Dhalsim's Matchups

Having trouble against Gen, his crossup is deadly and even If I manage to block it, he’s still safe.

It’s my worst matchup for sure

Play it like you would any fireball war (i.e. trying to cancel out his fireball with your own and nail him with HP in recovery)… but because Tiger Shots are so fast, this can get a bit tough. You may find the fireballs are cancelling too close to you to do anything useful… that’s when EX Fire comes in handy. It’ll eat two of his Tiger Shots, and open him up for an easy HP. Avoid chip by crouching/sliding/jumping/Yoga Towering… and just take your time. You’re probably unused to using EX, but in this particular sort of Sagat matchup, EX Fire is worth more than Super.

Eventually, he’s going to have to come to you, and then you play your normal keepaway game - hopefully with a nice, big lead.

Really? I’ve yet to lose to a Gen player.

How is he closing distance on you? If hes using his jump move, just slide/punish. Otherwise, just zone him. If he gets in your face, your probably going to take some damage, but he doesn’t do “that” much, and he isn’t that hard to get away from either (not gief here or anything).

well he’s just too fast, not to mention all previous Gens I fought had no idea of how to play.
This one is really good, I can’t fireball because he does his wall jump move and even if I block it, he’s safe, if he cross-up and I block, he follows up with a punch+his repeated punch move, and there goest more chip damage while he’s still safe.
Basically he’s cheaping me while being totally safe and sometimes he pressures enough to get a crossup in doing more damage.

Maybe it’s my inexperience against Gen, but I’m totally lost

If you let gief get you in the corner, you have effectively lost.

Sim vs Gief isn’t about damage, its about positioning. Your number one goal is to stay out of the corner at all times, and if that means you need to take damage to do so, its worth it.

If you can get out you may be fine, but you need to block their cross up’s and low Hard kicks. They may try jumping over you and command throwing you too, but you need to know what they’re going to do. If you’re upclose to him though, They’ll either cross you up or lariat you when you’re getting up cause it’s pretty safe for them, or even jump over you and Ultra, or command throw you when you get up expecting you to block. I’d highly recommend air teleporting away from him ASAP. Also if they use Green glove move and miss you, they may be in position of command throwing you (same with jumping towards you), I know the range of their throw is further than you can hit using B.RH which is pretty gay :<.

If gief is lariating with you in the corner, HK slide him so you knock him down and he’s in the corner now

I have tried doing this but it seems like the LARIAT always has priority. When a Zangief players has me in the corner he will just stand there and wait to see the ‘get up’ frame.

Once he sees me getting up he uses the lariat again. As soon as I slide (beginning frame) the lariat hits it everytime.

I really think the lariat’s hitbox is way too big. His hands seems to be twice as big when is doing his wonder woman spin :rofl:

HIt HIM in the begin twice ANd thet sagat player WIll not play defensive untill he has more hp then You:wink:

Well, you want to bait those walljumps, since they are easily punishable by a teleport/attack or a slide.

Taking a little bit of chip damage from his repeated punch move, isn’t a bad deal, its better then getting hit by it at least.

I don’t see why hes giving you so much trouble. He has nothing to close distance besides walljump/roll, both are easily punishable. Hes pretty easy to zone/poke, and not that hard to get away from.

If you know he’s going to lariat you on your wake-up. Just wait for it then, after he starts up his lariat, then you sweep. Also, I know I mentioned this before, but j.hk DOES stuff lariats ( from 1 character distance to it’s max range)… Trust me on this fellas

Make sure you wait until the lariat’s recovery frames before trying to hit him, and make sure you know which lariat he’s using, because kick lasts a significantly shorter time than punch. You can tell which one he’s using by listening to his voice, he makes a longer sound when he does punch.

KKK = Uria!
PPP = URIAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGHHHHHHHHHH!!!

Heheh @ Hardcore. Which voice over is that (jap or eng)?

Love this forum. Thanks again guys!

I use jp voices

His regular jump-ins are pretty good - they’re very fast, he has two jump angles to choose from, and he’s not anti-aired the same way as most characters (some of his air attacks, like Crane j.HP, beat literally everything). Good walking speed in crane, also.

And then, if he’s in, the Blanka-style crossup spam, which is just so stupid that it can throw you off your game, and it can actually lead to real damage if he’s got Super. (Best way to get out of it is a focus dash or reversal teleport).

Gen’s not that easy to keep out if he’s being played well, tbh. I’ve found that this is one of those matches where 'Sim’s close game becomes important.

I understand this, but that still doesn’t make him that hard to keep out. He can be a pain once he gets in, but he has to land those jump ins/cross ups first.

I play Sim a little weird though, and I don’t rely on AA that much, so maybe thats why I don’t have big problems with Gen.

Could be. I have a bit of difficulty with Gen now and again, mostly out of unfamiliarity. I see them infrequently enough that they put me out of my comfort zone.

Ya I fought another Gen yesterday (not as good, but quite) and I found myself jumping back +HP way more than trying to AA him, unless I see the jump coming so I can back+HK.
But playing the runaway game did better results than waiting for moves and trying to counter

Played a pretty good Sakura in a G2 final just now. It’s sort of an interesting match. Sakura’s mostly easier to keep out than the other shotos, but you need to be careful not to get too predictable with your fireballs or you’ll get EX head-stomped from across the screen, and then she’s in for oki as well. Most of the Sakuras I’ve played love to oki with neutral jump HK into combo vs. throw vs. low-> combo. If she hits you and has meter, she can get an EX Tatsu from pretty much everything, and that leads into Ultra… and though she does no damage, she does a lot of stun. And that can suck. Obviously teleporting out of her games works well enough, just try not to get cornered. Also, EX SRK moves forward a lot and goes through pokes - think of it like an EX Green Hand, except even less safe. Also, if you block a Tatsu, be aware that your advantage is small at best (0/-2/-3). If it was an EX, she has +4 frame advantage, so don’t do anything stupid.

All told, I think the Sakura matchup is pretty clearly in Dhalsim’s favour, but you do need to be a bit more careful about your fireballs than in some matches. EX Stomp is genuinely dangerous.