Jump and press down+fierce (aka down+hp) in the air. Every kick button has a down+button in the air for various angles of drills, but only fierce is the only punch with this. If you hit the opponent in the air or in a juggle, mummy juggles and puts the opponent into a jugglable state, but if you hit the opponent on the ground it’s just considered a regular attack, doesn’t launch or knock down or anything. Not a very useful move outside of some limited combos and air-to-air antiair situations.
I just started using Sim a little while ago. I’m having the hardest time comboing back mk with yoga flame. Is it a link or a chain? Any advice?
same issue here your not alone but no solutin jet
It’s a hard cancel, no doubt about it. I mess it up all the time. There’s no trick to it or anything, you just have to press back+mk, toward, down-toward, down, down-back, back+lp. If you’re close enough you can do down-back+strong or down-back+forward instead, and you can do them really easily by doing toward, down-toward, down, down-back+mp/mk, back+lp. But they just don’t have the same range, so I generally stick to back+mk.
Yesterday I did down-back+fierce to fish for a link into super, Chun Li did legs, we traded, and I linked into super anyway. Boom!
ignore me!
Is there some trick to doing b+MK xx yoga flame xx super? Or do you just have to do it all really fast? I can do the first half or the second half of it ok-ish, but I’m having a terrible time nailing the whole thing.
Also, a tangent question: Every move list I’ve seen says yoga flame is a HCB motion, but on console it seems like you can do it with QCB. Did this motion become easier on console or can you do it with QCB on both?
No trick as far as I can tell, once you’re into the yoga flame the super cancel shouldn’t be too tough. It’s the b.mk xx yoga flame that’s a killer.
how about jump d+hp > super? i just can’t cancel or link it in trial mode.
edit: argh, just figured, you gotta hit them like just above the foot to link
I finished the hard challenges last night. For the b.mk xx yoga flame xx super you can do the flame with a quarter circle, that makes it a little easier.
just 3 nice combos
Down-Back+HP*2 (mr pantys actualy got a firce with frameadvantage on Block&Hit!! nice pushback too almost too much^^)
those 2 need to be approved becouse i get them only one time to work … but im not good at all at the moment
Instantair-Back+Roundhouse->Down-Back+HP2 =244 Damage without EXMETER!!
Instantair-Back+Roundhouse->Down-Back+HP->Back+MK xx EXYogaflame 348 Damage*
actualy its not a qc its a :df: +qcback
Out of curiosity, what is the benefit to using j.HP b.LK xx LP flame as opposed to j.HK b.HP (1 hit) xx MP flame? The latter does more damage and leaves you the option to chain into EX flame for more damage. I’m assuming it’s the spacing on the combo? Is it not as reliable? Works just fine in training mode, but that doesn’t reflect what happens against a moving opponent. What am I missing?
Back+hp has less range, you have a shorter window to cancel it, and (biggest reason) it takes longer to come out than back+mk does. All of those things make it less useful in lots of situations, including instant air teleport ones, because sometimes in instant air teleport setups you’re not exactly sure of the distance and side you’re gonna land on, and you want the move to come out as soon as possible just in case you did the air fierce too early or from too high.
Back fierce xx strong/ex flame is a good punisher, though.
Thanks for the reply, I’ll stick with b.mk. I’ll take reliability over 20 points of damage any day.
I was messing around with some of your combos… is there a reason you haven’t made this?:
<i>Air hk, back+hp (1 hit) xx mp flame</i>
90+70+(.8*90) = 232 (I seem to get 242 when I perform this?)
<i>Air hk, back+hp xx mp flame xx super</i>
90+70+(.890)+(.7350) = 479
It’s better than:
<i>Air hp, back+mk xx lp flame xx super</i>
70+70+(.880)+(.7350) = 449
except that it requires you jump in closer in order to get the back+hp to connect.
It seems like this might be Dhalsim’s strongest super combo, and it doesn’t even require the opponent to be away from a wall or cornered.
Also: I can’t seem to get off an lk reset after my super. Any reason this might be? Do I just need to keep training?
Could you lk reset after that combo to further improve it?
Also,
<i>air hk, down-back+hp, super<i>
90+80+(.8*350) = 460
is mentioned in your list, but only as a combo to be used midscreen, and it ends with an lk reset. Is it listed as midscreen only when you want to lk reset? This is a very easy to pull off combo for when one has a super meter, maybe it should be posted by itself as a non-midscreen combo? Or are all your midscreen combos just general combos, but requiring midscreen to lk reset?
Sorry for the confusion, I’m new to the SRK scene.
Edit: Just read the post above mine. The reason you don’t use HP over MK is reliability, I understand.
Yeah, that’s right. It’s weird, though, seems to me that it’s much harder to juggle a short after a super than it was in the arcade. I’ll have to do some testing, but it seems like it’s more dependent on the situation and the opponent’s character.
Oh, that explains it. What combo would you most recommend to use after using super > instant air teleport? Or lk fire > instant air tele, for a Dhalsim beginner?
First off, the vast majority of times you use teleport offensively, it should be as a trap, which means that you need either lp fire or ultra out there getting near the opponent. And I’m not saying you don’t know this, but just to reiterate because it’s been asked a lot, the traps aren’t unblockable, they’re just hard to block. The opponent needs to always block away from Sim, but slight variations on exactly when you teleport will make him not know precisely when he needs to switch from holding one direction to the other. Combine that with occasionally mixing up which side you teleport to and it becomes really hard for the opponent to know how to block.
So do you mean after you land a super and the opponent is knocked down? If you want to set up a trap, first off, make sure that your opponent is trappable; some characters get up too quickly to be trapped, and others can’t be trapped except in particular situations. Second, put out a jab fire or an ultra. Third, instant air teleport up to the opponent and do air back+fierce (because it comes out a bit faster than air regular fierce) and then back+mk. Fourth, either cancel the back+mk into lp flame if your combo is hitting or if your opponent can’t punish lp flame (it’s -6 on block, so it’s unsafe against the few things that have fast enough startup and long enough range) or don’t cancel if it’s not hitting and your opponent can punish the flame. If your opponent blocks the whole thing, go back to doing whatever it is you want to do in the matchup you’re in.
i was having a hard time with this same combo in the trial mode and i found an easier way to do it. i posted it in the trial mode thread but i’ll post it here as well.
after b+MK, immediately press down-forward and go straight to back+LP. you can skip the down and down-back inputs and it will still come out. i did it like this over and over again. someone else can confirm it but it works for me