Dhalsim - YOGUH!

What’s up my yoga brethren? lol Love the thred. Eggo love the videos. I will start putting mine up as well. I like being able to take little tid bits to help my game. Also has anyone played a guy by the name of jigglynorris? Has the best T.Hawk I have ever seen. Granted everyone does not play T.Hawk like this guy but as Eggo said in one post, this is the type of guy where if you mess up one time it is over. Didnt Capcom learn from World Warriors to bounce the grappler back so he can not repeatedly do a 360 move?

Here are my questions and keep in mind these are for high level players:

Ryu - I played this guy name Pez81 and he outzoned me and really utilized the fake fireball. Short hurricane kicks into either grab or dragon punch. Played defensive and didnt attack like many Ken and Ryu players.

Ken - I played a guy name Westcyde. barrage of falling short hurricane, spamming of short dragon punch and tons of crouching short kick into leg bash, crouching short kick into dragon punch. Guy was insane.

Honda - There is no way this matchup is in Dhalsims favor. I am saying 8 - 2. Anyhow I have read your thoughts and they just dont add up. I played people like Mad Possum, Chaghatai, Blessed Wind and Srk Koop. I think really the problem is how Honda can charge his super so fast.

DeeJay - I know the idea is to zone DeeJay away but it seems he can counter my limbs and once the crossover starts its over for Sim. I get ticked or get dizzed if I block wrong.

FeiLong - The only advantage I see when playing against Fei is that Sim can dish out some good damage. Anyhow I have been playing some good Fei’s who are very, very, very patient. They mix up their CW’s so I cant slide which allows them to get in close but not to close and then the barrage of quick attacks start.

T.Hawk - I need some offensive strats against this guy. Yes I said offensive. The problem with this matchup is if you start playing a very good T.Hawk they start figuring out how to cancel your pokes. They start playing with even more patience and creep slowly closing the gap where eventually they can get in. And if they get a 360 cyclone while you are near the corner it is over. The teleport is so worthless. I have yet to have it work as a reversal. This guy named jigglynorris as I said earlier is godly. Granted everyone does not play T.Hawk like him but he is definitely is high player comp.

Bison - This is a crazy fight. Between abusive short kicks in grabs, occasional PC into grabs, fast head stomps and devil reverse moves how can I control this matchup better?

thanks guys.

sim vs hawk is really easy. and thats coming from both a hawk main with sim as a backup. anything hawk does in the air is stuffed by back jab. i promise. ANYTHING. its REALLY dumb. if hawk keeps trying to walk up, st.mk, st.hk, cr.strong and st.strong can push him out. Hawk has to rely on psychic DP’s to win. and if you let him get in a dive (HDR only) good luck, since hawk is now up in your grill. however, if you see him going for a dive, back jab it.

and yeah jigglys good. we’ve exchanged hawk matches and theyve always been really close and awesome. cant count the times one of us has gone for a tick for the kill and the other has reversal 720’d

Ok…since no one could suggest any combos…how about I let you check out the ones I came up with? I didn’t have time to test all of these, but some of these combos are theoretical, some are combos that I heard about, and some are combos that my semi-scrubby 'Sim has done since the days of World Warrior. (Since I’m doing a FAQ for CPS1 (WW-HF), Vanilla ST, and HDR, if you tell me it doesn’t work in HDR, I’ll assume it works for CPS1 SF and Vanilla ST unless otherwise specified.)

Basic Combos:

  1. Close forward, close forward
  2. Close crouch forward, close crouch forward
  3. Close crouch forward XX Fierce Yoga Fire (Wide characters only)
    Intermediate Combos:
  4. Yoga Mummy, stand fierce
  5. Forward Yoga Drill, close fierce
  6. Jab Yoga Fire, stand forward
  7. Jab Yoga Fire, stand fierce
  8. Jab Yoga Fire, Yoga Mummy
  9. Meaty Jab Yoga Fire, Fierce Yoga Flame (in corner)
    Advanced Combos:
  10. Meaty Jab Yoga Fire, Yoga Inferno SC
  11. Close crouch forward XX Yoga Inferno SC
  12. Close crouch forward, crouch short XX Yoga Inferno SC
  13. Forward Yoga Drill, crouch short XX Yoga Inferno SC

Any comments? Your level of helpfulness will determine your level of credit in my FAQ. Thanks. :slight_smile:

Well after a few days stint in SFIV, I’m back. F that game. There’s so many things I dislike about it, compared to HDR.

  • Matchmaking sucks. Not having blind character pick and lobby is dumb. You can farm noobs by selectively choosing your opponents. Even the character select screen is annoying with the 30 second time limit.

  • Jumps are mushy and the controls do not feel tight. This is the problem with polys compared to sprites. You’re going to lose pinpoint accuracy. A certain part of that game feels cloudy when people try to cross each other up because you don’t know when anyone is going to get up.

  • Move priority is suspect. There’s characters that jump kick Dhalsim’s jump back fierce clean in that game. There’s also no hitboxes in training mode, so you’re left guessing what beats what.

  • Variable hit points. Dhalsim has less hit points than the other characters in that game, and he deals about 1/2 damage compared to everyone else. He also still gets dizzied just as easily as before. He has a great keepaway game, but when you combine his low stamina with his high tendency to get dizzied, it’s a bad combination. At a high level, Dhalsim can be played well in that game, but I don’t want to bother wasting all that time getting good at a sub-par game.

  • Not sure about this, but it sounds like if someone disconnects in SFIV, they don’t get the loss. Thank god HD Remix addresses that.

  • Going back to HD Remix, it feels so good to corner someone in a fireball trap. I am Yoga Raging on opponents right now, taking out my anger at playing that neutered down Sim.

Enough of that BS, I don’t want to derail the thread. For those saying T-Hawk is an easy match, it’s not as simple as you make it sound. T-Hawk’s jump fierce on top of your head (not from far away) will go through the back jab clean. Also, if the T-Hawk player is good at altering the trajectory of his dive, he can dive at a time/angle where your jab whiffs and he hits you clean if you’re not paying full attention. When that thing hits, it’s does a huge amount of damage, which is hard to make up from back jabs alone.

Edit:

I don’t think any of these combos work, or if they do, the timing required is so insane, they have no practical application in a real-game scenario.

I agree with your assessment of SFIV Eggo. I’m actually starting to play Sim a little better but it seems there is still to figure out with the game in general. Anyhow back to HDremix, can I get some good strats against Bison, Dee Jay and Guile.

Bison - I am playing people that abuse the short kick (comes out fast) and grab, psycho crusher then grab (dont know how), when I try to zone with fireball they head stomp and I dont see a reliable anti-air that works as Dhalsims get crossed up. The corner trap with yoga flame doesnt work to well as they devils reverse allows them to get out and finally the spam their jab punch which nullifies my drills.

Dee Jay - Seems he has answers to counter all of Sims poke as he jump towards to me. If he gets the hit he can follow up with a crossover and that is when the nightmare begins. I have found out though that if they do the crossover that sliding round house gets you out fast and far enough. I just dont do it enough. But if I forget and block they tick throw, if I think they are going to throw I try to reverse and still get thrown, if I think they are going to throw, they use the machine gun move.

Guile - Almost the same but spamming of jab punch and back forward kick to knock me out of drills. I played Narcissus Ceasar last night and basically once I got the lead I just kept running. There has to be a better way… isnt there?

Thanks.

These all work. Also, you can do meaty fire into any flame, not just fierce. Timing/spacing is tight as hell on all of them tho.

I’m pretty sure this works, but I’m not sure if the drill needs to be meaty or not. I think roundhouse drill might work too.

I honestly don’t know if this combos. But even if it does, in the situations it’d work there’s probably better options.

I agree with Eggo. Anything cancelled into super in this game just isn’t practical. It is so hard to pull off that I suspect it may be that it’s actually impossible unless you get the right frame skipping, like ryu’s short-short-super. So yeah, in a combo video these could work. In a match? Not so much.

Here’s a few more to add:

  • MK or HK drill, any close crouch punch

  • MK or HK drill, any close crouch kick

  • Any drill, far standing HP

  • Close crouch LP, close crouch LP

    • Close crouch MP, close crouch LP
    • Close crouch MK, close crouch LP
  • Close crouch MP, close crouch MP

  • Close crouch MK, close crouch MP

  • Close crouch LP x 2, close crouch MK

  • Cross-up MK slide, close crouch MK x 2
    - Cross-up MK slide, close standing HP

  • Meaty close crouch HK, close crouch MP

    • Meaty close crouch HK, close crouch MK
  • Meaty LK slide, close standing HP

  • Meaty MK slide, any close crouch punch

  • Meaty MK slide, any close crouch kick

  • Meaty MK slide, LK slide

  • Meaty close standing HK, close standing MK

  • Meaty close standing HK, far standing MK

    • Meaty close standing HK, far standing HP
  • Any jump punch, far standing MK

  • Any jump kick, far standing MK

  • Any jump punch, far standing HP

  • Any jump kick, far standing HP

  • Jump HK, Jump HP

  • Meaty LP fire, mummy, far standing MK

  • Meaty LP fire, MK drill, far standing MK

  • Meaty LP fire, LK drill, far standing MK

Some of those are kinda show-off ones, but most are pretty pracitcal.

Poison: I’ll try to comment on those match-ups some other day.

Thanks Sweet JV. The more and more I play this game the more I think Honda is a worse matchup than Vega or Chunli. I was able to play ThelotheGreat and between HHS chip damage, Honda getting in close even with trade hits against the sumo splash followed by Ochio throw and more HHS chip damage also lets not forget that the super is filled within 12 seconds just makes for a very quick match.

I tried the strats on the site and others and I just dont believe this matchup is even. Not even close. And getting a dizzy is rare. Sorry for the rant. Just trying to get really good against very, very, very good players. Stepping game up from casual to competitive .

Anyhow any strats for this fight as well.

Bison is one of my weaker matchups where I question the validity of my current strategy, but it has success against good Bison’s. Against elite Bison’s who can TOD you, it can fall apart, but any strat can backfire when the opponent can kill you in 1 hit. I rush down Bison’s with Drill, d/b strong, standing strong (long) and forward kick (long). The last three moves should hit all of Bison’s special moves clean. If you watch my vids, you should see what I do. There’s windows of vulnerability in the strat, but most Bison’s don’t know where those lie. If they figure it out, you can mix up the rushdown a bit with a slide or two to throw them off.

DeeJay I have one goal when playing them. Don’t let them jump over my head. If you take away his combos, DeeJay is not half as scary as he normally is. If you block a kick in front of you, I am ready to do the Yoga Uppercut (back strong), because chances are they are going to jump again to get the cross-up. In a straight up fight without crazy combos, DeeJay is pretty manageable.

Against Guile, I go all out fireballs. Again, the match vids on youtube show how the fireballs generally control the pace of the match, forcing Guile to jump on you. If you fight a straight up ground game with pokes and sonic booms, chances are you are either going to get backhanded or be crouching when he hits you with an overhead. The other option if I don’t want to fireball all day is to keep him pinned down with low jab/low fierce all day. It trades with his sonic boom and is safe from razor kicks. The last option is to rush him down with drills, which is risky, but it can catch some Guile’s offguard, because they are used to a more laid back sonic boom slugfest.

Edit: for reference, playlists of the respective characters… Bison, DeeJay, Guile, Honda.

Eggo…SweetJohnnyV…I appreciate the feedback. SJV, I especially appreciate the links…not that I wouldn’t already have most, if not all, of the normal 2-hitters you mentioned. :slight_smile: The meaty links are most appreciated.

And, yes, I realize that some of the combos I posted weren’t practical. But, hey…if combo videos can have impractical combos, combo FAQs should already have them since they were around first. :slight_smile:

Time to add to the 10 combos that I had. :slight_smile: Thanks again, guys.

Edit: Heh…this’ll make y’all laugh. I now have more combos listed for Dhalsim than anybody else on the FAQ! Take that Dhalsim haterzz!! :arazz:

If you want to have a section of your combo FAQ for practical Dhalsim combos, here is my list:

  • Dhalsim’s biggest combo is 5 hits (super).

  • When Ken jumps at you, slide with forward, then d/b forward kick, d/b forward kick. 3 hits - the last two have to be done the opposite direction.

  • From full screen vs. Zangeif, if he lariats through your jab Yoga Fire, standing fierce. 2 hit combo - next big hit = dizzy.

Those combos are in the FAQ…basically. For the most part, the practical Dhalsim combos will be in the basic and intermediate sections.

It’s just funny to me that I went more in depth with him and listed many more possibilities with him than with any other character. Granted, most of the time, you could Noogie instead of link attacks, but at least it’s possible to tack on 2-5 more hits in certain situations. Hopefully any newbie that reads my FAQ and tries that stuff with him will also read the credits, come to Shoryuken.com, and read the Wiki for strategy.

Oh yeah. There’s a method to my madness. :slight_smile:

The best Ryu’s I’ve played zone until they build meter. Then once you’re scared, they try to rush you down smartly. Definitely much tougher than an average Ryu, but you still have a lot of advantages.

While he’s zoning, remember that you can LK drill over his fireballs. If you time this too sloppy though, he will jab or DP you. You can also do a far HK to trade or beat his fireballs. You can also MK slide under a fireball and then MK, MP, or bait a DP after that. That’s much tougher to do consistently, but it’s also really hard for him to punish. If he does a lot of jump back hurricanes, make him land on a fireball.

If all else fails, remember that he can’t hurt you from full screen. Sometimes I just let them build up their meter. Eventually he will have to come to you. At that point, play it like you normally would except be careful for any openings where he’d use his super. Yes, this makes it a lot easier to get thrown. But remember, a teched throw doesn’t take off much damage. Eating a super does. So, if you get thrown once or twice, not a big deal in the scheme of things.

Yeah, he’s really good. And most good Kens will try to get on top of you and mix things up. Ken’s mix-ups are scarier than Ryu’s because he can land big combos and you can’t tech out of his knee bash, which also has a really good cross-under mix-up after it.

In general, the key to this fight is not let him start that shit up. If you keep him at 1/2~full screen you can do your normal thing. If he does the air hurricane to get in, block it and then run back to safe distance. If you take him on up close too much, you’ll most likely eventually get nailed by something bad.

If he does get close, and he probably will, there’s a few things to keep in mind. NEVER try to punish spammed DPs with a throw. Use a standing MK to hit him on the way down. You have to time it a bit early. If you wait to see him falling you probably won’t hit until he’s landed and can start another one. If you’re unsure of your timing, throw a flame if you’re far enough away or a fire if you’re closer. It doesn’t matter if these hit him or not, since they’ll push him back. Likewise, if he misses a super DO NOT try to punish him when he lands. He has zero recovery from that. Hit him in the air or run away if you’re at a spacing where you’re moves come out the wrong direction. Finally, when he’s up-close and doing these moves, don’t forget that you can teleport to run away.

In 9 out of 10 matches, Honda’s super doesn’t matter much. You can do close crouching LP to hit him out of it or block it and hit him with far standing MK after it. The only thing it does is causes you to be more careful about throwing fireballs and to not jump at bad times. If you do jump, make sure you don’t attack until you’re sure you’re in the clear. If he throws it out before you attack you can drill to hit him or far drill or mummy to fly over him.

With all the Honda talk we’ve had in this thread I’m not sure what more I can add. Most of it just takes practice. In general though, close cr.Jab beats HHS, Torpedo, and Super. Far MP/HP to push him out. Fireball a lot, but not at a distance he can LP torpedo through. If he jumps, use the appropriate anti-air. If he butt-stomps, jump back fierce punch or hit him on the way down with a kick. If he does it close, block and try to get out of the follow up.

As long as you don’t let him corner you, you’re fine. And if you keep him out, there’s not much he can do to you. Yes, it’s tough. And no, you can’t make any mistakes. But it is do-able. Once you have all the basics down, the most important thing is to learn how to read the player. Honda has 4 ways of getting in: HHS, Torpedo, Butt Stomp and Jump-Ins. So, 2 ground based and 2 air based. Most Honda’s will be stuck in a mode of attacking from the ground or the air. They’ll try it over and over. When that fails, they’ll switch their plan up to the other mode. If you can learn to read when they’re attacking from the ground or going to the air, you’ll have a much easier time countering their stuff.

Yup. To play this match right at a high-level is pretty tedious. You try to zone DJ. He tries to get in, cross you up, and mix up big combo and throw.

But, for the most part you just throw fireballs at him. If he jumps over em, you slide to hit him or knock him down. If you’re too far to slide, make him land on a far crouching MP/HP. You can throw some far MKs or drills in to mix it up, but that’s mostly it.

Far crouching MP/HP are also good tools on the ground in this match. You have to use them sparingly. DJ’s crouching MP will beat them and you can’t do it late under a max out w/o trading. Still, it’s good to push him back at times or sneak in a hit.

If he does get in, you have to be good at guessing right. You can back + MP him while he’s crossing up to stop that. But if you don’t have time to stop it, then it’s on to the guessing game. I personally try to counter-throw way too much here. Just keep in mind, a teched throw is way less damage than his crazy combos. So, if you’re on the fence about what to do, just block. If you get thrown or block his stuff, you’ll have a short time to try to counter his next thing and get back out.

Nope. The Guile match is even more tedious than the DJ match. At least with DJ using your roundhouse slide as anti-air does some decent damage. If Guile jumps from far away do back + LK. If he jumps from close up, do back + LP. Unless one of you gets gutsy and goes for something risky, it is a very long and grinding match.

Yeah, good Fei’s can be tricky. It sounds like you do OK while you’re zoning him and your main problem is what to do once he gets kind of close. Also, I think there are other tips on this thread about what to do when he’s far away or very close. So let’s focus on the mid-game.

One thing to keep in mind is that at mid range, just out of sweep distance, a quick jump back roundhouse drill should beat almost anything he does. It’s also important at this range to fight your urge to move in on him at all. Standing MP/MK will push him back, but be careful not to trade with anything. Fireballs can also work good, but only if he’s not expecting them.

I’ll have to disagree with gridman. I don’t think this fight “is really easy”. I think it’s in Sim’s favor. But calling it easy is over-doing it, I think.

Like you say, the problem with really good hawks is that they’ll trade moves to knock you down. They’ll mix up jumps and dives to throw off your timing. They’ll dive so they land right in front of you instead of on top of you. All of this makes it harder than spamming MKs when he’s on the ground and back + LP when he jumps. Plus, you only need to mis-time hitting a dive once to be in big trouble.

With that said, that’s still mostly all you have to do. You just need to out-do them on their mix-ups. Bait their whiffed ground moves and hit em. Anticipate their jumps and far MK them. Punish whiffed DP’s with kicks or anticipate a whiffed DP and up-flame to beat it. If he starts to get close and is landing or retracting from a move, a slide linked into crouching MK is a good way to push him back out. But don’t screw up the timing or do this when he’s just standing there or you’ll get grabbed. Also, keep in mind that hawk whiffs his SPD easily in this game. If worse comes to worse and he does get in on you, and you don’t trust your teleport, try to counter-throw. It works more than you’d think.

This is personally one of my worst matchups. Really good Bisons tend to tear me up. So take this advice with a grain of salt.

The optimal places to be in this match are in order as follows: 1) Locking him down in the corner 2) Being on top of him at mid-screen 3) Be at 1/3~1/2 distance away anywhere. Where you don’t want to be in order from worst to best is: 1)Locked down in the corner 2)Knocked down when he’s close 3)Full screen away. The key to winning this match is to stay in your favorable positions without getting trapped, or in cross-up hell. Because he’s so dangerous, it sometimes feels nice to be full screen away because you get some breathing room. But it’s not. He has an advantage at that range.

When Bison does the cross-up, just block. There’s nothing you can do. However, if he’s jumping in at you from the front and you have time, you can back + Jab to hit him out. Just don’t screw up the timing or you’ll eat a big combo.

Once he does cross-up, and he will, start blocking the LKs. If you *know *he’s gonna throw mash on back + HP. I still tend to piano MP/HP which I think screws me up because of MP’s smaller throw range in remix. Bison’s especially tricky with this mix-up. He’s so fast that if you just block and take the throw he can start his thing back up. If you try to counter throw and he combos you might get dizzy, which equals death. The real trick of this match is not letting him start this crap up. Easier said than done, i know.

As far as the head stomp goes, if you’re getting hit with it, then you’re throwing too many fireballs and/or are standing too far away from him. If you see one early, you can jump back roundhouse to beat it. If you don’t have time for that, just block it. If he tries to attack on the way down, back + jab will beat the attack. If he does a devils reverse then DO NOT try to beat it with back + jab. You can make him land on far crouching MP when he does the devil’s reverse, but it’s tricky to do. If in doubt, just block it. In general though, he shouldn’t get to do the head stomp much if you’re not full screen away.

I’m not sure what to tell you about the Psycho Crusher. Most good Bisons will rarely, if ever, try to do a PC into throw. That’s a 50/50 game on who gets the throw that’s not in their favor. And even the ones who try should knock it off quick as long as you’ve got your throw timing down. Also, remember that if they do a fierce PC that you block and they fly past you that you can nail em with an immediate far fierce punch.

What you want to be doing in this match is to throw out far MP/MK at mid-distance to stop almost anything they try to do. Be careful not to be too predictable though. Good ones can hit you while you recover from these moves. Once you get on top of them mix up drills, slides, and throws. While it’s tough for Bison to stop this, it’s not impossible. For instance, if you’re too obvious about your drills, he can instantly j.mp x 3 you. So, mix it up.

And yes, keeping him cornered isn’t as easy as it used to be. However, you can use his escape plans against him. If he expects you to do two yoga flames in a row, do one flame and then follow it up with up-flame or kick. Once you force him to start guessing, you can have an easier time keeping him cornered.

Whew! Well, I hope some of that helps! :wgrin:

PS: If you haven’t already, you might want to read through the Dhalsim thread in the old Super Turbo section. There’s a bunch of good info in there, and most still applies to remix.

Thanks SweetJV. I guess I am on the right track. I just cant worry how I am playing and just play the matchup the way I need to play it to win. I will try your techniques against those zoning, defenses Ryu’s though. DGV plays that way as well. I also with try the two anti-airs you mentioned with Guile. That might be the last piece in that puzzle I was missing.

Eggo in regards to recording your matches, how is yours setup? I can record matches with no problems for other people but when I try to record mine I notice lag from when I input my commands. It makes the match unplayable. I have my 360 going through my dvd recorder and then to the tv. What are you using?

Thanks

You need a distribution amplifier to eliminate the lag. You can get one at Radio Shack that looks like this. It’s worth it to make your matches playable while recording.

Well I feel like I’m on top of the world and then I get blasted down.

I truly need help against Chun-li. I know theorecticall this matchup is 6-4 or 7-3 Chun but what can I do to make this closer. I am playing chunli players that dont jump at me at all. They just keep shooting out their kikoken and once their meter is full end up hitting me with a walking forward super. And if they do jump at me it is not enough for me to get off the upward flame.

Next is DeeJay. I keep playing people who cancel all my pokes and if they get close enough to cross me up its over. I end up getting hit into a massive 8 hit combo or tick throwed. Then the other night I played DGV and all he did was throw out max outs (which have fast recovery) and then mash his jab punch. I couldnt get in.

Cammy, Cammy, Cammy. Her rush down is crazy and if she gets off one of her 3 hits combos, you are dizzy quick. Crouching jab beats the cannon drill but if they see me crouching they go into the hooligan throw which comes out soooo fast. I played this Bruce Askew guy and he was perfecting me.

I want to get better but this game is just killing me. And lets not talk about SFIV. I’m starting to hate both.

And eggo are you sure an amplifier is going to help eliminate the lag from the controller while playing through the dvd recorder?

If you want to talk combos, you should mention this cool one that I did the other day… [media=youtube]sf1n6YGx3f0"[/media]. I think it’s practical against shotos and Chun Li (although I haven’t tried it against her yet).

Super-building Chun Li’s are hard to deal with. Lethalist, MonGoloRoboKop, and LopakasMomCan all play like this. They Kikoken and when you jump over, they’re doing fast legs. I tend to jump strong to hit the fast legs up high. You might be able to combo a standing forward off of that (see the combo above). Sometimes they’ll walk forward and pin you with constant standing strongs. When you try to do something, they hit kick and get a super.

There’s no easy way to win this match. My whole goal is drill -> throw. Sometimes you have to take some hits to get in, but once you’re in, you can kill/take off half her life. Did you see the videos in my Chun Li playlist? Once they have super, Chun’s tend to be predictable and want to do it right away. I jump back and wait to drill. Even if you eat a super, because you’re in the air, it’s usually not the full damage. Taking block damage is a bad idea because she can charge 2 a round. I also teleport when she starts walking forward sometimes. That throws off her super charge because she’s holding the wrong direction now.

Dee Jay is just like the Guile match. You should never make an offensive move other than Yoga Fire. If you’re jumping towards him or drilling, you’re probably going to lose. I just played 7 games against Le0n0wski, and I won them all by never jumping at him. Make him come to you. Like Guile, he can’t keep up in the fireball war because he has to charge and you don’t. Because of that, he has to jump at you. Sit back and wait for the jump. I’ll post the recent matches against Le0n0wski tonight, but it takes a while to encode and upload to youtube, so they may not all be up until tomorrow morning, but they’ll be in the Dee Jay playlist.

A good Cammy will rock my world. I drill when I know a Cannon Drill is coming. If she lets you dictate the pace, fast fireballs tend to mess her up. If you know hooligan is coming, you can back jab it. If you’re not prepared for it, you’re going to get thrown. Slide if she jumps at you. I slide or low fierce (far) through that turnaround punch. Block her psychic Cannon Spike’s and standing roundhouse to retaliate. One thing I do that kept me alive longer versus DoablePolecat is block the low strong, low forward, Cannon Drill combo. If you take the throw rather than get hit by that combo, you tend to live longer. There may be something in the Cammy playlist, but I still need work there.

Yes, I’m sure a distribution amplifier will remove the lag when running to a DVD recorder. That’s what I was doing earlier with my initial videos, before I moved to the dazzle capture card (doesn’t require constant purchasing of physical media). DVD-RW’s weren’t working for me, so I went with the more economical solution.

Yes - he destroyed me. Later Eggo was kind enough to pick other characters that I had chance against with Dee Jay. Then, he stopped feeling sorry for me and picked Dhalsim again. :frowning:

Seriously - Eggo has a VERY patient Dhalsim. He knows all my tricks now - I have to come up with something new…and it may not even be good enough.

I hate you Dhalsim players! I hate you all and your rubbery arms and legs.

/me goes back to his Dee Jay thread now to cry… :frowning:

If you’re still reading this, I noticed you made me pay every time I did an offensive move like a drill. I usually ate an up kick and super combo whenever I got impatient. Have you looked at the [media=youtube]lf6Y5K67t1Q"]three Dee Jay fights [URL=“http://www.youtube.com/watch?v=bMRiNSIPJgw”[/media]? He does a nasty low short -> machine gun upper combo that, mixed in with throws, is very effective. It does a ton of damage very quickly, and that fight is all about maximizing your damage when you get the opportunity.

Thanks for the olive branch, Eggo. Yes, I have seen the DGV videos. A lot of people talk about that combo - I just don’t like it personally. I guess I better learn it and use it with the mixups if I want to get better.

Besides, that combo is no fun - you know I love the juggle stuff!

een playing si ma lot lately so much fun to basically control the whole screen. I should read this thread.

honda gives me the most trouble currently.