Dhalsim Video Thread

**Mod Edit: **This thread has been slightly changed from its original purpose. It now serves to allow Dhalsim players to upload their videos for critique and review. Please see “Video Thread: High-Level Play” for videos of top-level players like Arturo Sanchez, Filipino Champ, and YHC-Mochi.

– Legacy Post Information –
Here’s a place to post up new Dhalsim videos for everyone to watch, learn from, and critique. Could a mod merge the recent Nasty Dhalsim Vid thread into this one?

General video sites
Variations of searches for Dhalsim on NicoNico (Plug a video link into this site if you don’t have a Nico membership)
Variations of searches for Dhalsim on Youtube
GameChariot SF4 Vids
GameChariot Vids of Dhalsim on YouTube
Game Inn Sakura SF4 Vids
Game Inn Sakura Dhalsim Vids on Youtube

Specific players

Mochi
Nico
Mochi (Dhalsim) v ??? (Ryu), ??? (Rufus), 2009 3-29
Mochi (Dhalsim) v ??? (Akuma), ??? (Ryu), ??? (Ken), ??? (Sagat), 2009 3-5
Mochi (Dhalsim) v Nicky (?) (Sagat), 2009 1-16
Mochi (Dhalsim) v (?) (Boxer), 2008 11-10
Mochi (Dhalsim) v Lee (Blanka), 2008 11-10
Mochi (Dhalsim) v (?) (Honda), 2008 11-07
Mochi (Dhalsim) v (?) (Claw), 2008 10-30
Mochi (Dhalsim) v Nicky (Sagat), 2008 10-19
Mochi (Dhalsim) v D! (Dictator), 2008 9-17
Mochi (Dhalsim) v SomethingPon (?) (Rufus), 2008 9-1
Mochi (Dhalsim) v (?) (Ryu), 2008 8-25

Iyo
Youtube
Nico
–[media=youtube]FPD8xyp6nik&fmt=18"[/media]), 2009 1-19
–[media=youtube]JsWgUqs31Bk&feature=channel_page"[/media], 2009 1-18
–[media=youtube]K3mLOt5PPr8&feature=channel_page"[/media], 2009 1-18
–[media=youtube]yCJHkrj3pRo&feature=channel"[/media], 2009 1-18
–[media=youtube]8hqHMyM3dfk&feature=channel"[/media], 2009 1-18
–[media=youtube]S3CQLzIsUaU&feature=channel"[/media], 2009 1-18
–[media=youtube]6fDTYVR_i-4&feature=channel_page"[/media], 2009 1-18
–[media=youtube]GRQvdTKUmFI&feature=related"[/media], 2009 1-3
–[media=youtube]kw9uzCh6QLA"[/media], 2009 1-3

Tsunniao
YouTube
–[media=youtube]do9EE-SiafU&feature=channel"[/media], 2009 1-18
–[media=youtube]0fafVCq5cRQ&feature=channel"[/media], 2009 1-18
–[media=youtube]RxnP9QNL1_k&feature=channel"[/media], 2009 1-18
–[media=youtube]14AnAK_n3XE&feature=channel"[/media], 2009 1-18

Tateyama
YouTube
–[media=youtube]cvewbELer54"[/media], 2008 12-7

Itsuki
YouTube
Nico
–[media=youtube]vfS0-siT_sQ"[/media], 2008 12-6
Itsuki (Dhalsim) v Snow Boy (Dictator), 2008 12-6
Itsuki (Dhalsim) v Bekrima (?) (Zangief), 2008 12-6
Itsuki (Dhalsim) v Nekomanma (Ryu), 2008 12-6
–[media=youtube]n3-xtmXKBws"[/media], 2008 9-26
Itsuki (Dhalsim) v Shinchan (Sagat), 2008 9-20
Itsuki (Dhalsim) v Bubba (?) (Rufus), 2008 9-20

Bauke (?)
Bauke (Dhalsim) v (?) (Honda), 2008 11-2
Bauke (Dhalsim) v (?) (Ryu), 2008 11-2

AJI
YouTube
Nico
–[media=youtube]rekHS0L7tSc"[/media], 2008 10-29
–[media=youtube]ziVEJNKuLss"[/media], 2008 10-29
–[media=youtube]xfthAqAh2AE"[/media], 2008 10-29
–[media=youtube]09RMAfY9Sk8"[/media], 2008 9-17
–[media=youtube]w9LO0Q0bzXg"[/media], 2008 9-17
–[media=youtube]utpiUnTrLX8"[/media], 2008 9-17
–[media=youtube]yd2tMdGidw4"[/media], 2008 9-10
–[media=youtube]oPqfBtswqUo"[/media], 2008 9-10
–[media=youtube]q0nAG16AXpU"[/media], 2008 9-10
–[media=youtube]IuaDmxQdqKE"[/media], 2008 9-10
–[media=youtube]ltfd8Y59npQ"[/media], 2008 9-3
–[media=youtube]ABN5S5Bajpg"[/media], 2008 9-3
–[media=youtube]-mA70gLO2Hk"[/media], 2008 9-3
–[media=youtube]6Qhtj0HJAEk"[/media], 2008 9-3
–[media=youtube]Nh3W4R38R24"[/media], 2008 9-3
–[media=youtube]OfRcRUqVpLY"[/media], 2008 9-3
–[media=youtube]YKzmm_HzY3c"[/media], 2008 9-3
–[media=youtube]X_Kuob3rUAY"[/media], 2008 9-3
–[media=youtube]Ek7l4vTRxfU"[/media], 2008 8-23
–[media=youtube]A-3dL9scqz0"[/media], 2008 8-23
–[media=youtube]OCIYm_l8HNo"[/media], 2008 8-23
–[media=youtube]eJoA6goZ_IE"[/media], 2008 8-23
–[media=youtube]88nvr_gNCdQ"[/media], 2008 8-23
–[media=youtube]eNY4ULvzkjo"[/media], 2008 8-23

Sabin/Arturo Sanchez
YouTube searches
–[media=youtube]73RRmFNHRYw"[/media], 2008 11-23
–[media=youtube]ugQgbbLMbo0"[/media], 2008 11-23

Wherever there’s a question mark after one of the Japanese names, that means I either can’t read that name or I’m not sure I got it right. Help me out!

A Dhalsim vid, awesome. Great analysis of the Iyo vs. Kindevu vid. Iyo is really knowledgable of Dhalsim, which is why he is the sole Grand Master Dhalsim. I would like to know who are the prominent Dhalsim players.

There is an early TRF video which I believe Tatsayao wins. Sorry if i butchered his name. It’s the first time I see the teleport, bnb, ultra, telport combo. If I find it, I’ll post the link here.

so far, from what I can tell the top Dhalsim players are

Tateyama
Moichi
Iyo
Aji (havne’t seen this guy in action in awhile though)

U.S.

UltraDavid
Arturo
combofiend?

It would be nice if the matches could be posted with links of each individual player.  It appears that Dhalsim can be played in many ways.   Aspiring SFIV Dhalsim players like myself would get a chance to see various approaches to the character.

[media=youtube]yCJHkrj3pRo&feature=channel"[/media]

At 2:06, Iyo does jumping fierce into ultra. I do this too, I think it’s real smart. It forces the opponent into a really bad situation: sit there and try your hand at blocking Sim’s aegis games, try to jump out, or try to do some invincible move to get out. RF tries jumping out at first, but at that range Sim’s antiairs dominate Sagat’s jumping attacks, and Iyo sends him back with back+roundhouse. But then Iyo makes the mistake of trying to hit a mixup on a Sagat player who knows that his only way out of the ultra is to do some invincible move. Instead of waiting for RF to either start blocking the ultra (in which case Iyo would start his mixup games) or do a dragon punch (in which case Iyo would punish RF, probably for the win), Iyo does jump back fierce and predictably gets hit by RF’s dragon punch. This is something I’m guilty of doing a lot too, unfortunately. The ultra is a great move both for mixups and because it forces the opponent’s hand; if you’re trying to force his hand, wait for him to put it out on the table before doing anything yourself. Iyo tries to use the ultra to force RF into a bad situation again at 2:59, but it doesn’t really work out. Oh well, not a big deal, aegis didn’t always work out for Urien either, and Iyo still took off a bit of RF’s health with chip damage and still backed RF up into the corner.

At 6:59, Iyo uses the ultra at midscreen just after a tech throw. I think I understand this decision, but I don’t think it was a very good one. If RF jumps, dashes, or tiger knees toward Iyo, which I’m guessing is what Iyo was hoping for, RF eats an ultra (and probably juggle to super, if RF didn’t hit Iyo with anything). If RF does nothing, that’s fine, Iyo will start ultra mindgames on him. If RF moves backward, that’s fine too, because it’ll result in RF getting cornered, and Iyo will be able to set up shop exactly where he wants to be. I think this would be totally fine if RF were up on life, but he’s not, he needs to make up a lot of ground pretty quickly, and in doing the ultra here, he loses the best thing he has for forcing RF into a damaging situation. RF’s totally cool with jumping back, because honestly, what’s an ultra-less Dhalsim gonna do to take off a third of a turtling Sagat’s life in less than 20 seconds? Predictably, Iyo loses the round on time-out. He does basically the same thing at 8:20, but this time he guessed right, and RF tiger knees himself into 2nd place in the tournament.

Iyo uses the ultra in a similar way at 2:53 in the [media=youtube]8hqHMyM3dfk&feature=channel"[/media] against Kindevu. After a tech throw with Kindevu in the corner with Iyo well ahead in life and Kindevu near chip death, Iyo knows that he’s at a range where if he does ultra, Kindevu is dead. Kindevu can’t get through the ultra without dying, he can’t block it without dying, and if he jumps, Iyo’s gonna antiair him for the win. His best option is to try to jump out and hope Iyo messes up the antiair, but that’s obviously not a good enough option, and he dies.

For the most part, I like how Iyo dances through tiger shots. I rarely use yoga tower, I’ve focused on sliding under high shots and jump-drilling over low ones, but the tower is obviously very useful in fireball games. It both recovers faster than jump-drills and lets Sim keep the exact same positioning he had before, which can be really important. I wish Iyo did at least a bit of jump-drilling over low shots, though. I think getting Sagat into the corner is pretty big in this matchup, and yoga towering in the same place is not going to force Sagat backwards like jump-drilling small distances at a time will. Iyo basically waits for RF to throw a high tiger to move up with short slides, but you can’t really depend on Sagat to do that to move him back, I don’t think. If I need to deal damage, I want to be within my standing fierce range so that I can beat or trade with tiger shots (trading tiger shot with standing fierce is a slight win for you in damage and a bigger one in terms of dissuading him from throwing shots), and I’m not gonna get there unless I move forward.

Iyo also very rarely focuses RF’s tiger shots. I get why; focusing hurts your positioning, either by making you move backward or by making you move up too much at once, it’s risky for low-health Sim to take gray damage against Sagat, and it results in opportunity costs in the forms of potential damage dealing (from teleport combos, ex fireball setups, or standing fierces) and potential positional gains (from sliding under high shots, jump-drilling over low ones, or doing ex fire to back Sagat up). Lots of negatives there. But on the other hand, focusing gives you access to your totally sick ultra and all the threats and games that come with it. When is it better to gain ultra by losing ground, potentially losing health, and losing the opportunity to deal damage and gain ground? I’m not sure. Not usually, I guess.

Also, Iyo stores his meter for super a lot in this matchup. He uses ex yoga flames to gain ground a few times, but for the most part he doesn’t really seem to need ex flames. I personally have depended considerably on ex meter in this matchup, probably because my Sagat opponents have liked throwing out ex shots and I really don’t want to risk getting knocked down against Sagat in fireball wars if his ex blows through my regular fire. And although RF likes saving super more than my opponents do, this still actually bites Iyo a few times in the third game against RF. The super is nice, and Iyo uses it as a damaging antiair in the 2nd game, as a damage dealer in teleport combos a couple times, and as a threat against RF’s jumping whenever he has it, but I’m not sure if those things are more important than making sure Sim’s ass is covered in fireball wars and in backing Sagat up. Gotta consider and test a bit more.

Japanese Nationals Quarterfinals
–[media=youtube]8hqHMyM3dfk&feature=channel"[/media]
–[media=youtube]S3CQLzIsUaU&feature=channel"[/media]
–[media=youtube]6fDTYVR_i-4&feature=channel_page"[/media]

Look at Iyo deals with Kindevu’s jesus kick. After the jesus kick Rufus has a few different options to follow it up, a flash kick type thing, an overhead, a low attack, and nothing. Before Kindevu starts which follow-up he wants, Iyo does short slide buffered into super if he has it (that is, he does the motion for short slide xx super, and if the short hits, he gets super, and if it doesn’t hit, nothing happens). At 1:25 in the first game, Kindevu does the overhead, Iyo’s slide goes under it, and Iyo gets a free throw. At 2:19 in the first game, Kindevu starts to do the low attack, but Iyo does short slide, and since it hits Kindevu, the slide automatically cancels into super for beefy damage. I don’t think we get to see Kindevu try the flash kick thing so I’m not sure how short slide would deal with that, gonna have to try that out for myself. Jesus kick is unsafe on block if Rufus doesn’t do a follow-up, so short slide xx super would work well in that situation as well. Smart stuff.

Also look at how Iyo deals with Rufus’ jumps and dive kicks. Standing forward for preemptive antiair, standing roundhouse to deal with far jumps, jumping strong for closer jumps, back+roundhouse for regular jumps, back+strong for regular dive kicks, etc are all pretty standard and obvious. The interesting things he does are down-back+strong to beat close or low dive kicks and ex yoga blast to beat high dive kicks. Down-back+strong has a sick hitbox (I use it to beat things like Chun’s jumping roundhouse and Abel’s jumping forward) and comes out quickly, and it also does fairly good damage (for Dhalsim). EX blast, which I always forget about, comes out really fast (Sim’s fastest special move by far, faster than back+strong even), does great damage (…for Dhalsim), and has a sick hitbox; it’s a really good choice for air attacks coming down right on top of you.

At 1:15 in the first vid, you see why it’s a bad idea for people to try to focus Sim’s yoga fires. Kindevu focuses it, but Iyo teleports right next to him and punishes him with air fierce, back+forward kick xx jab flame. My guess for why Iyo doesn’t cancel into super is that he wants super to dissuade Kindevu from trying random jesus kicks. It doesn’t work, Kindevu does jesus kick anyway, but as above, Iyo shows him why that’s a bad idea.

At 1:48 of the first game, Kindevu jumps in and Iyo makes him land on an ultra, but Iyo doesn’t juggle Kindevu with a normal like standing forward even though it would have won the round. Kindevu’s a dead man walking anyway since the yoga fire Iyo puts out right after either forces Kindevu to die from block damage or to try to dp out of it, which he does, and which Iyo punishes for the win. But I’m not sure why Iyo didn’t just juggle in the first place. Now that I think about it, I’m not sure I’ve ever seen him juggle after ultra. Juggling with a normal after an ultra or super resets the opponent back on his feet, meaning you don’t get to try a yoga fire trap on his wakeup and you don’t get to run the clock, but I’m not sure that’s better than giving up guaranteed damage. In my opinion, Rufus, with his invincible dragon punch slaps, isn’t a character you should be going for meaty jab fireball traps on much anyway (although maybe I like playing a little too standoffish). And there’s no doubt that guaranteed damage that would win the round for you without even using meter is your best option.

At the end of the first game, Iyo keeps punishing Kindevu’s mistakes with back+forward kick without canceling to jab flame. If you don’t think you’re in range for back+forward xx jab flame, down-back+strong to back+forward is usually still in range to work and has only 1 more frame of startup and does only 10 less damage. Back+roundhouse will also work at any range where back+forward kick will, and it’s only 1 frame slower and does 40 more damage than back+forward kick by itself.

Iyo loses the second game, in my opinion because of two main things: Rufus’ sick combos and just a few unfortunate choices. The five hit combo Rufus starts at :10 not only corners Iyo but takes off like a good third of Iyo’s life, and the reason it hit was that Iyo started trying to do something about Rufus’ dive kick a little too late. Kindevu then makes a couple questionable decisions, the first by letting Iyo teleport out of the corner and the second by trying to rush back in on Sim even though Kindevu had the huge life advantage. Iyo then plays well until when he jumps back and Kindevu does ex jesus and Iyo for some reason tries to knock him out of it instead of just teleporting to the other side and punishing with jumping fierce. His air back+forward trades, and Kindevu kills him. Kindevu hits Iyo like 6 times the whole round: low-hitting flip kick, the big combo right after, three trades, and an ultra, and Sim is dead.

In the second round, Rufus’ dive kicks again beat Iyo’s late antiairs a couple times, leading to big damage, but what really kills Iyo again here is his jumping. Iyo jumps himself back into the corner at 1:16 and tries to air fierce Kindevu, but instead Kindevu does ex dp and eats like 35% of Iyo’s health. When Sim jumps, there’s a guessing game for the opponent as to whether he’s going to teleport out of whatever antiair the opponent wants or whether he’s gonna attack in the air, and Iyo guesses wrong here (although even if Kindevu hadn’t attacked, it’s very rare for an opponent to actually get hit by Sim’s air attack; they almost always just block it). I don’t think it was a good idea to set up this guessing game while cornered against Rufus in the first place, since Rufus’ ex slaps dp has 8 years of active hit frames and does retarded damage, and since the payoff for getting Kindevu to block a jumping fierce is pretty small. If Kindevu had been hit by jumping fierce, Iyo could have gone into super and then set up an ultra trap, which is a great payoff, but again, it’s very rare that someone actually gets hit by that kind of fierce. Not a big fan of this move.

You can’t expect to make all the right decisions every time, and I think Iyo can be forgiven for some of his choices, like trying to antiair Kindevu’s dive kick too late a few times. I don’t think the jump in the corner was a good idea, but it wasn’t a terrible idea either. What was a bad idea for sure, though, was trying to beat ex jesus from so close. If you’re close to Rufus in the air and he does ex jesus, just teleport behind him and punish him with an air attack. The major lesson here, though, is that you can’t let Rufus in, because just a few wrong moves and you’re dead. Iyo makes only like 2 mistakes each round, some of which are definitely understandable, but that’s enough for Rufus to take the whole game.

Eh, don’t lump me in with the best Sim players. I’m not even saying that out of modesty, either, my Sim just really isn’t that great. And Combofiend has moved to Balrog, he doesn’t play Sim anymore.

[media=youtube]cvewbELer54"[/media]

At 0:14, Tateyama does short slide under a low tiger shot. I used to try this a lot too. The problem is, it’s really only good if you’re certain what speed the tiger shot is, cause if you’re not, you’re probably gonna screw up the timing and lose health and positioning. It works out for him here, but I think jump-drilling and yoga tower are probably better options.

0:23: I don’t really like jumping fierces when they’re done high up. Gives the opponent a chance to focus through it into better positioning and to hurt you if he’s close enough.

0:28: Definitely don’t like the random teleport. If you want to teleport out of a situation like the one Tateyama’s in here, where he’s in the corner and RF’s just waiting for him to do something, at least set it up with a jab or ex yoga fire. And at least don’t let him know you’re gonna teleport to his other side whenever you’re in trouble, how about some fake teleports (ie teleporting in place) or something? I don’t think Tateyama’s position in the corner is even that terrible in the first place. He’s a full screen away from RF and RF’s just sitting there; why not try to walk him backward with jab/ex fires and tiger shot dancing?

0:30: RF does shorts into tiger knee a couple times and Tateyama just blocks it high. This is something I noticed in Iyo’s matches with RF, too. If you’re certain enough of a tiger knee to block high, why not press down+short to slide under the knee and punish it? Even if you’re not certain, I’d prefer that he occasionally try to predict a tiger knee and slide, just so the Sagat player knows he won’t get free tiger knees on you.

0:40: Tateyama focuses a tiger shot to get full ultra meter. I like this, I think this is one situation where eating the negatives of a focus is worth giving up the positives. If he lands this ultra, the match will really change, but just having it in the first place helps him. RF has to play a little more conservatively now, since if he tries rushing up again he risks eating an ultra.

1:20: Tateyama is really playing hesitantly here. At this range, there’s no need for Dhalsim to wait out Sagat; set up a jab/ex fire, press standing fierce, jump toward and see how Sagat reacts, etc.

1:23: Tateyama gets a teleport into air fierce on reaction to a tiger shot, but then presses his luck by trying a back+forward kick that he knows won’t combo (he did the fierce too high for RF to still be in hitstun) on a Sagat with two blocks of meter. Why do this? Sagat’s not gonna just sit there not blocking, he’s either gonna block or do a free uppercut xx fadc. He does the latter and Tateyama loses a good 30% of his life.

2:05: Tateyama does jump-back+fierce and then focuses the low tiger shot on landing. I like this focus, too. What else is he gonna do in this situation? It’s probably not worth risking a jump into drill, he doesn’t have time to slide under the tiger shot, and teleporting in place doesn’t get him anything this focus won’t because he’s already up against the side of the screen and not gonna backdash any further back. Good call.

2:10: I don’t like this focus, though. In fact, I don’t like what Tateyama is doing here. He’s just sitting there, letting Sagat run the pace of the match, just dancing and focusing around tiger shots. He’s not going to gain anything other than some progress toward a distant ultra. Why isn’t he trying to take control of the match?

2:26: Definitely don’t like this ultra. Why is he doing ultra here? Even if he was inputting the ultra motion in case RF did a tiger knee or a jump or something, he should be able to see that RF instead just did a tiger shot and not press his ppp. Sim’s ultra is almost never a complete waste, it always forces his opponent to do something in Sim’s favor (you know, unless you’re up against someone who can go through the ultra on reaction or something, ie Abel with ultra), and here it at least forces RF to back himself into the corner. Could have used the ultra a little better though, in my opinion.

2:44: I said earlier that I didn’t like random high jumping fierces, and this is why. Tateyama jumped and did fierce at basically the same point in his jump a bunch of times throughout this match, including just 10 or so seconds earlier, and while it always gave RF a chance at better positioning via focus dashing, it didn’t really result in immediate pain more than a couple times. Well, it’s what loses him the match this time. At this point RF knew that when Tateyama jumped back like that, he was gonna do fierce at a particular time; he did, RF focused through it, and his dp xx fadc, toward+roundhouse, ultra combo took off more than half of Tateyama’s life and killed him. Frankly, I don’t think the jump toward Tateyama did before teleporting backward and dying was a good idea in the first place. He had the match under control, he was ahead in life, had good positioning, and almost had 2 bars of meter. Look at RF, as soon as he sees Tateyama jump forward, he starts focus dashing, cause he knows what’s coming.

Sim so wins this matchup. How many things did I not like about how Tateyama played, and yet he was leading in life and positioning before his jump at 2:43.

[media=youtube]vfS0-siT_sQ"[/media]

0:22: This is one of the reasons I think Ken does better against Sim than Ryu or Sagat do (although I still think Sim has a slight advantage). Ken’s focus attack has huge range and moves quickly, and he can hold it up waiting to see if you hit him with a mid-range attack, and if you do, all he has to do is let go of the buttons, and he’ll hit your limbs on their recovery. This makes poking Ken kinda hard, especially with standing fierce, which has a pretty huge 16 frames of recovery.

:30: This is another reason this matchup is pretty even. Ken’s toward+forward kick moves him forward well and has a great hitbox that beats a lot of stuff. You can see Itsuki try slide and some other poke to knock Dragon Boy (DB) out, but Ken’s toward+forward and crouching forward beat both attempts. Itsuki finally knocks DB back by guessing he’s gonna try a crouching forward and doing a jab fireball to get over the forward, and it works (not a bad guess considering DB had just been alternating between toward+forward and crouching forward a bunch).

:36: What? Itsuki throws Ken into the corner and has ultra ready, but does jab fireball and then jumps backward? A) Why didn’t he do the ultra, and B), why did he just jump backward? If he wants to save the ultra for later, or if he’s worried DB will air hurricane out, fine, don’t do the ultra, but why would he just abdicate a good position like that? This is especially weird because Itsuki is down on life, it’s not like he can just run away here.

1:09: It takes him a good 30 seconds, but after sitting around not doing anything he finally gets back to the position he gave up at :36. Maybe he wanted to build up his super before getting back there? Could be, but I’m not sure why that’s so important here.

1:10: Ugh, Itsuki gets back to this awesome position, DB jumps at him with an easily antiair-able attack, and Itsuki just dashes back and lets DB take his positioning. I really don’t like this. Itsuki’s giving up free damage and positioning for no reason.

1:23: If you see Ken whiff a crouching roundhouse while you’re on the ground like this, press standing strong.

1:26: Ooo, I really don’t like this. DB is charging up his focus and Itsuki presses the fierce punch button. It worked out alright, but all DB had to do at that point was let go of the buttons and kill Itsuki by dashing up and doing ultra. This was really risky on Itsuki’s part. Should have just put out a jab fireball. I like how Itsuki’s been dancing around fireballs with jumps and forward/roundhouse drills, though.

1:30: Well Itsuki ends up taking the round with the super I made fun of him for getting, but I think he probably would have built up super by this point even if he hadn’t spent that 30 seconds building it up. It’s kind of a weird situation to land teleport in, but I think what happened is that DB saw Itsuki start up teleport and assumed Itsuki would teleport to the opposite side, so DB started up the motion for dragon punch if the motion were to be done facing left instead of right, which results in him crouching and eating a teleport combo for the loss. It works, but it’s really risky, especially since at this point Itsuki is up on life.

1:48: Itsuki has started poking with low attacks and medium attacks. This is good, cause it’s a lot harder for Ken’s focus to hit those.

1:56: Haha Itsuki does jumping toward fierce for no reason. I’m sure this was just a mistake in execution. Maybe he was trying for a jump into instant teleport or something? Dunno. It costs him about a third of his life, as it should.

2:09: Yeah, it was pretty obvious he was getting close to dizzy, which is why he tried to just block everything after that second big combo. I’m not sure what he was trying to do when DB hit him with crouching forward, but whatever it was, he probably should have just blocked instead. You have to wait more than 5 seconds after getting hit with two big combos from Ken before trying to move, in my opinion. Itsuki didn’t block the combo right after the ex dp combo, but it’s not reasonable to expect someone to defend correctly every time (he was probably thinking throw tech or something). Basically, Itsuki lost this round because of one real mistake, the accidental jumping toward fierce. That led to a third of his life lost, the next combo led another third lost, and then he got dizzied and died. No major mistakes allowed, Sim players!

2:26: I want him to do more yoga towers. He’s done fire on reaction to DB’s fireballs a lot this match, and none of DB’s fireballs have been exed to go through Itsuki’s yoga fires until now. Frankly I’m kinda surprised DB didn’t try to tag him with ex fireball like this earlier. Tower would have gone right through.

2:45: I like jump back fierce instant overhead a lot, but not really in this situation. Itsuki is ahead by a lot and has great positioning; why give that positioning up and put yourself closer to the corner right now? Why not just keep pressing your advantage like you have been for the last little while now?

2:48: Yeah, and now he’s cornered with DB right on him. Too bad.

3:03: Heh, DB’s getting impatient. When players with dragon punch type moves get low on life, they often start trying little tricks like this. The closer you get to winning, the more conservative you should be. Itsuki just backdashes after DB jumps in, getting back to the position he wants and tagging DB with a fierce for his troubles.

3:05: Well I’m not really sure what this is about. What does fire xx fadc get you that a regular fire or even an ex won’t, other than a loss of 2 bars? DB backs up, but he would have done the same if Itsuki had just done an ex fireball and walked forward.

3:13: Haha yeah, that’s what I’m talking about. Itsuki knows to be patient at this point, so he doesn’t get sucked into DB’s random ultra. Good stuff.

Thanks, i’m going to become a scary Dhalsim player.

Agreed. Thanks UltraDavid for the awesome posts. :tup: I’m gonna also become a scary Dhalsim player (scary bad most likely :wasted:)

GOod shit Ultradavid. I usually think about that stuff a lot when I watch match vids, but I am too lazy to wite it all down on paper. Will comment when I have time, god shit on your efforts.

Itsuki (Dhalsim) v Snow Boy (Dictator)

0:30: I like this a lot. I use back+strong xx fire as an antiair too, since it’s almost always safe and keeps the pressure on the opponent so that they either have to move backward or have to do something unsafe like Snow Boy (SB) does here. Doing back+strong xx fire to jump back teleport is win-win for Itsuki; if Snow Boy blocks, great, Itsuki has great positioning a full screen away, and if Snow Boy does something like ex scissors to get through the fire, Itsuki gets to punish him. My only concern is what would have happened if Snow Boy had down ex stomp instead. Would Itsuki have recovered from the air teleport in time to block the stomp?

0:40: Devil’s reverse is normally a great move for Dictator, but it’s not in this matchup because Sim just has too many good ways around it. Jumping strong/roundhouse before the hand comes out, forward slide under the hand, and slide away from the hand are all great options for Sim. If Sim sets up a jab fireball while Dictator’s in the air like Itsuki does here, the Dictator player has to try to maneuver around it, meaning that he can’t go all the way to the other side of the screen like he’d normally want to. He has to go closer to Sim instead, which is exactly what Snow Boy does and exactly what Itsuki is looking for. In this kind of situation, where the jab fire is most of the way across the screen already, Dictator can’t avoid taking damage.

1:01: Itsuki does back+strong as antiair again, but this time doesn’t cancel into yoga fire. The reason is that Itsuki’s being in the corner means that the antiair won’t push him and Snow Boy as far apart as at :30, meaning that doing the yoga fire here would probably be unsafe. Good choice.

1:02: Itsuki does jumping toward fierce again. Like in his match with Dragon Boy, I’m sure this was just an accident intended to be a jump into teleport, but unlike in that match, Snow Boy lets him off the hook by trying a throw that Itsuki can tech. Lucky.

1:05: They’re not in the corner anymore, so back+strong xx fire is safe now.

1:18: There’s no reason for Itsuki to do this standing fierce here. Dictator’s focus isn’t as rangy or fast as Ken’s, but it’s almost there. Unlike Ken’s, though, it hits pretty high up, meaning that if Itsuki had done crouching fierce instead, he would have been safe. Regardless, I don’t like pressing buttons when the opponent is obviously charging up for focus attack.

1:47: Snow Boy is just devil’s reversing himself into the corner here, and Itsuki is only too happy to let him do it. He gets a couple standing fierces as punishment, which is a-ok for him.

1:50: So, this jump back instant teleport to air strong/roundhouse thing. This is a really strong technique against some characters, and Dictator’s one of them. Earlier in the match Snow Boy did a random slide that beat one of Itsuki’s grounded limbs, but when Itsuki’s in the air, Sim’s strong/roundhouse will beat Dictator’s slide. They’ll also beat scissors. I don’t know if they’ll beat psycho crusher, I’ve never seen it come up, but I kinda doubt it. Oh well, though, how often do Dictator players try random psychos?

2:33: Itsuki does a teleport combo, but if you notice, it’s not actually a full combo; air fierce didn’t combo into back+forward, and the combo only does 7 hits as a result (it’s normally an 8-hit combo). In Tateyama’s match with RF, he tried this same thing and it lost him 30% life, but this is a totally different situation. After a crossup teleport like this, Snow Boy has lost both his side charge (from the side switching… well, unless he changed his charge direction immediately when Itsuki went to the other side, which is not likely) and his down charge (from standing into the fierce), so all of his damaging reversals are gone. All he can do now is escape with a teleport or backdash or try to guess whether Itsuki is gonna hit him or go for the throw. Against characters without dragon punch-style reversals, Sim gets a strong mixup game between attacking and throwing. My guess is that Snow Boy is expecting a throw or a block and tries to either throw tech or do an attack (if he thought Itsuki was too high in his air fierce to get an attack before Snow Boy could get an attack), but obviously it doesn’t work. Itsuki tags him with a major combo.

2:35: This is something you have to watch out for. Teleports work according to which vertical column of air the opponent takes up when you press teleport, regardless of whether he’s grounded or jumping; it’s not based on where they are when you reappear out of the teleport. If your jab fire hits the opponent while you’re in neverland like Itsuki’s does here, you’re gonna reappear on top of him if you wanted to reappear behind him or pretty far in front of him if you wanted to end up right in front of him. I’m not really sure why SB gets hit crouching here, I don’t know what he was going for, but if he was just blocking the wrong way it’s probably because he expected Itsuki to get to the other side of him before the fire hit. If you’re still in limbo when the fire hits in this situation, even though you’re planning to end up on the other side when you land, you haven’t reappeared yet, so the game considers you to still be on the side you teleported from when the fire hits. Tricky, yeah, and it’ll hit people, but sometimes you won’t be able to combo out of it, as Itsuki can’t here.

I like most of what Itsuki did in this match. He had the third round pretty much locked up the whole time. I don’t like the random jump back roundhouse he does at 2:46 that leads to him getting knocked down and hit a few times (for like 40% of his life from 3 hits), but that’s not a huge problem. One mistake often results in big damage for Sim, but good thing for Itsuki, he only made one in that whole round. Good stuff.

The 2nd Sim v Ken match in this video is the Itsuki v Dragon Boy vid I talked about in the previous post.

beautiful analysis’ Ultradavid!!!

Cool, I’m glad this is useful for you guys too. This is how I usually think about videos, but I figured it would be better if I wrote what I thought down for future reference, and putting this in a public place is definitely better than squirreling it away for myself. Why don’t you guys try it?

[media=youtube]do9EE-SiafU&feature=channel"[/media]

0:08: This is another reason why focusing through jab yoga fire is a bad idea. It’s not like you can just parry your way through it, you have to move in one of two set ways before doing anything else, and Sim can punish you during that recovery. Pretty badly, too, if you’re Akuma. Tsunniao just took of 30% of Goshii’s life.

0:13: I don’t like this teleport. Why do it? You don’t have a jab fireball out there and you’re keeping Akuma where you want him pretty well. Tsunniao’s probably expecting Goshii to do a fireball here and thinking he can teleport to the other side to punish it, but that’s just a guess, and not really necessary when you’re up in life and positioning.

0:27: I didn’t like the random teleport tried a few seconds before this, but this is a good use of the teleport. Goshii did ex dive kick, which Sim’s antiairs can’t do anything about. If Tsunniao had just blocked, Goshii would have gotten a chance to start mixing things up and get in some nice damage, or he could have done the demon flip throw in expectation of Tsunniao blocking. If the opponent is in the air, Sim’s teleport tracks the spot where the opponent was when the teleport started, so if you teleport behind the opponent when the opponent jumps, you’ll land safely behind the opponent (well, against most characters anyway; characters with more vertical jumps can still hit you if they have a beefy crossup). Tsunniao escapes Goshii’s ex demon for free.

0:44: Man, Goshii sure turned that around quickly. As in most rounds lost by good Sim players, this starts with a single mistake. Tsunniao tries to ex upflame Goshii’s cross up, but it whiffs, and Goshii ticks into throw. Then Goshii puts out a meaty air fireball on Tsunniao’s wakeup, which Tsunniao foolishly tries to escape with a back teleport. I’ve tried this a bunch of times myself and been punished for it almost every time. All Goshii has to do here is another jump, see that Tsunniao pressed teleport, and then press the roundhouse button. Akuma’s standing roundhouse has so much range that, as you can see, it’ll hit Sim while Sim is still recovering from his teleport. After this Goshii jumps into ex air fireball, and for whatever reason Tsunniao gets hit by it. Why did Tsunniao get hit here? I don’t know, no idea what he was trying. Whatever it was, just 3 mistakes cost him the round: whiffed ex upflame, foolish back teleport, and something that lost to ex air fireball. This was Tsunniao’s round, and then just 15 seconds later he was dead.

0:59: Tsunniao focuses Goshii’s fireball here. I don’t really know how I feel about this, mostly because I’m not sure what kind of positioning I think Sim should take in this matchup. This isn’t Sagat, where Sim definitely wants to stand at max standing fierce range where he can win fireball wars and antiair well, this is Akuma, whose fireballs are deadlier than Sagat’s and who basically can get anywhere on the stage in half a second with ex demon flip. Ultra is probably less useful in this matchup than in most because of Akuma’s demon and retardedly good teleport, but it’s still good as an antiair, and even if you use it on the ground and Akuma teleports or demons out, you can still tag with a fierce or a combo, depending on where you are. Gotta see whether ultra comes up in this match.

1:15: If you see Akuma press standing roundhouse like this, where you’re blocking and not right next to him, always try to press down-back+strong or slide after the first kick. The second kick whiffs frequently, as it does here, and you can punish the Akuma player for that whiff. If it doesn’t whiff, oh well, pressing a button doesn’t hurt you in any way. If you have super, buffer it into super, and if you don’t, well, buffer it into it yoga fire or link back+forward kick after the down-back+strong. Tsunniao lets Goshii get away with one, here.

1:18: At first glance this can seem like a pretty bad idea. If you try to use focus as an antiair against most jump-ins, the only thing that’s gonna happen is that you’re gonna get a dragon punch or hurricane kick or whatever right in your face. But the demon flip has too much recovery for Goshii to get another move out before Tsunniao can hit him with this focus attack, so Tsunniao’s focus works. The backdash out of it is a good call. Yeah, far standing fierce does less damage than things Tsunniao could have done had he dashed toward instead (like back+fierce xx strong/ex flame or even just a sweep), but Tsunniao is being cautious here by not risking that Goshii had just blocked it. I can usually react to whether the focus attack hit or got blocked myself, but I figure Tsunniao probably doesn’t want to risk it. If you can react to it, I personally favor dashing up. You can do a combo or even just a sweep and then teleport back out again to set up your positioning, if that’s what you want.

1:37: This is a good call. Just escape the situation with a teleport to the other side, don’t risk getting hit by Goshii’s ex fireball or even blocking them and having to deal with the mixup after.

1:56: Ok, well, the ultra won Tsunniao the round. There’s a guessing game here that I didn’t really think about before. So Goshii has two options when getting up here: teleport or demon. His uppercut might hit Tsunniao, but it’s not so invincible that Goshii could escape the ultra entirely; he’d still die after hitting Tsunniao. If Tsunniao thinks that Goshii is going to teleport, Tsunniao wants to stay on the ground near Goshii’s wakeup where Tsunniao can punish Goshii regardless of which direction Goshii teleports. But if Tsunniao thinks that Goshii is gonna do raging demon, the last place Tsunniao wants to hang out is right next to Goshii; if Goshii hit Tsunniao with demon right now, he’d win the match for sure. Instead, Tsunniao would jump into the air to escape the demon. So standing nearby beats teleport, demon beats standing nearby, jumping escapes demon, and teleport escapes jumping. Tsunniao picks jumping, and Goshii picks, um, certain death by sitting there getting mixed up into the ultra (but he would have died from chip even if he hadn’t been hit by the jumping jab overhead). My guess is that Goshii just messed up whatever move he was trying to do here.

2:18: This teleport is not easy to time, I’ve been knocked out of it a lot by our local Akuma player. If you time it well, it’s nice, but Akuma better have done a fireball, or else you’re eating a dp.

2:31: Sim’s focus is pretty solid against Akuma from this range. Tsunniao hits Goshii out of a crouching forward, but even if Goshii had done standing roundhouse, the focus attack would have hit in between kicks of the standing roundhouse, and that would have been fine.

2:42: Tsunniao trades both hits of ex air fireball for like 5% life in exchange for a good quarter of Goshii’s life. This is a good trade. Tsunniao doesn’t juggle with a normal after the ultra, which is gonna let him set up a jab fireball trap right after, but I don’t think that’s really why he does it, since after all Goshii can just teleport right out of there and escape the situation entirely. The real reason is probably that he was scared of getting dizzy. He had just been hit by a couple standing roundhouses, then been hit out of a teleport, then been comboed, again, then demon flip thrown, and then hit with 2 ex fireballs, all in the space of less than 10 seconds, so his dizzy meter was probably pretty high. By ensuring a knockdown into either a jab fireball teleport trap or teleport away by Goshii, Tsunniao is basically making sure that he’s not gonna get dizzied. Good stuff.

2:45: Yup, Goshii teleports out and Tsunniao no longer has to worry about getting dizzy. Interestingly Goshii chooses to teleport toward where Tsunniao was before Tsunniao’s teleport. Maybe Goshii was trying to teleport into demon? Hard to say. It’s kinda hard for Sim to punish that kind of teleport, both since Akuma has two options of teleport lengths (so he can end up in one of two places) and because it can be hard for Sim to do the right normal if Akuma ends up close by since Sim doesn’t necessarily know which side Akuma’s gonna land on, and that side makes a big difference when Sim wants a back+normal. Back+fierce xx ex flame would kill Goshii at this point, but if instead Goshii ended up on the other side wanting demon and Tsunniao did far standing fierce, Goshii’s demon would probably hit because standing fierce has so many startup frames that it might just miss the punishable part of Goshii’s teleport. Anyway.

2:57: It’s a lot easier for Sim to handle Akuma when Akuma doesn’t have ex meter. Ex meter means Akuma can drop on your head with ex demon flip at any time, but without that, Sim can stop looking for an ex flash and get on with just bugging the crap out of Akuma with standing fierce, jumping fierce, jab/ex fireball, and the like.

2:59: Goshii guesses that Tsunniao’s gonna fireball, and he guesses right. If he’d guessed wrong, Tsunniao would have done back+roundhouse or back+forward or something for the win.

3:05: Really don’t like the throw here. Akuma is vulnerable for a bit on landing here, but with the exception of special moves done in the air, every character can tech throws on landing. If Tsunniao had done slide or down-back+forward xx flame, this would be over.

3:11: Tsunniao actually guessed that Goshii would jump here (if you notice, he jumps a fraction of a second before Goshii), but he doesn’t do the strong until after he sees Goshii jump. Good prediction, but if he’d jumped with strong immediately, that would have been dumb. A Sim who jumps isn’t just trusting that he’ll land at a good spot, he’s still very mobile in the air, so jumping itself isn’t a bad idea. Tsunniao waited to be sure that his jump was good, and when he saw that it was, he pressed strong punch for the win.

good write ups! I was wondering about some matchups and this gives good insights into how to react.

I decided to try my hand at Sim Thursday, and i have to say, im enjoying myself, as boring as it may be for other people to watch. Kinda makes me torn between him and Balrog though, but I like playing lots of characters anyway…so no biggie. I have a feeling I won’t be able to drop dhalsim even if i wanted to.

Era of the Tier Breakers.

Time to train up some pro dhalsims.

^Sim is high tier in this game.

I rearranged my first couple posts and added a bunch of video links to a bunch of searches and players. I’ll try to update this on my next break.

Wow the ComboFiend comeback against Ronstoppable was pretty cool. Nice work too by Ronstoppable, took out almost the whole team.

Just a few questions about SimL
His crossups,you have to block away from Sim and not the projectile right?

For anti airs, its best to use normals rather than Yoga Flame (Air) right? Also, why doesnt anyone use the normal Yoga Flame? Could it work with an Ultra crossup in place of a Super, or would the normals and Yoga Flame do more damage? And if someone is rushing down on you in the corner, could you do a LP Yoga Flame to get them off then quickly teleport out of there?

Whens the best distance to use Ultra when theyre in the corner? Most of the times Ive seen it being used the ultra usually goes off screen or just hits them.

Oh, and I love how they kept his dancing victory pose. Gotta love that

Hey Ultradavid, I like your match commentaries. Makes these video threads worth reading.

Anyway, I was rewatching Iyo vs Kindevu ([media=youtube]6fDTYVR_i-4&feature=channel_page[/media]) and noticed something really cool at 1:15.

Kindevu knocks Iyo down. Kindevu is thinking his opponent will try to tech his throw i guess, so he does an instant-air dive kick on him. Iyo wakes up with hesitate -> crouching strong, and it beats out the dive kick. I find that really interesting. I’m thinking Iyo did the super duper throw option select (crouching jab+short+STRONG) and that way he beats both throws and that instant air dive kick trick. Awesome.

Thanks for all the trouble of keeping this post more than alive! I’m keeping an close eye on Sim now cause he seems to have a lot to offer in SFIV.

Itsuki (Dhalsim) v Bekrima (?) (Zangief) (starts at 3:15)

My characters are Gief and Sim, so this’ll be an interesting match for me. I used to think Gief destroyed Sim, but over the months I’ve come to think that it’s pretty even. I still think Gief has a bit of an advantage, since while it’s not that easy for him to get in, he can completely destroy Sim in just a few seconds and only needs to get in once to do it. I heard Sim players did very well against Gief players in the Japanese Nationals tournament; hopefully this vid will clue me in to why.

3:20: I like both openings. Sim doesn’t want to be anywhere near Gief, so Itsuki jumps back with far roundhouse just in case Bekrima opens with a green hand or whatever. Bekrima opens with a kick lariat, which is a good idea because it goes through Sim’s low attacks and beats (and sometimes trades with) his mid and high limbs on startup, and because even if Itsuki doesn’t try to hit him, he still gets meter, which is good because ex green hand is very important for Gief in this matchup.

3:40: Notice how gingerly and reactively Itsuki is playing. He wants to keep random limbs to a minimum, since lariat beats or trades with Sim’s limbs on startup, and that’s literally all Gief needs to get up close. If a limb trades on lariat’s startup, it trades to Zangief’s huge advantage, since not only does Sim take more damage and get knocked, but Gief actually recovers faster than he would have with regular lariat and gets to start doing green hands to close the distance earlier than he otherwise would. Punch lariat spins 3 times and has recovery at the end of the 3rd spin, while kick lariat spins twice and is vulnerable at the end of the 2nd. Make sure you know which one Gief is doing, because trying to punish a punch lariat too early could get your limb knocked. They spin at about the same speed and look pretty much the same, so the way you tell one from the other is by the sound Gief makes. He says some little phrase that sounds like “idiot” when he does kick lariat (listen at 3:20), and when he does punch lariat he yells out a longer thing that sounds like “idiyeeeaaaahhh” (listen at 3:30).

3:48: Well, Itsuki is cornered, and all it took on Bekrima’s part was trading some damage for positioning. He moved a lariat forward, and even though Itsuki punished it with low fierce, Bekrima still gained ground and made Itsuki walk farther into the corner. Then Bekrima did ex green hand, which only hit once (all green hands are punishable on hit or block except if it knocks the opponent down, which only happens when ex hand hits twice) and which Itsuki punishes with back+forward, but again, Bekrima knows he’ll probably get punished and accepts a trade of life for positioning. Why doesn’t Itsuki try back+forward xx jab flame for the knockdown? Well, he might not be in range, and if he’s not, Bekrima’s gonna do lariat on reaction to go right through the flame and knock Itsuki down. Itsuki doesn’t try back+forward xx yoga fire for the same reason. So far Bekrima has traded 60% of his life for 30% of Itsuki’s life and cornering Itsuki, which is a good deal for him. I bet he’s gonna take off a pretty sizable chunk of Itsuki’s life here, if not outright take the round. Gonna be interesting to see how Itsuki deals with being cornered.

4:00: Usually the corner is dangerous for Sim, but Itsuki makes it work here. I like the fact that he’s jumping. Most of Sim’s back+ and down+normals and all of his far standing and crouching normals can actually be punished with spd on block if Gief’s in range, so they’re pretty risky here. Sim’s jumping roundhouse and back+roundhouse obviously beat lariat, so Itsuki presses the roundhouse button whenever he starts coming down from his jump. Bekrima foolishly tries to lariat him a few times, and he gets punished for it. Itsuki could have done super after his jumping roundhouse, back+forward combo, but he didn’t. I don’t like this. He might be trying to save his meter, but when you’re cornered by a Zangief player, I really don’t think you should be taking chances assuming that your 55% life will win you the round. If Bekrima hit ultra here, he would have taken the round. He also might be trying to keep the super to a situations where he can be 100% sure it’ll land. He doesn’t want to take a chance that he’s too far for the super to connect here, because if he does, Bekrima is just gonna start mashing punches, and if the super connects, oh well, and if it doesn’t, if it whiffs, Bekrima’s gonna get reversal punch lariat and go right through the super to knock Itsuki down. Random super (and random ultra, for the same reason) are really unsafe against Zangief. I really don’t like how Bekrima plays this corner, I think he could have done a lot better with crouching strongs, jumping attacks, and even blocking to spd/ultra (which might have worked on the jump at 3:54), but this is the Sim forum, so I’ll leave that for another post heh.

4:18: Bekrima really wants that meter! No idea what the random ex spd was about, I’m sure that was an accident. Itsuki is happy to back Bekrima into the corner and try to cage him in with limbs. Jumping strong is a great antiair on reaction, and standing and crouching fierce are good for punishing the end of a lariat. Even though he hasn’t been hit by a lariat yet, Itsuki is still playing very cautiously around them, as he should. It’s just not worth getting knocked down.

4:56: Bekrima has Itsuki cornered again. It’s basically the same trade as before, about 60% of his life for about 30% of Itsuki’s and the corner. Yeah yeah, I know this is the Sim forum, but I’d like to see Bekrima take a bit better advantage of the corner this time.

5:02: Well, he didn’t. Itsuki did the same thing he did last round, jump, wait until he was falling, roundhouse, and it worked again. He then tries ex hand, which Itsuki blocks and punishes with a free super combo for the win. I like how Itsuki plays this; Bekrima got knocked by jump back roundhouse last time, might as well keep it going until Bekrima figures out how to deal with it. His patience at the end is smart. If he’d pressed a button and gotten knocked down here, that might have been the round. On the other hand, he has to be wary about Bekrima doing walk-up 360, so standing still is a gamble. It pays off this time for the win.

This is a good example of how I think Sim has to play to win this matchup. Play cautiously, move forward if Gief gives up ground, play reactively instead of proactively, and if you get to the corner, jump back roundhouse to beat lariats, stand there to beat random green hands, and pretty much just hope that Zangief doesn’t eat you up. It’s definitely safer to be in the air, since getting antiaired or air-to-aired a few times is nothing compared to eating a combo or an ultra. But even though this video kinda makes it look otherwise, the corner is a very dangerous place for Dhalsim to be in this matchup. The problem is, as you can see, it’s kinda hard to stay out of there. Even if you’re punishing Gief for trying to get in, you’re still probably moving backwards and he’s still probably gaining ground, even if he’s gaining ground slowly and at the expense of a bunch of his life. This is not an easy matchup.

Nekomanma (Ryu) v Itsuki (Dhalsim), starts at 2:35

I think this is one of Sim’s easier matchups. His keepaway and zoning games are spot on, and Ryu basically has to hope he guesses right and Sim messes up for him to get in and deal damage. I don’t think it’s too lopsided, but Dhalsim definitely has the advantage, and I could see that advantage getting stronger as the game evolves

2:39. This crouching strong is an extremely strong opening from Itsuki. If Nekomanma (Neko) had opened with a fireball, the crouching strong would have gone under it and tagged him. If Neko had opened with a dragon punch, the strong would gotten there just after the dp’s hitbox stopped hitting things at floor level, so both moves would whiff, and because Sim’s crouching strong recovers well before a dragon punch, Itsuki would have been able to punish the dp. If Neko had jumped or done a hurricane kick, Itsuki would have recovered in time to deal with that as well. If Neko had done a quick level 1 focus attack, it wouldn’t have hit the crouching strong. Neko could backdash away from this, but he doesn’t want to move farther away from Itsuki unnecessarily. A delayed dragon punch could have beaten the crouching strong, but that kind of dp isn’t a very good opener otherwise. Neko expects Itsuki to start this way, so he just blocks low.

2:51: Focusing through Sim’s moves is one of Ryu’s best ways to get in while dealing damage, and it works for Neko here. Neko’s focusing does something else as well, though. He knows that it’s gonna be hard for him to get in on Itsuki and actually deal damage, so he wants to make sure that if he gets an opportunity, he has his ultra built up so that he can do the maximum amount of damage possible. A single dp xx fadc ultra combo can take off half of Sim’s life, so Ryu having ultra means Sim has to make sure he keeps playing cautiously. This, along with random dragon punches, is a big reason why Sim should play kind of minimally in this matchup. You don’t want to throw limbs all over the place, that’s too risky, both because you risk getting hit by focuses or dps and because you risk giving Ryu more ultra meter. Try to keep your poking to some kind of efficient medium between risky over-poking and wimpy under-poking, which can be even worse because you don’t want Ryu to just walk in and you want him to constantly worry about getting hit. By the way, notice that after Itsuki gets hit by this focus, he dashes back. This is to set up his preferred range again, which is pretty important.

3:03: Notice that Itsuki is harassing Neko with crouching strongs and even punishing dragon punches with it. This is for basically the same reasons that make it a good opener. If Neko does a fireball, he gets hit by crouching strong and Itsuki recovers safely, whereas if he’d done standing fierce, he would have traded. If Neko does a random dragon punch, it will miss crouching strong (and Itsuki will get to punish it) unless Neko does it during the couple frames where dps still hit attacks on the floor, whereas if Itsuki had done standing fierce, any of the dp’s 14 hitting frames could have knocked him down. Itsuki uses crouching strong to punish Neko’s dp just in case he mistimes his punishment and Neko does a second dp immediately after.

3:14: This is a good example of why standing fierce is still good even considering all the benefits of crouching strong. If Itsuki had done crouching strong here, Neko’s hurricane would have moved forward him and a little ways out of the corner, but instead he gets knocked back down immediately with standing fierce. Itsuki also does this at a range where crouching strong won’t hit; he’d just done a max-range crouching strong, which leaves him at just the right range for a near max-range standing fierce.

3:22: Notice the difference between this, where Itsuki does yoga tower through Neko’s fireball, and 3:06, where Itsuki jumps back and drills over Neko’s fireball. At 3:06, Itsuki lets Neko hurricane up a bit, getting a little closer, building a little meter, and moving himself out of the corner, none of which Itsuki wants. At 3:21, Itsuki towers through Neko’s fireball, and while Neko then walks up and jumps at Itsuki, Itsuki really doesn’t have to let Neko do that. Antiairing Ryu from this range is basically just a guessing game; if Ryu does early jumping roundhouse, it’ll beat jumping strong and standing roundhouse but lose to slide, and if Ryu does a later jumping roundhouse, it’ll usually trade with back+roundhouse and lose to slide. Slide is a great antiair, but it’s also risky, because it leaves you right next to Ryu when you really don’t have to be. I would have preferred for Itsuki to slide under this fireball, but oh well, his choice is fine.

3:30: Random dp! It’s a good thing Itsuki knows to play this match carefully and safely. If he’d been hit here, I guarantee Neko was pressing mp+mk for fadc into ultra just in case, meaning Itsuki would have been blown to the other side of the screen and taken huge damage and Neko would have gotten to build a bit of meter before getting right up in Itsuki’s face on Itsuki’s wakeup for some mixups. This dp here could have led to the end of the round. Lesson: play safely.

3:40: Notice this jump back fierce after Neko lands. Itsuki waits to make sure that Neko isn’t jumping in with a random dp like last time, and then does jump back fierce to deal some damage and reestablish his preferred range. Good stuff.

3:47: I really don’t like this standing fierce on reaction to Neko’s focus. If Neko had held his focus just a little longer, he might have hit and crumpled Itsuki, leading to big damage, loss of positioning, and a bad wakeup situation for Itsuki. I figure Itsuki probably thought that this standing fierce would have won the round, and actually it could have if it had hit Neko while Neko was focusing (since you take more damage while focusing), but it’s just not worth the risk. Itsuki is wayyy up on health and positioning, no need for him to be anything but very cautious.

4:02: Wondering why Neko didn’t press the advantage here by continuing to run up on Itsuki after his fireball is blocked? After all, it’s not easy for Ryu to get this close to Sim in the first place. Well, the reason is that he really doesn’t have much of an advantage. If he’d jumped after the fireball here, Itsuki would have knocked him out of the air with back+roundhouse for free, and if he’d dashed up, he could have gotten a back+forward xx super in his face or a back teleport from Itsuki. Itsuki could have done crouching strong to preemptively beat a fireball and get around a random dp (which I believe is why Neko blocks low here). Neko’s real chance was right after his initial jump-in, but he didn’t deal any real damage out of that. And frankly, I don’t think he can be blamed for what he did. If he’d jumped again, he would have gotten a free back+strong in his grill. He probably couldn’t have walked up and thrown Itsuki here, he’s too far away. A random dragon punch is too risky on a Sim with full meter from this range. Doing crouching forward xx something risky would have been too risky for the same reason. And he doesn’t want to lose his super meter, because super is all he has to dissuade Itsuki from trying the jump back fierce instant overhead (which can be punished with Ryu’s super). So he hopes Itsuki is gonna throw out a poke or whatever and get hit by crouching forward xx regular fireball. Unfortunately for Neko, it doesn’t work.

4:15: Not really sure why Itsuki gets hit here. Maybe he started some antiair too late? Hard to know. In my opinion Neko really should have ended this combo with an ex fireball for the knockdown and continued pressure, since that would have given him an opportunity to deal more damage and build his super meter back up again. Luckily for Itsuki, Neko just does a regular fireball and the two automatically get set back at a range that favors Itsuki.

4:29: At 4:27, Itsuki did another standing fierce on reaction to Neko’s focus. I really don’t think this is smart, especially because at 4:29 we see that crouching strong is perfectly safe against this kind of focus trap. Neko focuses, waits for Itsuki to touch him, and then lets go of the focus, but because Itsuki did crouching strong, Neko’s focus attack flies harmlessly over Sim’s floor-level limb. If this had been a standing fierce, Itsuki might have gotten popped, crumpled, hurt big time, and had to deal with Neko’s meaty pressure.

4:52: Here’s the Ryu’s jumping roundhouse beating Sim’s standing roundhouse I talked about earlier. This is why Itsuki let Neko off the hook a bunch of times. Itsuki goes for the antiair here because the previous few times Neko jumped like this he did empty jump, but this time he jumps in with roundhouse and deals some damage.

4:57: Neko takes a risk by jumping here, and it pays off. Itsuki does crouching strong just after Neko leaves the ground (ie before he could notice that Neko jumped), and he can’t recover in time to do anything about Neko’s jumping roundhouse. You see what I’m talking about? For Ryu to get in and deal damage, he has to guess right, and Sim has to make a mistake. That’s what happens here. Itsuki teleports back, which Neko actually could have punished with a super or an ex fireball if he’d expected it, but he doesn’t try and Itsuki gets out.

5:12: Ha! I knew this is why Neko was saving that super, and Itsuki should have too. If he did, it must have slipped his mind, and he gets punished pretty badly for it. Big damage plus bad positioning plus a bad wakeup situation.

5:17: That could have been a lot worse. Itsuki gets out without even taking block damage.

5:18: This should have been the end of the round. Standing fierce? Super would have ended it. Heck, ultra might have ended it. Notice, though, that if Itsuki had played less cautiously here by throwing out more pokes, we’d be starting round 3.

5:23: I like the ultra a lot here. Neko can’t just stand there or he’ll get mixed up in Sim’s sick aegis trap, but his options for getting out aren’t very good either. His own ultra wouldn’t do anything to help him in this situation, it would just cancel out against Sim’s ultra (which would also be canceled out) but leave Neko in Ryu’s increeeedibly long post-ultra animation, which would have led to Itsuki supering him for the win. So he tries to jump out, which just isn’t gonna fly against Sim. What I don’t like, however, is what Itsuki does when Neko lands, which is an immediate jump back fierce. Neko isn’t really blocking the ultra here, so he’s still free to dragon punch or whatever else out of the ultra. If he had done dragon punch here (which is what I would have done, I can tell you that), he would have hit Itsuki’s jumping fierce and won the round. It’s kinda hard to tell if Neko would have had to block the ultra at all, its active hitbox might have been behind him already, but I would have preferred more caution here.

As you can see, Ryu really depends on correct guesses and mistakes from Sim to deal damage. Except for when Ryu is right in his face, Sim has the advantage to varying degrees at all times. Neko didn’t take full advantage of a couple of his opportunities, and while Itsuki didn’t either (most notably the whiffed dp in super range for the win), Neko’s failure to do more in his couple instances of combo opportunities and up close pressure made it pretty unlikely for him to win. Like Sagat, Ryu doesn’t get many opportunities for big damage in this matchup, which means that when he guesses right and/or when the Sim player makes a mistake, the Ryu player absolutely has to capitalize.

Yeah, good stuff, I think you’re right.