Dhalsim's Combos

b.mk is superior to all the other bnb link options for range as far as i can tell.

When you know that you’ll come out of teleport right beside an opponent you can do:

IAT -> jump b.FK -> b.FP -> MP yoga flame

You’ll get 40 or so more damage and i think like 10-30 more stun.

Isn’t d.b+Strong a mid-hit, meaning your opponent can successfully block it high or low?

Yea, you’re right… d’oh

I guess db.mk is the only low hitting option.

yes.
Unfortunately db.lp, db.mp and db.hp can be blocked high.
The only way to force to block low in a bnb combo is to use db.mk instead of b.mk, but you risk to do a yoga blast accidentally.

About combos, it’s not a real combo, but I find very interesting do:
lk slide xx yoga flame MP

I use this motion:

:r::df: + :lk: :d::db::l: :mp:

I hold :lk: during the motion (no negative edge = no blast)
If I accidentally do :lk: after :d: I still get a slide.

Why using flame mp istead of lp?
you’re SAFE (-1 on block!), you do a little bit more chip damage, you push your opponent away, both will not do 2 hit.

Of course, dont’ abuse it.

I really don’t like using this, especially if you use mp. It just leaves you open for a fairly easy to block move. And if they do block, +1 isn’t worth much. Also, is there enough time to get poked out of it?
That’s why I like lk slide into hp fire more. It’s faster and forces them to block, beats out all pokes and a lot of reversals, and still knocks down.
But yours could be good as a surprise but honestly I’d never use it more than once.

Unfortunately it’s -1 not +1. However the opponent could not expected you recover so fast after flame (lp flame is -5) and you can surprise him with a super.

However neither slide xx flame mp nor slide xx fire are safe, opponent could jump between the two hits (bison is an exception because of his large jump). Doing slide lk xx flame lp enemy cannot jump as I remember but can punish after.

Slide lk xx fire hp is a great combo for Sim’s play. But if opponent blocks, it leaves Sim at -8, and I fear he could be punish hard.

slide lk xx flame mp is good cause flame is armor break. So against Rog, Gief and Sagat I think this could be an option. Filipino Champ uses a lot.

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Look at 7:56.

He does a 2 hit-combo with db.lp x 2. LoL
That’s why Cammy was crouched and the frame advantage become at least +4 (I don’t think more).

It’s the same situation when you do b.lp, d.lk xx super.

Thanks for posting, this is good information.

Another thing that I noticed FP doing is mk slide in front of Boxer (not actually hitting them, just landing short of it) then immediate super. It’s not something that’d you want to use often, they’d have to be willing to go for the punish after the slide to be caught.

For people having trouble with light slide xx super, this input makes it really easy to do, especially if you want to do it fast, like say against balrog.

:d::df::d::df::lk::r:+:lp:

Make sure to get at least one frame between the lk and the lp, otherwise you’ll get a throw

What is the difference between jab, strong and fierce super, and when do you want to use each one?

you have more invincibility frames and more active frames the stronger punch button you use. Not sure about it, but I think hp works best as anti-air, and you should use light in comboes since you can juggle afterwards

If you use the LP super as anti air you’re going to get hit. FP is proper for anti air. LP has the least amount of recovery frames.

But you can still be kicked out of it if it is the Fierce punch version? Can you always juggle after a light super, or only in comboes?

Yes, it’s not invincible in entirety.
I’m not sure but I think it has to be in a combo that has already knocked down, i.e. flame xx super, ultra then super.

If you’re using the fierce punch version you can handle any jump attack just fine, timed correctly.

Most importantly, the FP super has the most active hitting frames, meaning that the super will jugle for full damage, as opposed to getting two hits and bouncing them away. For AA use FP super, for anything else, LP super.

nice this helped

I didn’t notice this in the opening list, so sorry if it’s already been mentioned:

db. HP, b.HK.

It does 190 damage normally, and usually requires that they’re pretty close to you. It works after a lvl2 FA as well (Takes a little bit of practice, but works even if the FA hits at max range), and does 241 damage off of a lvl3 FA.

Edit: There’s also db. HP db.MP xx lp Flame (Does 214 damage on its own) but it’s character specific. It works on Gouken, Sim, Blanka, Gief, Guile, Seth, Sagat, and Rufus.

I read from frame data that s.lk startup is only 4 frames…
It comes fast but it’s weird, it cannot be linked to db.mp that gives +5!

I think Sim has some chance to mixup some tricks on opponent’s wakeup.

I like very much:

b.lp, b.lk xx flame EX (or MP)

Of course b.lp -> b.lk will connect only if opponent is blocking crouched (if b.lp hits, your advantage is +4).
Flame mp/ex will not combo, I know, but it does an interesting chip damage, and leave you safe (-1).

Talking about damage, if opponent is crouched you’ll get:

50+40= 90 dmg for the first two hits.
Your opponent probably will not have time to react and to use any reversal, then he will block.
So add another 40 (or 22 if use mp) and you’ll get 130 (112).

The best case is when you hit also with flame, the dmg will fly to 250 (180).

This combo needs some training, especially cancelling b.lk into flame.