Dhalsim - YOGUH!

If youre attacked in the corner and you teleport you end up in the same place

This isn’t entirely true. I’ve been able to teleport out from under Honda’s RH butt smash in the corner. Someone else said it’s not advisable, but I prefer a slim chance at living, rather than sitting there and dying from block damage.

agreed.
On a different note, was the range on both of dhalsim’s throws changed? It really feels like it. I still get yoga flame mixed up too sometimes, too use to ST :frowning:

^^^^ Noogie throw range reduced. Shoulder toss range is the same.

What anti air should you use against chun’s jumping medium kick? That would help with that matchup a lot.

Theres nothing I can use everytime. Depends on the distance I think.

heres my two cents:

  • jump back and do forward screw if shes far, youre gonna trade hits at least

  • st. forward if shes close enough and I know shes gonna jump,

  • yoga blast if shes too close and Im not sure if its gonna cross up

  • try to make her land on yoga flame

  • jumping back forward

  • back+forward

  • back+strong

New to dhalsim here, so feel free to correct/bash :stuck_out_tongue:

Basically what I’ve been doing but if you trade, you take a lot more damage than she does. I’ve had the most success with yoga blast and strange distances of yoga flame.

If she jumps early, your best options are up-flame, jump back fierce punch, jump back drill, or walk under throw.

However, if the Chun knows what she’s doing and is jumping at you on the ground at the right distance and timing, there’s nothing clean you can hit her with. I’ve seen Gian use back + mp to trade with it and then do a noogie on her as she lands though. I’ve never gotten this down, but he seems to use it quite a bit, so I assume it works well.

Noogies do not work so much on Chun anymore. It seems about the same range as her throw…i’ve been eating it a ton lately. Try fierce throw.

One possibility, but it requires anticipation, is slide under with forward and throw (noogie) on the other side. I use forward slide as an opener, and if Chun Li jumps at the same time, I get a free noogie every time. You can’t see her jump then react with slide though.

If the spacing isn’t right (she’s too close) for jump back forward or roundhouse kick, I suggest blocking. It’s the safest option.

Respectfully, I would not use this option. The risk / reward isn’t there. If you can anticipate the jump that much, you’re better off to Up Flame> Mummy> C/U RH drill> MK x2.

It is a high Dizzy%, does ~ 50% life bar if they don’t block the C/U, difficult to counter, builds meter, leaves you on frame advantage, leaves perfect distance away to slide under fireball or defend against another jump-in if blocked.

The MK slide can be counter thrown, combo-ed, crossed up, and lead to a shit load off damage + dizzy.

Don’t get me wrong, it can work. But (for me) it is not worth the risk. All the pressure is on you to execute flawlessly. If the Chun player is smart enough to jump in with MK, I will play the percentages. Otherwise, you’re going to lose… a lot. IM(VERY)HO

I still don’t think Sim has trouble with Chun in HDR.

Chun/Sim in HDR is wierd –
even though chun got nerfed in every way in HDR, I feel that I do better against Sim now than I did in ST. Three main reasons

  1. In ST, I was terrified of Sim at close range because I knew that if I ate one noggie I would die. I’m not scared of that anymore.
  2. The lightning legs are easier to do. I couldn’t do them reliably enough for critical situations in ST. Now I can, and being able to do RH LL on command makes a big difference for me.
  3. In ST, when Dhalsim built meter I was really scared. Now even if he has meter I feel like I can still hit him out of his super, so I don’t have to be as cautious.

Anyways shirts if you’re online I’d love to play you. I had a very hard time with your sim in ST, and so it would be good for me to play you in HDR to see if things have changed in that matchup.

I picked up HD remix a month ago and decided to main dhalsim since zoning characters have always been my strong suit, and have been having a blast. That said, there is extreme room for improvement in my gameplan, and if I were to evaluate my skills I’d say I’m still at the beginner level (noob level, if you will).

I’ll try to keep a zone up, and am still struggling with AAs. On blanka for example I try to keep Sim out of his rainbow roll range and mix up yoga fires with stretchy limbs, if I see blanka block instead of jump I’ll not throw out stretchy limbs and try a psychic ducking jab to stuff any blanka balls that may come after blockstun. However my main issue with blanka are his jumpins, mainly his j.RH that trades with Sims standing Rh, and at specific instances when my zone is broken that same j.rh gives me a lot of trouble on the ground, especially when being pressured. Sometimes I can keep distance and I’ll throw out a psychic yoga blast which is often successful the first few times, but I can’t rely on psychic moves to carry me through the match.

If my opponent is closer than they should be, when they jump I tend to favor b.strong or b.jab, however usually I end up trading with a fierce putting me at a disadvantage. If my zone is broken I’ll throw out a quick mk drill in anticipation of a jump in or slide, and try to pressure/noogie/re-establish zone.

On pressure I usually push back through stretchy limb chains to reset my zone, is it always best to throw out a yoga fire at the end of pushback? I usually wait at the end of pushback to see if my opponent jumps, and then try to react to or punish whichever action they took, but I’m not sure if its just 90% best to throw out a yoga fire at the pushback chain to establish a zone immediately.

So in terms of AA, should I be going for more Air to air? I’ve experimented with j.fierce and j.mk, however anything in the air thats not a drill seems incredibly unsafe with dhalsim since he falls so slow, especially in close quarters. Also, b.Fierce and b.RH have similar hitboxes, I know they’re different, but which situations are each particularly useful in? Is one just a few frames faster than the other? I’ve used b.Fierce to punish blocked tastus, but surely there is more utility than that.

I’m aware that I have a huge hole in my gameplan, and playing ranked online really isn’t helping me as I’m sure I have many bad habits going unpunished. Thanks for reading all this those who have made it this far, and any advice to a new dhalsim player would be ultimately appreciated. I haven’t described all of my gameplan, just the elements I know are flawed and need help. If anyone wants to school me online for fun I’m up for that as well, my XBL gamertag is Colorspray.

I will agree 100% with Zass. I have a much harder time with Chuns who use RH legs and counterthrow the noogies. Chun is far worse for me now than it ever was in ST, particularly because of the lack of meter meaning shit.

Previously, if I got the knockdown it was game over noogie shenanigans. Now it’s “ahhh better learn to do the mk crossup or the Rh crossup really fast” and so far that shit ain’t working for me.

Colorspray – throw fewer fireballs against Blanka. That’s the best advice I’ve gotten and it helps. Only throw one if he’s at full screen.

Also, it takes a lot of discipline, but you’ve got to learn to block the jumpins and then not get thrown. And to know when you can block without getting thrown after. And what to do to follow up so you don’t get stuck in a jump loop. This is a rough matchup.

There’s a good youtube tutorial about it though. I suggest starting there. Jump back fierce and jump roundhouse are integral to this match, as are series of st.strong to st.fierce for pushback.

Thank you for the advice. Which tutorial are you speaking of? Is it in one of the Sirlin tutorials? I can’t find a dhalsim tutorial or a vs. blanka tutorial on youtube, so I’m probably looking for the wrong thing.

Yeah, against this particular player he always beats me to the punch on throws, and I’m always softening his throws. I swear I piano key HP/MP right when he hits the ground on set ups and he must be beating me by only a few frames. I also have trouble against his claw and dictator, but I recognize that those are hard matchups for sim as well as playing against a more skilled opponent. I thought I read that Sim had an advantage against Blanka in this thread? Or at least, he has the tools but a mistake will give you hell. Again, thanks for the help.

Also, just really specific questions about crossup shenanigans: When you noogie Claw and slide under him, I assume you use a mk slide? I’ve been practicing it and it seems to link well to the followup mkx2, but just crossing up is the problem. Walking up, do you slide during the Ascension, Apex, or Descent of his fall? I’ve pulled it off a few times, but never consistently.

And after a successful yoga blast, does a mummy then a RH drill for crossup work for all characters? It seems to have tricky timing, although I haven’t practiced it much yet, just know that it works on Blanka.

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Lots of people in this thread seem to think Blanka does not win this matchup but in my honest opinion they are full of shit (on this one particular matchup :). I have the utmost respect for SweetJV and Shirts, but as far as tool comparisons go I think I am right on this. I’m sure they think I’m plenty full of shit on lots of things though too :stuck_out_tongue:

You can’t piano noogie vs. Blanka anymore - if his ranging is good, you’ll get the MP startup and then get bit, due to the drastically inferior range of Noogie to Blanka’s throw. You need to mash fierce throw and pray, or reversal super (hard to do).

The problem in this match is that Blanka can win just on trades alone if he hits roundhouses at the right times - So many ranges he can just trade with you, it’s ridiculous. And he has an essentially free win in the corner (bite/combo mixups) if he is remotely skilled.

In my estimation the matchup is 6/4, with a high degree of Chaos factor in Blanka’s favor (That is, if you muck up once, Blanka wins – Blanka can screw up all match and then win at the last moment. Very much like Dictator).

To segue into the Dictator matchup, it’s my opinion that Dhalsim won this with lots of knockdown options combined with lots of positioning options, and a (virtually) free win in the corner. He also could zone pretty reliably at the right ranges (with st.mp and chops as antiair, yoga blasts, a variety of drills, and so on).

The matchup has changed a great deal now in my opinion, but you still have a really good shot (maybe 50/50). You need to be very wary of sticking out random moves. There is a lot of Chaos in this matchup as well. You cannot afford to make a mistake, but he can afford to make lots as long as none of them wind him up on the receiving end of a corner trap. And even in the corner, he can often get away with a DR.

This is the name of the game for Dhalsim though. Your damage is low, your combos are weak, and your opponents will always have the luxury of more mistakes than you. Every matchup is like this for Dhalsim, but some have different degrees. Thawk, Gief, Dictator, Blanka, and Honda are good examples of high risk matchups. One knockdown can cost you any of these matches, whereas your opponents can eat knockdown after knockdown with no huge fear. Deejay, Cammy and Ken are similar, but not to the same extent.

From there your matches get progressively more forgiving, in general, but in pretty much all cases, your opponent will be able to make more mistakes than you and still win.

The thing I am focusing on now with Dhalsim is this: Do only what I actively intend to do, and do not let the opponent manipulate me into beating myself (e.g. Chun jumping short into lightning legs bullshit, you have to be super disciplined about not panicking).

Thanks a lot! I appreciate the help, I am well on my way to ironing out those kinks in my game. I’ve got so many questions, I thinks its best just to reread this thread and the ST dhalsim thread. Again, haha. I swear it’ll stick this time.

Hehe, it’s all in good fun. To me, I think the match breaks down like this:

  • If you can successfully keep Blanka out the whole time, you completely own him. This isn’t easy to do, but you do have the tools to do it.

  • If he gets in on you at mid-screen, he can shut you down fast. However, back + MP as anti-air, MK slide to get out of the way of cross-up attempts, and counter throws can get you out of trouble. The nerfed range of MP throw does make this even harder in Remix though. And it certainly wasn’t easy to begin with in ST

  • If he gets in on you and you’re cornered you are in for a world of hurt. He can harass you over and over with air attacks and mix-up ticks and combos and it’s incredibly hard to get back out.

I think the key is really focusing on not letting him get in to begin with. I will agree that it’s rough match to play though. Good Blanka’s can be mofos!

The more I play the Dictator match, the harder it seems to get to me. You screw up just once and bang, you’re dead! Pressing him into the corner still seems like a good idea, but he can get out now. On the flip side, I’m not sure if/how to get out of the corner trap he can do on you. His fake slide and and better j.mp juggle don’t hurt him either.

Also, here’s something that’s weird to me. Lately, I’ve had several people cross me up with a CE style psycho crusher. It seems like you have to block one hit of it normally, and the second hit backwards. It usually happens at the end of some block chain like cross-up rh, s.lk x 2(3?) xx crusher(MP version?). Was this weird cross-up crusher possible in ST?