Dhalsim's Matchups

You guys know that console SF4 has a training mode that has a record option so that you can tell a character to do whatever you want and then figure out ways around whatever you tell it to do, right? It takes 5 minutes, seriously. Select Dhalsim, select opponent Honda, go to options and select record for opponent action, record Honda doing a buttslam, go to options and select replay for opponent action, block Honda’s buttlsam with Dhalsim, and see what, if anything, works. Then do the same with Guile’s low roundhouse sweep. You’d have had real answers to your questions hours ago, man.

And Tao Jones, you really should have actually tried stuff out before posting, since in fact back+mk starts up way too late for it to be able to punish any buttslam on block.

My bad, you’re right. I did try it out in training mode, but left a little too much space in between buttslams. You definitely can focus those things though. I’m not fighting at high levels, so that might not be the advisable way to do it.

df.lk >> super!!!

And UltraDavid is right, this would be a much more productive thread if people came with more solutions than problems. Okay class, everyone do your own homework.

Okay here’s one for you guys.

How do you guys deal with or stop a Rufus’ spamming dive kicks?

Once a Rufus gets me in the corner it’s pretty much over for me. His moves comes out very quick seems like Dhalsim can’t even stick a finger to pop that jumping balloon.

b. mp its what i do, you trade but at least gives you some space, if hes over you with meaties, FA dash back and teleport out there, always block low after a dive kick, they love to do c.lk and tornado(i do that a lot). Also if you have enough life and ultra just do the ultra while he’s in the air, he’ll hit you with the dive kick but the YC will hit him and put him far away from you

mostly handle it as a normal jumpin. at a distance, b.hk. if closer, b.mp. if really far away j.mp is great.

don’t panic

That’s how I discovered you can LK slide out of Ryu’s Ultra ON REACTION.

Yes, Ryu can be in your face, and you can be clapping hands. As long as you mash down+LK while the ultra animation is going on, you’ll slide under his ultra.
You can MK slide on reaction if you are anywhere else (not glued to Ryu)

If you’re not doing anything when the ultra starts, you can actually just jump out of the way, even point blank. Say you’re right next to him, just jump up, the ultra will fly safely underneath you, and as you land you’ll get a free air roundhouse, back+fierce xx strong/ex flame. If you’re anywhere else, you can instant air teleport behind Ryu on reaction and do a combo.

Any advice vs GOOD ryu’s and Blankas??

Yeah…deplete their health bar before yours gets depleted.

Yes: Use the search in this thread tool. There’s plenty of info here.

I fought a dangerous Seth last night. My trick was teleport to no end. Seth is good at being whereever whenever. So everytime he got out of a bad situation, I teleported and put him right back. I would say ALOT of AIT and feirce punches. Watch out for his srk though.

Against Seth one thing I really depend on is IAT to BNB super combo because his health is buttcheeks. A few good pokes to and then a super puts him at less that 1/3 life. Seth isn’t going to bother with ranged games with you and doesn’t need to jump in when he can go through with a lot of stuff, but he doesn’t do a lot of damage and needs meter for everything, and I know we’re Sim players, but I think guy above is right, you need to keep some pressure on, and keep an eye on that meter for his black hole loop and EX kicks thing etc. So pressure with no meter, and be patient and mobile when he has meter.

The three matchups that have been giving me the most trouble with on wifi these days are Guile, Balrog, and Bison, in that order. My major problem is that I’m getting hit with stuff I should never get hit with, and my second major problem is that I pick bad times to throw fireballs and fierces and succumb to jump-in -> rushdowns.

Guile - Basically my strategy here is to treat him like a shota with charge, but his jump-in is faster so if I throw a fireball he can jump on reaction and get in before I can AA. Sonic boom is faster also and much harder to footsie, and I have to get a touch closer which makes the jumpin more effective. EX booms eat my fireballs up snappy and allow him to approach as well. What I should be doing is burning meter like crazy on EX fireballs to push him back into the corner, and anti-airing him all the time. Also Focusing the 2nd hit of the sweep.

Balrog - Don’t get me wrong, I fuck Balrog up at range. Jab fireballs (already out) to b.mp->flame if he does any EX charge, good AA’s on reaction, but once the knockdown comes I have major trouble getting out of rush punch mixup->tick throw or rush punch mixup->jabs, and I get cornered easily as well which is ugly.

Bison - Bison is a rough motherfucker. EX PC eats Dhalsim up and is even frames I think if you time it right. EX Scissors is good too and knocks down. Headstomp on prediction eats fireballs. No fireballs? Scissor kicks loop eats up Sim also. My Sim is very zoning oriented, so if someone could give me a rundown here I will love you forever. Jump back whatever seems to eat up Bison’s specials good, but its a quick way to get cornered, which can be really bad but its not as bad as Balrog/Geif/others, and teleport->shenanigans can beat him up as well. Also what beats Devils Reverse?

Blanka has also been giving me problems, but mostly I just AA and punish ball shenanigans with fierces. What do you do against walljump airball?

With Guile, I normally try to push him back so if he does jump in on reaction to a fireball, he cant reach me. If thats not possible I either lose or just throw him into a corner or something. Not much you can do against EX Booms except block/Tower. You could try bait him into a Fireball war and then IAT his ass.

You can throw Rog out of any of his punches (except the b, f P/K). So most of the time I block low. If you successfully block a Punch, use your b.XX to get him out of range and then tele back or something.

Just block the Psycho and you should be able to punish as he recovers. If he times it right…well maybe play a bit safer. Just block the scissors, not exactly sure about this but I think you can stick out b.MKs and it will stuff it prematurely. If hes a full screen distance and headstomps on reaction to your fireball. Jump back MP. If you dont wanna jump back, neutral jump MP. Or, b.MP will hit him out of it as well. Not EX though. Not sure about Devils Reverse, as most of the time when I see it they just use it to fake. Jumping MP should beat it though (but dont hit the hand).

With the Blanka ball, you gotta learn which way to block, which is annoying. A good thing is though that all his balls hit either high or low/high. So you can just block high and hope that you did it the right way.

What’s this now?

What hes saying is that you use the jab fire to take off the EX armor, then stuff the rush punch with a B-MK and then combo with a jab flame.

So what happens is that Rog takes a good bit of damage, and gets knocked down, and wastes an ex bar, and your perfectly fine.

Boxer ? An alternative to stop a rushing boxer that i use every once in a while is throwing out a jab fire and doing one of a few things: 1) if 3/4 screen away, i usually try to throw out some limbs to stop normal rushes, which eventually leads to the boxer using EX rushes. this is where i start using the tower; the rush will go under you and you can get a free throw out of it. 2) if between 3/4 and 1/2 the screen away, and my jab fire’s out, i should be in range to stuff any jump-ins with a b.rh (and maybe a d/b. fierce, not sure) and also if they decide that an EX rush is quick enough to punish/scare me, i do a short slide into back throw to restart the zoning.

Dictator ? I remember having some trouble with him. But J. Cole gave me some hella good advice about what to do with headstomping dics. Short slide. If they’re going for the headstomp, the short slide will put you right on the other side of them giving you a free throw. Though do be careful, if you see that dic has a down charge, try to fake a yoga fire, because you won’t have enough recovery time to successfully slide under and throw if you do it too late. All the while, if you notice they like to do Devil’s reverse, just poke them out of the air with a j. mp/hk if they get cocky. Oh, and something i though would work that doesn’t really is that you can’t slide under a devil’s reverse. i thought i could sneak to the other side, but the hitbox is funny and it’ll hit you even when you’re sliding. After you’ve trained them to be a bit more wary of taking to the air, normal zoning strats should be enough to keep him away. Though if you do find yourself cornered and pressured with his block strings, wait it out, block accordingly, watch for a throw. There is definitely a hole for you to get a quick IAT in there, as soon as you get out, watch out for a throw to get you into the corner again and create your space again.

Blanka ? What’s the walljump airball? If that’s the one where Blanka bounds backward then launches forward, then you can b.hk that shit if they’re doing it to avoid a jab fire. The best range to do the b.hk is when you’re about fullscreen to 3/4 away and zoning with fireballs; if you see the blanka bound backward, do either a short slide (maybe 2) or a forward (medium kick) slide and throw out the knee, it should hit blanka at the tip of his knee to knock him outta the air. And it even works on EX, but it’s risky.

That’s my two cents. =D Long time lurker turned poster. :bgrin:

I am new to the threads but have been playing sf for a long long time. I am though having problems with 4 i usually pick up a character really fast and this game is obviously way different in mechanics. Alot slower and a lot stricter on the timing aspect. Anyway i went from boxer, to dictator, to ryu, to blanka, to chun, and finally settled with sim which i am loving but i am having some issues. I dont know if I am over thinking or not but spamming his pokes is not the issue i watched alot of Iyo Vids and I dont understand his logic on the order or why he chooses which poke to use if its completely random if he changes them based on distance from the opponent etc. His slides into Back LK, MK then spams more pokes it all seems so random but there has to be logic to it or he would be as good as he is. Also I am also having a hard time with gief the problem comes when he actually knocks me down and starts crosing me over i cant port cuz hell spin i cant block hell grab. Its madening.

A-Dhalsim is right, if seth can pretty much make the gief fight one sided LOL, dhalsim can do the same, granted sim doesnt have wall jump, and chun li’s foot stomp to hop over after tapping his head(always fun) but he has a ton of more stretchy moves its ridiculous, i use to think standing fierce, jumpin(neutral/back) fierce was all the strechy attacks i need, i was wrong when i started fighting good sim players, i cant out stretch attack them LOL, i also cant out teleport them, wall jump also isnt fast enough… which pretty much leaves seth not with the advantage of any shoto style fight LOL

seth has 3 stretchy moves, dhalsim has like a billlion, enough said, gief should be just as one sided.