Dhalsim - YOGUH!

Aaaaaah ok. Thanks. That IS much simpler instead of scrolling the huge absolute values chart.

I have this problem too. I once played several matches with djreign for the purpose of just trying to reverse the tick bite. Needless to say, I rarely, if not almost never was able to reverse the tick bite

Damn I’m so f’ing frustrated with chun!! I hate her… Jump LK, throw, fireball, Jump LK repeat …

Dont laugh at this or shoot it down. Try fighting her without using fireballs and flames. Trust me you will learn how to utilize the drill better. I have found when you start trading fireballs that the recovery of frames does not work in Sim’s favor when you are at a certain distance, which allows her to do what you typed above. By not throwing fireballs (this style will eventually change) though you gain some time and can react faster than her.

Trust me man just try it and watch what you learn. It will give you a whole new outlook as well as teach you some new stuff.

He is actually is trying that now.

@ktm, is it because you are playing a lag li?

I’ve actually learned some new tactics against chun recently. Well they’re new to me at least. I finally figured out Sim can slide into Chun jumping LK. I don’t know why I never tried this before. Also, if she’s doing jumping MK, I try to just trade with back MP cuz Sim’s slide gets stuffed on this one. It’s all these little moves and counters that I eventually figure out that help me in my fight. The same counters above work against Blanka as well. I know that these aren’t ground breaking discoveries but every little bit of information like this helps me out a lot.

Also, since I’ve been doing SweetPoisons “no fireball” technique, I’ve gotten much better at stuffing honda’s headbutt with db jab. And I’ve also found st back jab to be a great counter for honda jump ins and sometimes his buttslam depending on my distance.

That’s awesome man. Yeah the no fireball, no flames has really made my Sim a beast. I have learned to use more normals and figured out the distances that they are more effective. And yes standing jab and standing back jab work pretty much against all of honda’s jump in moves. The sumo splash though is dependent on how close it lands toward you. But if you are spaced properly you can just punish him when he lands. My problem though is Honda’s that abuse the sumo splash. It allows him to cover a whole lot of ground and it you get hit by it or block it, Honda seems to recover faster than you to do it again or ochio tick you, hhs massive chip damage. It’s definitely a match up where I try to make sure I am clearly far away from him. MisterEgotrip makes me furious when I play him because he is sooooo dang good spamming that move.

Are you sure you can slide into chun li’s jumping lk? I’ve tried and it doesnt always work. I do know that the standing back strong works wonderfully when she is jumping over you though. I’ve seen a standing jab work as well but there is not much room for error. ChunLi is still a pain for me but since I have been doing the no fireball/flame I have learned to use the drills better which prevents Chun Li throwing her fireball and then following with her jumping lk tactics.

Dhalsim jab punch is very godly though. It stops the pschyo crusher, blankas ball, hhs if you predict it’s coming. Dhalsim also can stop blankas super, deejays super, and balrogs super with the crouching jab to name a few.

I’ve also found that using no fireballs/flames does not work at all if Honda decides to turtle. lol

Anyhow once I get totally comfortable with playing with just normals and throws I will encompass the fireballs which will help with the zoning and solidify the keep away game with Sim.

Good luck man. Send me another invite. I think I might have deleted you after my last ps3 tournament. Connectivity is just not good but oh well. Maybe we can just do some training instead of competitive games. I have a friend on live who does that for me and it helps tremendously. Later bro.

Yeah, i’m 100 percent positive sim can slide into chun’s jumping LK. Well, I’ve been using the LK slide, I haven’t tried the others.

Look at you giving out advice in the Honda match! Nice job dude, sounds like you’re becoming more comfortable with it.

Another tool to use when he spams sumo smash is a timed jump back fierce punch. I think you do it when he’s on his way down but I could be wrong. Anyway, hit him a few times with that and (if he’s smart) he’ll try something else.

I’m glad to hear Honda’s not so much of a PITA for you. Good stuff, seriously. :tup:

Dude, look at you. Building people up, just to bring them down. You sand bagger. You hussler…

Public Service Announcement:

Don’t be fooled by MegaMan, he’ll take you for all your worth, have sex with your sister, mom, girlfriend, give them all a money shot, take photos, post them on your face-book wall, get you to give him a ride home, and still get a high-five from you as he leaves your car. Total hussler…

What an ass! :wink: J/K! :lovin:

Right now in the world of HDR, there are many are very good Honda’s out there, but none of them pull the combo’s out like Mega Man. You been have warned. if you leave him an opening, KYAGB. (Kiss Your Ass Good Bye…)

Not sure if you guys have seen this, but NKI has made a video on how to beat Chun’s j. LK

Here’s the link:
[media=youtube]oDoByAj6zKw"[/media]

I rarely every counter her diagonal j.LK with slide. But that’s mostly because I always expect them to use j.MK instead. So, two questions:

  1. Won’t most good Chun’s use MK most of the time anyway, rendering this moot?

  2. Do you guys actually confirm which kick she’s using and only use the slide when she goes for LK? If so, are there any tricks into telling the two moves apart? The only time it really registers for me that she’s using LK is when they do it really early and the leg stays out forever. But that rarely happens. Maybe it’s because I don’t look for it, but it seems hard to tell them apart to me.

However, I do have something useful to add. If you play a good Chun and throw them, they’ll usually tech the throw. And the best Chun’s know that you can throw them again if they stay on the ground, so they usually jump right after teching it. If they do that and jump straight up, instead of diagonally, they’ll almost always use LK and try to land into shenanigans. This is the one time that I use the slide a lot. It works really well here.

^^

  1. I don’t know what most chuns use. I’m just trying to beat them all. I would imagine that better chuns would wise up and use MK but there are several chuns on PSN that use LK.

  2. I can confirm which kick they are doing by the sound of it and if they are using a specific kick almost the entire match. Some people don’t vary their tactics.

lmfao

My Chun Li is alright and I use j.:mk: anytime that j.:lk: might apply. The damage difference alone justifies it for me, but the wider and lower hitbox solidifies it.

Apart from the duration, the only way to tell them apart is from the sound it makes when it comes out. IMHO, that’s not a reliable strategy. You’d be better off trying to either slide past her and then throw her if she’s close, get under her enough to hit her with the uppermost tip of the cl.:mp: hitbox, or possibly air-to-air her with jb.:mp:, jb.:hp:, or jump back and then :lk:/:mk: Yoga Drill if she’s jumping from max range.

Of course, my Dhalsim isn’t in the same league as some of you all, so if you have better advice, I’d take that. I have the right idea, don’t I? shrug

Cough…cough… cough…Cough… What, no shout out?.. Cough cough cough…

:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

Thanks homie! :wgrin:

Hehe…man, there’s so many things I’ve learned from you that I often forget to give you props. So, major props to you for all the little tricks and tactics you’ve shown me! :lovin:

You know I am just playing brotha’! :lovin: Just having some fun… Trust me, I’ll be cashing in quite a bit next time we play with MegaMan.

He rolled over me last time I played him. Granted, I haven’t played much lately (tryign to make myself feel better here…), but he rolled over none-the-less. I need to watch the battle play out between you and he a bit more.

I can keep him out 85% of the match. But leaving one small opening, leads to a 85% loss of life. I don’t think there is any other Hondas out there that can hurt you as fast as MegaMan’s.

Sorry to break in with this, but I figured I’d ask here too…

For those of you that were looking to help with updating my FAQ, I posted excerpts from my updated draft in the applicable character threads. If you go through there and read those, you’ll see what I’m looking for: cross-up info. What they are…who they work on…what happens when they don’t work. So far, I’m very sure that I have all of the cross-ups listed in my FAQ, but I just don’t have the specifics for the following characters…

Dhalsim: I have the following cross-ups listed: Crouching forward (crosses under and hits jumping opponents when you slide under them), Yoga Mummy (jumping d+fierce), Short Yoga Drill (jumping d+short), Forward Yoga Drill (jumping d+forward), Roundhouse Yoga Drill (jumping d+roundhouse). My guess is that his most reliable cross-up is Cross-under Crouching forward and…possibly the Forward Yoga Drill. Just need to know who each of those cross-ups work on or don’t work on (whichever list is shorter), whether standing or crouching. (Does the crouching short slide work like the crouching forward slide? If so, it needs to be added to the list.)