The difference is the jab torpedo hits clean, so Honda can jump on you or do the RH butt drop on wake. Against Dhalsim, one clean knockdown can spell the end of the round, since an ochio is very likely to corner him, and the resulting butt drop shenanigans are lethal.
Lately, I’ve gone back to playing Dhalsim for a bit. One thing that pisses me off which I wish they had changed was his dizzy properties. Dhalsim gets dizzy more than any other character, or at least it feels that way. The other day I lost a round because Zangief hit me with a single jumping RH and it was 1 hit dizzy. There were no other hits before that. Other characters don’t have to deal with BS like that.
Also, his super is ‘easier’ to get out supposedly, but I’m still having problems doing a double flame motion in tight situations, like when you need a slide and super to win a round and time is running out. I miss more than I should and it doesn’t feel like a solid motion. If the yoga flame is changed to a spin kick with punch, why is the super motion a double half circle motion? I thought the point of remix was to make the moves easier to perform so you didn’t have to worry about wrist exercises and could concentrate on strategy.
Oh, one cool thing I figured out the other day… against Akuma, noogie him. I noogied an Akuma three times, with short slide in between (which he blocked), and it killed him. Because he takes extra damage, if you can get a fast noogie going, he loses health like crazy. It’s a beautiful thing.
The big problem I have in this matchup is dealing with late jumping fierce from close range, into block chains. This is almost the only problem I have anymore, since walldives are nerfed and you can punish sky high claws and all that.
Slides don’t beat it, jab trades, back short trades. Seems like you’ve just got to turtle down, but then he starts throwing. I could use some advice here too
You’re forgetting a bunch of other brutal matchup changes. No more yoga flame trap on Bison, harder to punish blanka balls, no more Thawk dive punishing with st.rh, no more punishing Gief’s blue handing a fireball from full screen (that is not 100% confirmed but it seems to be the case in experience – it is at least much stricter timing wise).
I don’t think Sim is like low tier or anything but it wouldn’t surprise me if he turned out being mid tier, tbh. He has a lot of good matchups and lots of tools, but got worse in a lot of matchups, especially some that were already tough as nails.
Regarding baiting the Honda super, I have had some luck with throwing out a jab yoga fire from full screen and then fierce drilling over it. The nice thing bout the jab yoga fire is that it moves so slow it’ll occasionally catch him in his startup. I have not tested the timing on this extensively so I give no guarantees, but it has worked for me. The problem is sometimes you eat fierce hands in the back, but it’s better than super -> knockdown -> death.
Why are you so quick to dismiss it? I’m not saying noogie trap him and he can’t reverse it. I’m saying if you get a fast noogie on him, it can do more damage than a spinning piledriver. Maybe I was playing a noob Akuma who didn’t know you could shake out of it, but I think it warrants some investigation as a possible good thing to know about him. Also, is there a way to get the fast noogie consistently?
I have a question, you know the trick when you noogie someone, then forward slide to the opposite side as they’re falling back, can you do that consistently? Try as I can in training mode, I only get it about 33% of the time. Can it be done 100%, or is it partially luck-based dependent on where in the noogie animation the enemy is as they are falling back?
Going for a slide noogie against Akuma is both risky and a net loss in life. He can jab dp at no risk to himself (you block it, he’s safe, you eat it, he does shitloads of damage and then does crossup shenanigans on you while you’re down). If he eats it, he takes damage, but the odds of a good player eating it are slim.
The forward slide crossup only works on Chun and Claw, consistently, to my knowledge. It may work on others in the corner, however. From what I understand you can do it 100% against Chun/Claw if you get the timing down. It is fairly strict. I can’t do it at all.
Ugh, I’m starting to lose to good Fei Longs online. Shady Kisuke and Tanatez are giving me problems. Other than stuffing it pre-emptively with a standing forward or roundhouse kick, how do you deal with the chicken wing? I can drill it, but he counters that with jumping forward.
Also, starting to see some good Bisons crop up. Bodom Soldier annihilated me with throws. When I try to reverse, low forward two in one into scissor kick = dizzy. He was also sliding after throw to cross me up (have to block the other way). He’d also fake slide corpse hop on wake into a dizzy combo if you’re blocking the wrong way. Nasty stuff.
Lastly, can you do anything about a Cammy who combos into the hooligan throw? I think you’re in block stun. Maybe you can reversal teleport?
MK or Short slide under it then throw him (CWK). It has a hitbox such that slide either hits or goes under it from most angles. From other ranges, you can do a variety of things (back short kick will trade, db jab will beat it from some ranges, jump back fwd kick should be able to punish.
I recommend practicing sliding it, since even good feis will have a hard time dealing with this (as long as you can time it such that you whiff under it, then can punish with either throw or db.mks for the dizzy.
There is no combo into the noobligan throw. It’s so slow that it doesn’t come out with tick timing to my knowledge. You should be able to standing jab (neutral) or back jab, or db jab, or roundhouse drill it, depending on range.
At that range, db jab or short slide or HK drill should beat it, but try it out. I don’t run into a lot of decent Cammy players.
Bison is just a hard matchup. My opinion is that Sim loses it in this version. Anyway, there are two keys to this match:
Knowing when to use neutral standing strong. This beats every move Bison can put out pretty much, at a variety of ranges, but knowing when it’s safe is key.
Using drills correctly and sparingly until the right time (e.g. in the corner).
Ive been struggling with a cammy player doing this very thing. Ive got it down to a paper rock scissors game of sorts. If I see a hooligan combo happy player Ill try to standing jab immediately after I see the low forward. Problem is if they cannon drill off the low forward I eat it. Jump back attacks are effective for other chars but sim is so slow on the jump she pulls him out of the air with it. I havent tried the upward yoga blasts, which is a possibility but that move comes out so quick I dont know how viable it is plus you eat cannon drill. Reversal teleport sounds like the safest bet if you can pull it off consistently.
meh, I prefer to just do d+mp, it beats CW 100% at all ranges outside of those covered by the slides. Playing Dhalsim requires enough thinking as it is, might as well use the gimmes when we get 'em :karate:
I fail to understand how db.Mp beats it clean if db.jap doesn’t. I want to say db.jab has a bigger hitbox, and fewer hittable frames, and doesn’t stay out for much less time. I’ll have to work on that one’s timing some more though.
I meant far (stretchy) d+mp to hit CW at far range. I’ve never had a slide fail me against CW at close range, so I’m confused at the suggestions of other moves
Ah, that makes sense! Good call. I’ve had mixed success with the long range c.mp as it seems like they can mix up the ranges and you can’t realy predict which one it’s gonna be. From full screen perhaps.
Have you had success with sliding on a super close range CWK? That hasn’t worked real well for me, but my reaction time is not what it should be perhaps.
From close range, like when he has you cornered, I use MK slide to go under it and then either throw or block his next attack. I’m not positive if this works against all strengths of CW, but I think it does. From close range, doing far cr.mp will also make his CW whiff. But I think the slide is usually the better option.
Are there any cirumstances when doing the teleport with the forward facing DP command that you will not teleport out of the corner, but teleport and land right back in the corner? Ive done plenty of them to get out but for some reason yesterday when doing the motion to put me out of the corner, it just teleported me and I ended up right back where I was during a couple of critical moments against a zangief player.
Welcome to the world of frustration that is dhalsim’s teleport. Enjoy your stay. Seriously, if Sirlin had fixed [reversal] teleport in the corner, I’d say it’d be a decent enough trade for all the other nerfs done to him
Cosign. Although Sirlin would probably say something like “hawk and gief spend half the match trying to get in and this wouldnt help the lower tiers win”