Dhalsim Video Thread

jumping backa aint bad against boxer. iyo does it all the time in this set: [media=youtube]JsWgUqs31Bk[/media]
backdashing isn’t safe, dash punches can catch it. while jumping you can react to dash punches with fierce/teleport.

that wasn’t done reactionary, it’s an option select. slide and do the super motion and you’ll only get the super if rog advanced so the slide hits early.

should be noted though that it’s not hard to do similiar stuff on reaction. if you buffer a super during a b.mk you can se the armorflash and react with super.

How’d I forget about Filipino Champ? Doh. Thanks for the input guys :smiley:

It’s almost tragic that there’s so few Sims being repped at tournaments D:

I would have put Peter Ong from right here in Orlando into the Top 5 if he still played :frowning: He is (or was, rather) Cloudryu on XBL — hasn’t played in foreeeeever though. He has a lot of vids up on YouTube. Hands down the best pad Sim around lol.

Iyo vs Dashio: [media=youtube]2QsvP9ycQ7Y[/media]

Iyo lost in this match to Eita, mostly because Eita get use to him so fast, tick -> throw, tick - > SRK, no tick -> throw, and demon flip kick hitting so deep at the corner

[media=youtube]5Ls-uqr2LAc"[/media]

That dashio match pointed out something that I never thought of. When ever I would slide under a jump-in attack I’d go for a throw, but instead you can tripguard them with db.mk. Not really sure why I never thought about that

From what I have been told, the improved drill means it travels faster. Recovery seems the same. Not 100% sure on damage but it doesn’t matter too much, as drill is more an utility move rather than a damage move anyway.

And there doesn’t seem like any increase to Dhalsim’s damage of normal moves. But with Sagat’s damage massively reduced, the matchup should be in Dhalsim’s favour now.

Shangrila seems hard to actually use in a match. Instant ultra is not easy because teleport keeps coming out instead. And at the moment I can’t think of any matchup where Ultra 2 is better than Ultra 1?

And up-flame as far as I know is the same.

I agree on ultra 1 being better than 2, but I never got a teleport trying to do instant air ultra, and I have kinda sucky execution:P
A version, claimed to be the final version, had a lot of Dhalsim’s normals buffed, drill dmg was buffed, and special dmg was buffed (flame/fire) (Training mode info). Now I agrre that the comments from the developers blog sugest that Dhalsim’s dmg stay the same, but it just seems weird to me; buffing Dhalsim’s dmg slighly in the “final version”, then changing it back for the final final version:/

I can tell you I’m using ultra 2 vs akuma and abel for sure.

yea its a sick throw trap

Care to explain? As akuma descend from an air fireball, and when able is recovering from a roll, is that where you will have them trapped?

It functions a lot like fuerte’s.

That is true, and I think most of the ppl that knows Dhalsim and El Fuerte would agree that Dhalsim’s ultra is tons better than Fuerte’s right? That’s why I am wondering why it will be good against able and akuma? Is it because they both have an easy time getting away from Dhalsims ultra1 traps?

I’d say so. You can also train your opponent to tech in certain situations and then go for u2 instead. It should land during their whiffed grab animation.

I agree with Abel, but absolutely not against Akuma.

U1 is good in three situations:

  1. to escape from a corner, or keep space in a corner
  2. against all air fireball (also used as reversal on wakeup against EX airball pressure).
  3. against not-deep divekicks (so NOT vs EX divekick): you can ultra them just waiting the last frames. It will trade and you’ll go with super. Yeah, it’s risky, but sometimes I use it.

I noticed something yesterday when playing aginst an akuma… I slid under him as he was about to do an air fireball and did yoga inferno. He managed to get his fireball out at the top of his jump so I was certain it would stuff my super (Hp version). Instead akuma fell into my flame, and as he was fried thoroughly, his fireball glided through me slowly, from head to tows… Is Dhalsim invulnerable against fireballs through out his entire super?:open_mouth:

If I recall HP super has more invul frames, which is why it is better to do as an AA, opposed to the lp version.

I know that, but more invul frames doesnt equal totally invulnerable! That slow ass fireball was in touch with dhalsims body the entire time the super was out… Seemed very weird to me… It seems sim can anti air akuma who jumps in with airfireball without even trading!

you cannot antiair without a trade(in your favour), but If you predict that, you can easy slide under and punish hard!

The problem with U1 vs akuma is you’re not shutting any special moves againts him. As for U2 you’re restricting 2 of his moves; air and ground fireball. Jump mp beats demon flip and ex-blast beats ex demon flip. He has no more of ways of coming in to you. Now im not saying U1 is totally useless it does give you a chance for space and reset the situation I just find U2 has both offensive and defensive capability.

Personnally I never really had issues vs air fireballs since you can jump out, slide, and tp elsewhere.

As for #3 you’re gambling for it. Is he gonna dive kick, grab, or cross up tatsu? Odds aren’t in your favor.

But Iyo just do when you’re a reasonable distance from Rog (away) if you need to have time to do puntch fierce and have time to land and punish with a second hit. Yet he was penalized two or 3 times during the match with fierce puntchs of Rog. But of course we can bounce back but no one can be is always doing that but you stay predictable! Of course the Back Dash can be punished but if you’re alternating between back and leg jump back dash you stay less predictable … But ok if you’re feeling comfortable jumping back often vs Rog … just my ? 0.02 xD