Dhalsim's Combos

You can throw it out whenever as it stays out for a long time (120 frames?). Just don’t hold :d::3p: because then you’ll come out of it. It’s start up is real quick as well so you can do it on reaction.

is there an advantage to using the standing B.MK instead of the db. MK for Bnb combos?

I can consistently pull-off the Jump-in, db.MK xx Flame rather than the Jump-in, B.Mk xx Flame. It’s mainly due to my muscle memory. also, It feels better because it’s just one motion.

the only problem i can see is that sometime i thow-out a yoga thrust when i get nervous.

it also seem like the db.mk may have more range for poke hit confirms.

I’m having an issue or 2, and wondered if anyone could help me out. I just switched to a stick from a pad, but I’ve been playing Dhalsim for a while, so I have all his combos down except the execution for one thing… the super cancel, only on one side though. When trying to super cancel out of yoga flame doing 2 HCF going right, I cannot land it. I can land it 100% on the left side…I have a square gate in my stick and have 0 issues with the super cancel going left so I know its feasable, however going right I cannot for the life of me hit it.

Any tips on the actual grip and motion that I could use to perfect 2 half circles going right? For the left I discovered for me its easier to hold it with the under grip and do a curling motion with my fingers left 2 times rather than using much wrist, its very natural and nails it on the left nearly flawlessly every time. But it doesn’t work so well going right since the motion isn’t as natural, and neither is the wrist motion :confused: I end up just hitting DownForward twice into the corner of the gate and unable to completely curl into the motion. And with a traditional stick grip it seems more wrist oriented in which it becomes a cluster**** for me trying to recover from the back yoga fire.

Come to think of it, a lot of my ultras on that side tend to be teleports too. Far too dangerous a situation for Dhalsim that I need to rectify.

I’m at a loss, I’ve practiced for dozens of hours on this one thing and I hit it maybe 1% of the time even though I’ve definitely got the hand speed for it (or so i thought), its just I seem to be somehow missing some fine point of the motion somewhere. I can do it fine either side on sixaxis which is kind of sad :rofl: Any suggestions, or should I change to an octagon?

finally got overhead, shortslide into super in an actual match

i loled

I teleport just before hitting the ground, use back +HP then Back + HP again (3 hits in total) forward medium slide and then grab, it’s 31% damage, people don’t like it.

what kinda blockstrings do you guys use up close to get people off your ass?

I usually end up just spamming random b+lk/mk’s and dashing away… I gotta look at the frame data to see what would be better

nvm found answer

i dont know if this has been pointed out, but i was in training mode practicing the bnb > super. And i turned the attack damage on. The Iat>bnb>super does 441 damage where as the iat > Fierce > Super does 420 damage because of the damage scaling. Im sure most of you knew this, but throwing that out there for those who cant quite consistently do the iat >bnb >super yet (like me).

hey guys I just start using Sim, I also got all the noob problems mentioned in this post like slide XX super and b+mk XX flame. I will try all the tips from above and see if it works, nice work guys!

however I have a really weird problem: I can only do flame to super from right to left, but never succeed from left to right (maybe 2 times in all). So I know how fast it need to be to connect the super but just can’t do it from left…

I use a fightstick and in general I found dp motion and qcfX2 motion coming out more consistently from the right side… when using ryu I can do FADC ultra from right side 7 out of 10 times but from left it’s like 1/3 or less…

anybody here got similar issue? it botheres me a lot… and I don’t know how to overcome this…

I’ve started to get the hang of his BnB combo.

I can do the IAT/Aerial F.P/B.MK/Light yoga flame fairly well going starting from the left side of the screen. But I almost always fail it coming from the right side ><. I prefer being first player for that reason since I start from the left side of the screen :x. I need to learn the fight stick though ><.

Yeah…after a LONG time of struggling with that combo, I’m starting to get it down and I’ve been successful canceling into super at the end even. Man that is a sweet combo to get down.

Practice, practice, and then practice some mroe.
I tihnk every that starts playing a fighting game have a “better side” at the start, and the “worst side” takes a long time to correct and takes a lot of practice.

I recently began playing Dhalsim and I have all his BNB combos down - the hardest for me was the IAT - Bk MK - Yoga Flame. I also had a problem with finishing the combo with a Yoga flame because sometimes the dummy would be just too far away.
Then one day I just sat in the training room to figure out what I was doing wrong and I realized that some characters like Sagat / Gouken / Akuma the 3hit is so easy to pull but for characters like Ryu it’s really difficult. On Ryu I end up getting a “2 hit combo” even though I’m using the same exact pace / rhythm of button strokes.
Is this observation correct or is all this in my head ? :sweat:

I actually made the same observation the other day. Someone said it was because I was doing IAT too high, but I can do IAT now where I’m just BARELY off the ground and Ryu (as the dummy) still doesn’t get hit by the flame. If I set the training dummy to crouch, it hits them everytime, even when I do IAT a bit higher off the ground than usual.

I do find that in a real match, that combo hits everytime on everyone if I do it correctly.

Against Ryu I find myself doing back+MK for the jumpin as well (instead of j.HP) it seems to push him back a little less.
Back+HP is good for that also, regular j.HP seems to push him really far so the flame doesn’t always hit

I saw Iyo did a lot of this: b+lk, b+mk, back jump fierce to hit crouch or slide and repeat. You can also slide into throw or slide into super.

I guess the trick is after you did b+mk, you are in a distance where opponent don’t think they can reversal you. So we can make use of this distance to inflict more damage other than run away immediately.

Against some characters, I find lk slide/B.LK’s pretty effective and annoying to some characters trying to poke you. I think it’s got something to do with the priority of his LK’s since they seem to stop almost everyone elses pokes, though they can still pull off an ultra or special move against you and screw you over so just know what characters are more likely to do that (Ryu/Sagat/Ken/Akuma/etc.)

yeah I guess you have to mix it up with blocking to bait a dp or ultra to make it really work.

As far as I saw those top players will not risk getting a dp blocked most of the time in these situation.
Not sure what will average players do.

I’m beginning to think there’s something a bit weird about Ryu’s hitbox in general. He also seems harder to RSF with Fuerte than most characters. In training mode, I’d say I’m about 50/50 on catching him with the flame unless I prep it with a Yoga Fire that pushes him back into me. In actual matches, I pretty much never have that issue either.

Weird.

imo, no.

the damage is the same and I pull off the BnB combo almost 95% of the time use db.MK or MP(even more damage).

using thdb. mk hits low as well.

i don’t understand the advantage of using b.mk over db. mp or mk either dude…