I will keep adding to this… There is going to be a lot of information.
**Crouching Slide **(any verion):
Hits every “jumping -in” attack from the follwoing characters: Ryu, Ken, DJ, Cammy (in HDR), Sagat.
Beats/ trades/ or dodges (depending on timing) most other chatacter jump-ins. But, cleanly losses to these jump-ins if the character lands on or slightly passes your slide:
First, thanks to everyone to contributed to this thread. There is a ton of good information in here that I have found, which has stopped me from ever posting.
I played about 2 hours of Bison vs my Sim last night and after a brutal start, I was able to even it out.
I guess I just want to ask/confirm what I learned. I couldn’t find a reliable AA as Bison was cruising over my s.mk and s.hk, so I started using b.jab. It worked really well, is this the best AA to use against Bison?
The zoning was a problem for me as well, I pretty much stopped launching fireballs from full to 3/4 screen because he was just jumping over me and hitting me before I recovered. So I resorted to drill/slide pressure, trying to set up a throw but also using cr.mk -> cr.mk a lot in the footsie game to push him a little to begin more drill pressure.
A few times by db.jab beat out his slides and scissor kicks, but is this consistent? I ate the fake slide -> throw a more times than I would have liked to. Is there anything I can do to stuff that aside from a reversal throw maybe?
Any tips or help would be appreciated. I’m really looking forward to Fatboy’s AA list since that is the worst part of my game. I can’t zone effectively sometimes due to poor AA selections on my part.
Deejay jumping roundhouse loses to slides, and jumping fierce at particular ranges. Other than that you should just block it.
You have to be careful with Deejay not to slide some of his jumpins (jumping forward, I believe late jump fierce also). But most of the time you can beat him with jumping fierce or reversal blocking.
Two things I don’t see you using as antiair enough:
Back short kick/mk (I prefer short, forget why)
Jump fierce
J.fierce has angles that make it superior to j.mk, against a lot of characters (chun, blanka). It is vital.
Back short beats blanka, zangief, guile and deejay in a lot of situations where jabs/chops are unsafe IIRC.
How do you fight a vega wall dive spammer? I can never find an answer for this, especially as i’m waking up.
Fighting honda seems to be slightly in his favor too, especially if he is holding a charge. Any advice once honda gets close? I get nervous to hit a button since hondas normals are soooo buff
Best teleport to use to get out of ticks? I like backwards KKK unless im in the corner
With Claw, you need to get into the range where you can spam standing strong and punish anything he does to escape. Then you need to wakeup game him when you get knockdowns.
If he knocks you down you’re still in a very bad situation, but your best bet is to block, or back jab if he’s late.
IMHO, Honda porks Dhalsim, baaad (7-3). Some opinions differ, but basically, you cannot make a mistake. Eggo has some good examples up here, although he panics in a couple spots. Not much you can do about that though, if he corners you and makes you block a buttslam, you are basically done.
IHMO, Sim’s worst matchups are probably Bison, Cammy, Vega, and Chun(But only if she plays a mean run-away game).
I think Sim has a moderate edge over DeeJay and a decent edge over Ken. Both can be tricky though in that a single screw up can lead to a big combo for them. But if you’re careful against them, I think he beats them.
You should approach this the same way you would as Gief/Hawk knocking you down. Once you’re waking up, you’re already screwed. Be careful to not let that happen. Up-flame, jumping roundhouse, back + jab, and back + strong are the most common anti-airs to use against wall dives if you’re not already knocked down. However, they’re all situational so you have to learn when to use each.
Basically, against Vega you have two objectives. The first is to not let him start up his dive game. The second is to get on him and mix up between doing tick throws and quick hits, followed by a slide/drill back into tick throws.
There’s a bunch of stuff about Honda earlier in this thread. You should check that out if you haven’t yet. But real quick, if he does get in, some good moves to push him back out are close cr.jab, close cr.mk, drill linked into close cr.mk, or teleport if you get cornered. Doing a far cr.strong or a fireball after these close-up moves help to get him back into the right range.
However, in general this match is a lot like vs Gief or Hawk. You don’t want him to get in at all. His tactics are a little more varied once he’s in, but they’re all just as deadly. Just focus on keeping him out. If he gets in and you push him back out, consider yourself lucky :wgrin:
The teleports all suck. But ya, KKK makes you go the furthest so it’s usually best to go for that. The direction just depends on where you’re trying to get to.
Finally got a Blanka fight on video. I didn’t play that great, but that is partly because of what my opponent was doing, which was throwing me out of my rhythm (especially with the rainbow balls). At the same time, my down back strongs were messing up his hop crossover attempts, so we both disrupted each other regularly. Any suggestions on dealing with Blanka’s new rainbow ball? Any other feedback on this match is appreciated. I have a feeling fatboy is going to yell at me for drilling at Blanka for no reason at the end. It was more panic than anything. :annoy: Dhalsim (Eggo) vs. Blanka (wmclaffe)
Secondly, here’s a fight vs. a good Claw player in which I didn’t do so well.
[media=youtube]3zui7fvYwmY"[/media]
Couple questions about this fight:
First round, what is the answer to Claw’s alternating jumping on your head with RH, Short, and Fierce in the corner? Because he’s mixing it up, I assume I have to get lucky with the correct response? In the 4th round, I hit his jump short with a short slide, down back forward kick. What are the answers to his jump fierce and jump RH?
One other thing, you’ll see me do a bunch of far reaching standing strongs when he is jumping on me. Those are not what I’m trying to do. I’m holding back and hitting strong for the Yoga Uppercut, but I have a feeling the game is registering Claw as being on the opposite side of me during some of his jumps, so I’m getting the wrong move. Is there anything that can be done about that? The same thing happens at the 1:51 mark when he goes off my wall with a wall grab. I’m holding back and hitting strong, but I’m getting the far standing strong.
At 1:22, I hit jump fierce, but I should have tried jump RH instead. That was my mistake, and I’m not even sure the RH had the right spacing to hit him.
At 1:24, I do the back jab and he goes around it. I didn’t mistime this, right? He just smartly avoided it and there was nothing I could do about it?
The first fight I have questions about. I felt I played it pretty well, but didn’t win a round. At :34 of the first round, he goes off the wall and I jump back RH, but he grabs it clean. There was nothing else I could’ve done there, right?
At :59 seconds of the second round, he does the wall dive splash and it hits under the upflame. Does that render the upflame useless from that angle?
At 1:37 of the third round, he goes behind the back jab. Was there something else I could have done there other than block?
Jab and back short kick a lot more. Yoga uppercut doesn’t work on much that vega does in my experience. His medium range jumpins are a frigging nightmare.
You can almost always trade with his jumpins with back short (losing of course). This is oK if you’ve got a lead and don’t want to get throw shenanigans’d.
The big thing here is that you’re always letting him have the initiative, if that makes sense. It looks like you’re always trying to win by reacting to his gameplan rather than enforcing your own.
You also need to do a lot more full screen yoga blasts. You can do it once and wait. Make him fear it. Right now guys are just waiting for you at full screen and then walldiving and hoping for something. Sometimes you jab, sometimes you back mk (rarely). Sometimes you eat claw or super or izuna drop.
They need to be worrying about eating that yoga blasts, while you build meter. And once you have meter, they can’t do that rolly attack on wakeup bullshit because you can reversal it (same with the medium range jumpins).
Slide or teleport out of there. Alternatively, just block and try to (counter)throw.
I’m pretty sure back+strong would’ve worked here. That’s the tricky thing about countering the dive consistently. The move you need to use all depends on the angle he comes at you from. I’ve gotten a bit better at judging which one to use over time, but it’s still tough to choose right every time.
My current move selection goes like this:
If he’s coming in at a horizontal to ~60 angle I use jab.
If he’s dropping right on top of you at mid-screen then i use strong.
If I’m in the corner, I almost always use jab. For some reason it almost always works here, even if he’s coming down right on top of you.
In the air? I dont think so. On the ground you could’ve gotten him with up-flame or a normal.
I’m pretty sure what happened here is that he flew past the part of your kick that would hit him before your kick became active. In general, I think a good rule of thumb is to not counter in the air if you’re at half-screen or closer. From full screen you have time to get your move out before he swoops in, but when you’re closer it’s hard to connect.
The one exception to this is if you hit them early while they’re on their way up. The problem with that is that it’s hard to do on reaction and if you guess wrong and do an early jump attack, you’ll leave yourself hanging.
Actually, it looked like he went through the flame right as it started to dissipate. From full screen, I usually do the MK or HK up-flame. It leaves you slightly more vulnerable if he does the sky high claw instead, but it works better against the regular dives.
If it looks like he’s going to fly past you, like he did there, you may be better off doing an early slide, before he’s actually crossed you up, to get away from him. Otherwise, yeah just block and hope he doesn’t grab/super you.
I also agree with the stuff pokken said on setting the pace of the match and making him more scared to fly off the wall. Vega’s a little less scary when he has to stop and think a bit.
Pokken: Could you elaborate more on when to use back + LK/MK against Vega. I don’t use either of those much. Are these just used against his normal jump-ins?
Back LK works better against most of his jumpins at close and medium range, IIRC. I haven’t played in a few weeks, but my buddy Gishdeath is a serious dickweed and he constantly jump fierces->walkup throw with Vega so I had to figure out something. If the claw comes out early, slide wins, if the claw comes out late, back LK will trade or beat it (depending on range).
There are also times when back lk/back mk will work better against dives, but I can’t remember when those are right now. They have a much bigger hitbox than the jab, and back short kick in particular (if I recall right) shrinks your top hitbox (which is also why it wins against jumpin fierce more than jab, since his hitbox can overlap with your head with jab and not as easily with back+LK).
I want to say that when he’s coming at more of a direct angle rather than from high overhead, back lk will win more (since there’s more hitbox to your front). On the flipside, neutral jab (as opposed to back jab) should work here too.
Can you take a peek at the back LK hitbox in hitbox mode and correct me if I’m wrong?
Sabin! Where ya been man? You should play HDR some time. Although at this point, you might want to wait for the patch to come out so the game doesn’t annoy you online.
Pokken: I checked out the hitboxes in the yoga book and back LK/MK look like they hit a little farther out than far jab. Far jab also hits lower than the kicks, so that probably makes it harder to use in AA. Back + LK does look less vulnerable on top vs back + MK or far jab. However, it looks more vulnerable than back + jab.
So yeah, if you throw it out early enough and/or they aren’t coming down right on top of you, then back + LK is probably better than the jabs for AA. I’ll have to try to work the kicks into my game more and see how that goes.
Oh, and I looked up vega’s hitboxes too. His jump-in fierce looks absolutely brutal!
Dhalsim seems like such an interesting character to play as to me, but I’m having a very difficult time winning with him. I"m trying not to get discouraged, but I’m having a difficult time figuring out what exactly I’m doing wrong.
I guess you could say that I don’t understand the inner mysteries of yoga yet, but I’m trying. Any general tips? I know Dhalsim is a complex character and a full guide to play as him would be enormous, but I just want to learn the basics right now. Baby steps. Plus, I’m an SF neophyte, with HD remix being my first Street Fighter ever.
I think the best way to teach is with videos. Words can only take you so far, especially if you’re still learning the basics. If you can post videos, I’m sure everyone here can offer tips to correct your mistakes. They did the same for me.
My YouTube channel has videos of every fight for Dhalsim. If you’re trying to learn a particular match-up, the playlists are organized by character, so you can study that. Hopefully, that is a decent start. If you have particular questions, I’m sure ppl here can answer them. Good luck.
In writing my Crossup, Link, and Combo FAQ, I’ve come across an area of knowledge I’m weak on…combos for Dhalsim. Yes, I did write the SNES SSF2 Link FAQ and yes, I already have a ton of links for Dhalsim. What I’m looking for are his most practical combos involving special moves. (Like…can he truly combo into a Yoga Fire from…say…cr.:mk:? I thought I did it once, but I could be wrong.)
Now, before someone responds with the obvious: Yes…I know Dhalsim isn’t a combo character. I’m just doing this because…it’s a FAQ…it needs to be thorough. Combos into the Yoga Inferno would be extremely welcome, but anything else you want to add will work, too.
Thanks guys!
Edit: And…yes…I DID follow my own instructions from the newbie thread and do a site search first!!!