Dhalsim's Combos

That actually works very well. The input commands are very leniant. I rarely miss bnb now.
Just took my time doing the combo and tahts it :smiley:

Cheers m8

Combo :

On crouching Characters like Ryu

Jump HP, Land, Back + HP -> EX Yoga Fire -> Far heavy Punch.

Intermediate damage using one EX bar. 5 Hits.

Works only on crouching characters though.

I like it, thanks!

DB.FP to super is amazing. I didn’t believe it when someone said it even allows you enough time to hit confirm into super, but with a little practice I’m able to do it…somewhat consistently.

What I do to help is I do the db.hp, then I start up the double fireball motion for the super…if I see that it hit, I follow with a lp…if it’s blocked, I don’t.

DB.FP to super works really well. you can do it as part of IAT if you have a hard time linking your super using the BnB combo. works like a charm, and its much easier. I also use it on stunned opponents or whenever i feel the time is right (missed HP.DP etc.)

nice tips for dhalsim here thx for this :tup:

just wait for the pussy mails cause i beat that or that guy with him :karate: very funny sometimes XD

Problem with the IAT b.HP into b.HP xx EX Fire is the range of b.HP. Sometimes it will whiff or not connect, so be careful with those.

FREAKIN STOKED! LANDED MY FIRST IN-GAME Yoga Fire into IAT Fierce into Yoga Inferno!

Does anyboy know if LP Fire, IAT, jb.HP, db.HP, b.MK xx LP Flame xx Super works? So its basically the bnb but with a db.HP linked into the b.MK. Ive been trying to connect the flame after the b.MK but it seems I get pushed too far away, but Im pretty sure you can still combo Flame from max distance of b.MK connecting. Can someone (with better execution than me, which probably would be a lot of people) try this out?

IT might all work, but the problem here is the dmage scaling system. If you go back to the first post here and look at damage, adding in more hits usually doesn’t add enough damage to justify it, and sometimes even decreases the damage. Remember, most of your damage is coming from the super, so you want that scaled as little as possible.

Oh youre right. It only does 456 damage, where b.MK xx LP Flame xx Super + st.LK is 473. However, LP Fire, IAT, jb.HP, BnB xx Super is only 442 damage, so adding in the extra db.HP works. The main reason I put it in is for more time to think about the b.MK xx Flame bit. I can never get it out right after a jb.HP so I tried it after a db.HP and I can get it more often.

PS: I hope my calculations are correct!

I think this combo is only good to put your enemy at a good distance from you.
Probably it’s better to use s.mp or cr.mp instead of s.hp for the final hit:
if he can block the second fire, the medium punch hits while he’s in blockstun. Otherwise he can reversal.

However I suggest you to use flame ex. It ALWAYS connects after a b.HP, it put enemy on the ground and do the maximum damage (only super and ultra do more)

…

I think you’ve tested this IO to know about the blockstun reversal on the HP, but the combo usually works when you know where to do it. If you’re too far, do flame instead.
You’re right though, it pushes the enemy away. I don’t think Sim users mind that…

This 5 hit Combo works only on half the cast, and only when they’re crouching. It’s a specific combo that when done, pushes the enemy too far to do anything else , and the best tag to it is a S.HP because it does the most damage, sure you can do s.mp or cr.mp but why would you ? It’s less damage.

And it’s a combo, i wouldn’t even do this combo on any character that I suspect could block the second hit of the EX Yoga Fire because I’ll waste an EX bar, I’d rather do the Yoga flame combo…right?

And there are specific uses to this combo when near the corner, like resetting, you do up to the point where the EX Yoga Fire comes out and you FA into it and you HOLD until the end because the enemy recovers and if he doesn’t escape in time he gets hit by the unblockable Level 3 FA (Reset), which you DC and Ultra into. It’s just nice that Sims arms are long enough for something like this that no other character can…

"Combo :

On crouching Characters like Ryu

Jump HP, Land, Back + HP -> EX Yoga Fire -> Far heavy Punch.

Intermediate damage using one EX bar. 5 Hits.

Works only on crouching characters though."


I actually do this combo a lot, it’s one of my favorites ones to do. but against smaller characters, such as cammy, S.HP will not connect. I usually do B.MK instead. So the combo goes like this:

IAT - B.MK - B.FP - Ex Yoga Fire - S.FP (or S.MK or S. MP). At the last point, it’s pretty much your own preference. But I say always go for max dmg, so I go for S.FP.

Just be careful though, after the B.FP, there have been a couple of times where my combo got interrupted and my opponent was able to do a Dragon Punch or Tiger Uppercut. Sometimes EX, sometimes regular ones. I don’t think the timing on my combo was off, it could be a distance problem (farther they are, the longer it’ll take for the EX Yoga Fire to reach them.)

Not sure if this has been posted yet, but:

On a crouching opponent:

Back + LP (overhead)
LK Slide xx Super
[7 Hits]

it’s a great combo, I think Torimeshi is a really great and smart player :smiley:
If done with IAT, your enemy must block high, high,low, high/low! lol

I think a simple “b+lp, super” is still a great and useful combo.
It does more damage than the previous (400 instead of 360) but you cannot choose to perform super or not like “db+HP, super” because the time is tight.

i never even knew b.lp > slide connects. :o

Neither I do.

In frame data, b+LP has +1 on hit advantage, but his HITSTUN (16 frames) is like a medium punch/kick. So probably you can get until +4 of adv.

note that short slide only combos if the b.lp hit the opponent crouching. and yes, that’s been posted.

What’s the best technique to land BnB super? I’m having some serious trouble getting this combo down in my muscle memory. From one player side it’s not that bad, but i can not do it on the 2 player side at even 40%.