to buffer reversal teleports against jab pressure and if you get cornered basically survive until you got meter to alpha counter.

Learning Sim from scratch can be done, just get used to losing almost every game until you get comfortable with him. Sim doesn’t make good comebacks, you need to be consistently in the lead to win. Having the lead helps you keep the lead because of his limbs and AA. The difficult part is understanding that teleporting away is unsafe and can be punished in most cases. This means if you have let someone into your space, it’s very difficult to get back out without losing a significant chunk of life. This part is the hardest part of learning Sim.

A good Law is dangerous as each hit leads to 300+ damage. Don’t fireball, keep full screen away and poke. Jump around and alternate teleport, drills and HP to stop him from getting closer. Let him in close enough only to AA or lk into launcher. IAT retreat is good. Poke with mediums and lights so you always have enough time to AA. If you are in range for his fireball jumping kick move, you’re too close. Do not try to punish his moves unless you know you are at frame advantage.

C.LP is a great poke, I’ve just started using it a hell of a lot more. Tekken players don’t block down in general as they don’t really have long distance slides, they have long distance overhead attacks. I did notice it does more damage than SF4. If you start the round with s.mp, a lot of characters can actually jump and punish it. I haven’t tested with C.LP but you should be able to block.

Stay far away from Hugo, you want to be at 3/4 screen away or more. Don’t try to lk launch unless its guaranteed. Throw random F.hk as it hits him due to his height even if he is just walking, and if it hits air you have a two hit juggle. If he is able to push you into the corner, IAT behind him when he jumps forward and retreat. Rinse, repeat. If he’s just walking forward, you should be able to outpoke him 50% life before he’s even close. Distance is key.

My golden flowchart when playing Sim for any character giving me trouble - if I stop pressing buttons, do I still lose? If no, stop pressing buttons because I’m falling for frame traps. If yes, how are they getting close enough to beat me? Revise spacing/distancing and reassess. If I still have trouble after reassessing, it’s probably a match-up problem, change offensive/defensive strategy and out-play the player (as opposed to the character).

Um in regards to the hugo advise, hugo can just lariat on reaction to your stretch limbs from full screen. I don’t see how poking at him is really a wise strat, especially long lasting limbs like the heavies and mediums. Also if you IAT his jump in you still get hit by splash, its way better to just medium slide underneath his jump in. One positive note on matchup though, jump heavy arms actually beats his AA grab, though it does lose to the EX one.

Could you clarify whether you mean Hugo would react to a whiff, to the actual hit itself, or a punish on block of the hit?

I’ll try to clarify what I meant:
I’m suggesting to poke at 3/4 screen at the tip of f.hp. At full screen, Hugo is one of the safe characters you can fireball against. If he jumps, you have free zoning. If he blocks, you have the option to IAT mixup or do nothing, its completely your call. To get him to full screen, you will need to push him back.

Using IAT to cross-over escape should only be used when they don’t know or suspect you are going to. I only use it when my opponent is focused on trying to get past the zoning range (closer than 1/2 screen) while watching for limbs and anti-airs they get surprised with a teleport escape/attack. This move is also best used when not in jump attack range. While trying to approach,if they jump attack empty space they are open to trip guard and so they generally don’t want to be jump attacking from far away.

If you are close enough to slide under a jump-in, he is too close already. Are you able to post a video?

I feel a lot of this should be self explanatory but I guess I’ll go into more details.

Any hugo worth half his weight is going to use charge lariate and cancel into back or forward dash. Yes you can punish his forward dash but not on reaction, if you wait till he dashes he’ll recover before it hits him and he could just start a new one or block. Also realize that since the armor of his lariat is instant, he can actually start up armor from start up of zooms to when they actually hit them or at least the heavier hitting ones. This means you have to predict when he’s going to dash, and if you guess wrong you eat huge damage since he just releases lariat when he gets hit. This means you need to use fireballs to zone hugo, meaning now he can just jump them to move in.

Now alas, in this game it is inevitable that someone will get in close range to you, consider things like forward roll and other tools, eventually hugo will get in and you need to get away. Now the trick is if that you can’t teleport backwards, because to close to corner, this means you have to deal with splashes and claps, and sim can’t AA splash reliably because of how the move changes his hurt box. Also do to its hitbox, any teleport that does not move you a considerble distance away will get punished. This means once he gets in and tries to splash you, ya have to slide to get out. It is somewhat naive to think you can keep a good Hugo out the entire match.

treat the matchup like balrog in ssf4. throw fireball then poke.

Snadmonkey, I’ll assume you’re not trolling even though your last two posts have been vague, biased and entirely inaccurate. If you continue to post in the same manner then I’ll just ignore you :slight_smile:

Therefore I went to training mode and tested, here are the facts:
[LIST]
[]Hugo’s lariat can only hit at just over 1/2 screen regardless of whiff/punish/read.
[
]Lariat armor is still grey damage.
[]Hugo in lariat charge cannot punish rear-IAT.
[
]Bodyslam can be b.mp AA from almost any distance and any bodyslam timing clean. The only time b.mp loses is when Hugo is almost point blank, i.e. Hugo’s crossover range.
[]Bodyslam cannot hit IAT behind Hugo, period.
[
]F.HK beats bodyslam clean at the correct distance (3/4) in most instances (need to hit with foot/ankle, shin will lose, also depends on timing of bodyslam) and loses at 1/2.
[/LIST]
Here are my opinions:
[LIST]
[]F.HP is 10 frame startup, by my calculations this is 160ms until the first active frame. I’ve never met anyone with faster than 160ms reaction speed, let alone it being the norm. You stated they can react to this with a lariat, I declare bullshit - http://www.humanbenchmark.com/tests/reactiontime/stats.php
[
]Of the 0.01% of people that can react that quickly and actually play this particular game, I would have a ball of a time confusing their brain by bobbing up and down and whiffing lk for a reaction.
[*]Since you can’t define where you’re having trouble clearly, I’m going to stop posting help for you.
[/LIST]
So while you may think it is naive to think I can keep a good Hugo out the entire match, I’ll let you guess who is sitting on the other side of the fence not losing.
BTW I couldn’t bodyslam a f.hp in training mode. If it can be done at all, this can probably be used to mixup between f.hk to force them to alter bodyslam timing (while eating damage). Otherwise it’s just a good trip guard.