First: Thanx ultradavid for this great post from a new sim player :rock:
Then:
Not sure if it was mentionned already but i think some figures need to be updated
For this one on training mode i get 615 damage.
Am I wrong?
The combo section should be totally updated 'cause damage has changed from Vanilla.
Ultra 1 damage depends on how much revenge meter you have. It deals 300 damage at full gauge.
Another good reason to use lk slide -> lp yoga flame instead of yoga fire⌠you can easily hit confirm cancel it into super. The time for canceling the flame into super is right when / after the flame hits. The time for cancelling the fire into super is right after the fire is RELEASED. So, you canât hit confirm it.
Any of you Dhalsim players willing to do an online coaching session? Iâm new to SSF4 and I wanna play 'Sim. Yes, I have been on SRK since 2000, but donât play too many 2D fighters. Kind of an unused account. I have a pretty good idea of which tools to use BB combos and which are his best tools and kind of an understanding of when to use them, guess I just need more play experience and some tips/corrections from more seasoned players.
Check the combos thread for BnB combos. Be able to pull off instant air teleport into bnb into super on hit confirm. Play an hour or two a week using no special moves, only normals in order to learn how to use them all effectively. Donât use slow moves like fireball and s.FP when any closer than maximum range or youâre going to eat a jump and a combo.
interesting.
I always do lk slide xx mp flame but it should work too. Using mp flame youâre safe on block.
Youâre not really safe during the cancel, but the time to punish with a reserval is really short, so I use it with no problem
Hey all, was hoping not to post yet another question here about the IAT, but I was commented to last night that I donât do it low enough to the ground.
I do the F, D, DF, UF + 3P/3K motion, thatâs not the part thatâs getting me. Iâm wondering if in order to be able to do IAT comboes properly I need to have a slight delay after I hit the UF motion prior to hitting 3P/3K. It seems like if I crank out the motion super fast (Cammy cannon strike speed/GGXX Baiken ground Youzansen speed) that Dhalsim is unable to attack after the teleport and just falls to the ground.
If you want to simply get out of dodge and be safe as possible then do it as low as possible. Youâll teleport in, land, and recovery much faster than a ground teleport.
If you want to be high enough in the air to attack with a normal then youâre going to need to reach that specific elevation before your teleport activates since you phase back in at the same height from which you phased out.
Works against characters with huge hitboxes⌠Zangief for one. I donât know of others. I tried this forever ago and found that it barely works on the cast.
Not a very appliable combo, I agree, but a combo none the less, and as this is the combo section, I thought Iâd share the knowledge:P
Btw⌠You seem to know a lot about the Rose match up. What Rose players do you usually play?
Oh man. I was just joking. lol. I didnât mean to make it sound like I was insulting you at all!
I donât really know any more about the Rose match-up than anyone else. Dream Theater players Rose and CrasherGout. Those are the best Rose players I interact with.
Haha⌠nah I didnât feel bullied:P You even threw in a â;)â which makes you a good guy in my book!
I was just wondering since you told me the Rose I played should use reflects more sparingly, and I wanted to know if the Roses you play, use another tactic. I want to be prepared if I ever meet a good Rose that deals witht he fireball war in another way.
The Rose player I fight tells me he thinks the meter that he gains from reflecting, makes up for the damage he takes if I trade with him when he doesnât space it correctly.
I see this doesnât have anything to do with comboes anymore, so if youâve got an answer, lets take it to the match up or video section:)
back mk>lp flame>super is possible without an air hp.
You can do wathever you want after a teleport, but the recovery is way to big for it to have any effect. The opponent can punnish with wathever they want. An air teleport has almost no recoverey, so thats why one does an instant airteleport followed by an air back hp.