Dhalsim Thread

s.lk is his best hit confirm since it can link into itself or you can chain into launch or just do straight into launcher. Also Sim really only has 3 switch cancels I’ve seen worth doing. S.HP, j Hp zoom, and yoga flame in the corner. All three you can combo off of if they connect.

As mentioned earlier: standing hp is great normal to switch cancel from, as you only need to press a button early with your incoming character to stop your run and stay at a safe distance! No comboing after it, but it is good when you need to get sim safely out!

You can switch cancel close fierce into a full standing combo with your incoming character, too.

Also, off of a midscreen launcher I have just started to do low strong, low strong, stand forward cancel into back teleport. Just food for thought.

So I can crMPxcrLPxSuper but I cannot crMPxcrLP on it’s own. The LP will never come out for me unless I am supering. Is this a thing?

cr.mp doesn’t cancel into cr.lp, but if you mean cr.mp > cr.lp xx super and cr.mp > cr.lp, both work fine, check your inputs.

Don’t forget you can also switch cancel counter, but for two meters you could just use super reversal.

I normally ABC with lk mk hk, using the longest reaching normals and ending in knee. I just realised in training mode today that cr.hp is better.
[LIST]
[]1 frame better on whiff recovery.
[
]1 frame worse on hit, but is cancellable into EX or Super, s.hk is not.
[*]Hitboxes look exactly the same to me, no difference between the two.
[/LIST]
The new Pandora extend gem also gives Sim insane amounts of time to do chip super damage. Normal is 60 on block, 250 on hit. Pandora gem is 365 on hit, 90 on block. Gem enhancer makes this 395 on hit, 95 on block. The extra 6-8% damage for two slots I don’t think is worth it. I’ll be using this in non-serious matches to win in style. BTW you need to put Pandora gem on the partner to be sacrificed.
S.lk xx cr.hp xx super is also enough time to recover two meters for the next super. If they don’t have a mashable reversal, this is a pretty good lock-down. This gives you between 6-8 shots at chip super if they are already in the corner and you just hit pandora. Time freezes during his super and he has extremely fast recovery (-3 on block) so I can even see this working at 15 seconds, hit pandora and spam super for the last 10 seconds for 400 damage (if all blocked). If they have meter they can counter but most people you’ll be doing this to won’t think of it.
The new Auto block level 2 is ridiculous, use that on Sim plus a special generator if you’re new to him and keep getting smashed. 1/4 a block to kill an entire block string is stupid. Watch out for Hugo/Gief with this stupid gem.

I just got back from a sfxt session (Which I only get 1 time each week or so lol), and I tested out some new stuff:

I can confirm that chaining c.mp->s.hp xx tag cancel is a good way to continue a ground combo with your other character.

Also I found some stuff with tagging off of dhalsims limbs. I thought you were only able to interupt the run of your incoming character with a normal, but you can interupt it with a special move or super too. I play Sim and Hugo, so what I found was this:

At about the max range for yoga sniper, I could execute the sniper and tag cancel it, and super with hugo while he was running onto the screen and combo from the overhead. This uses 3 meters, but I still found it interesting to have an instant overhead into a 400-500 dmg super in my bag of tools.

I was also able to connect with a super off of a max distance standing fierce tag cancel, but only on counterhit (I think you can do it without counterhit, but the timing is tight)

Also I was doing a lot of anti air to air jumping f+mp xx tag cancel into juggle with hugo. This is really easy to get when you can do it while a fireball is on the screen

^ try experimenting with jump f+hk for air to air’s. I’ve had good results, plus im able to tag them easily with f+hp juggle once i land (counter hit)

Is it me or does Dhalsim say “yoga please” sometimes? I just had a match with a sim (lost like a bitch) and I could have sworn he said that lol

I found j.f+mp beats most air-to-airs. I start baiting jumps against me then hitting people with f+mp. It doesn’t so as much damage but it works.

Any Dhalsim players think that air Yoga teleports behind your opponent leaves you closer to your opponent than it did in SF4? I’m really good at jabbing random teleports, but I’ve noticed that my jabs keep crossing under the teleport, thus punching in the wrong direction and getting the back of my head sniped. It may be specific to moves that move you forward a bit, not sure. Any one else notice this?

Ye we talked in the other thread. They might leave you closer to the opponent yes, but they have 30 frames of recovery, so you should be able to find a normal that can anti air them without crossing under.

Ambiguous set up after neutral throw:
backdash-> instant HK drill (Neutral jump will land on same side, and forward jump will cross up) - combo into lk and launcher

Ambiguous set up after back throw:
short slide-> instant HK drill (Neutral jump will land on same side, and forward jump will cross up) - combo into lk and launcher

So I’ve gotten quite a find today when I was in the Lab with Dhalsim. I tried comboing cr.mp into cr.hp since I noticed they link. So basically from there I tried this corner combo that seems to be kinda flashy or good for dhalsim’s ability since he doesn’t combo much. It lead to pretty good results ranging from a untechable knockdown, a charged counter hit ( if they don’t quickstand), or just good damage.

For the Untechable knockdown: cr.mp > cr.hp xx Hp flame > st.lk > cr.mp > Hk slide. (332 Damage)

Stored Counter hit goes pretty much the same minus that at the standing light kick you can follow up with 2 cr.mp’s and then end with heavy yoga fire. It gives you time to store a counter hit and backdash with them as they roll.

The last one I thought of that’s still pretty much a variant of this is when you get past the Hp flame you can do 3 cr.mp’s but the timings kinda odd ( might be space dependent ) and then cancel the last hit into super which does about 471 damage.

Keeping this thread alive, lol. Does the LP Yoga Fire travel full screen? Thanks.

It travels just short of full screen, so a neat trick is to fireball a little closer than full screen and walk a few steps backwards. A lot of people try to jump away from the fireball, but because you scroll the screen by walking back your self, they will meet the wall during their jump and land on it. The fireballs (lp, mp and hp) do seem to travel slightly further than in sf4, but they are the same relative to each other. Ex travels infinite range as ssf4.

I guess I can drop some post launcher tech for Dhalsim.

For damage I usually go for c.mp st.mk xx hp flame after launcher. In the corner I do c.mp c.mp c.hp xx lp blast

For mix up, I do c.mp c.mp st.mk xx lp fireball (Knock down) cross up tp (If they quick stand they have to block fireball and take the mixup (Can usually block fireball then interupt your attack with a jab, but you can make it pretty air tight). And you can mix this up by doing back punch tp in stead and go for j.hp st hp combo as the opponent eats the fireball (If he thinks you cross him up)

Also I have been watching some Tokido, and I have figured out what he is doing post launcher for mix up:

He does c.mp c.p slide sweep, then either does forward KKK teleport or backwards PPP teleport. These two options will look the same as they start up, but will either land behind or in front of the opponent. You can make these options meaty with j.mk after teleport I think, but there is a risk of getting jabed out of your teleport if you time it slightly late!

Hi guys, I just played against this A+ ranked dhalsim and it was absolutely hopeless. My team is Hwo and Nina. He literally just teleported away the whole time and just through at his long reaching pokes and instant air overhead. He beat both of my characters and I couldn’t even get close to him once. Is there any secret to getting in on dhalsim and preventing him from escaping.

Get in, and pressure with frametraps, throws and instant air raids in to c. Lk links. If sim tp’s out, you can walk up and sweept at least because of long tp recovery on grounded version. How to get in is the real question, and with hwoarang I would say:
-Use his fast dash to close distance on the ground (when sim starts to throw out normals to hit the dashes, either predict it and respond with a dp or a jump in from a distance where dhalsim won’t be able to anti air you if you choose to not use a normal in the air.
-command dash through fireballs since sim has bad recovery on fireballs.
-if sim air tps backwards he has commited to this and can only choose to drill to change direction. Dash up and block air attacks or simply predict with dp (the point is, let him feel unsafe about just tping away.

In conlusion: Be patient and close in the distance, take advantage of the long recovery on sim’s reversal grounded tp and long recovery on foreball. Recognize that sim has to poke a lot to keep away a hwoarang that constantly dashes in, and has to commit to these normals with long recovery, which gives you opportunities to jump in without much risk if you space it right.

Also Hwoaranga flamingo string that ends with the HK I think (the one that makes him jump forward in the air) is good to catch backdashes, gives advantage on block, and you can link from it on hit (+ really fast and hard to punish on whiff)

Sent from my GT-P7500 using Tapatalk 2

So I’ve decided to pair Ryu with Dhalsim. I have one major issue with Sim. I can’t stop people from using derpy attacks to get in. Such as Law’s spin kicks, Ryu’s Tatsu and Juri’s dive kick. How can I rectify these issues?

No universal answers, but those you mentioned:

Law’s kicks: He isn’t really “in” after you block his kicks, so you can pretty safely backdash or push him away with normals (Watch out for ex reversal though). Also his kicks are really wasy to alpha counter.

Ryu’s tatsu: Respond with c.hp while he flies over you

Juri’s divekick: Space it so you block her as high on your body as possible and punish with lk. Empty jump at a certain range to punish whiffed divekick on the way down from the air. Jump forward mp to stuff it before it is active (React to her jump no the divekick). Predict jumps and preemptively anti air with forward mp or hk.