Dhalsim's Matchups

Thanks Dangief,

Yes I know I try my best to keep him out.

When would be the best time to use crouch jab. When he is on the way down? Thanks for the advice.

Yup, on the way down, you’ll get a feel for it eventually. It’s not perfect, but it’s something.

my advice vs rufus. dont fireball much, instead poke him with mp/mk.

I asked Sabin the same question about Rufus in another thread.

He came back with something that makes a lot of sense:
Keep blocking and wait patiently for a window to get out of the dive-kick shenanigans. Don’t worry so much about throws since it’s better to eat a throw than to eat a 50% combo.

good advice, always better to eat a throw than hella combo for 50% life.
but, mashing teleport can work, unless you’re in the corner.

I was thinking about the Ryu match, and while these things are prolly buried within this massive thread, I’ll say em again. (This is more about zoning him than hurting him, so I’ll leave out IAT tactics).

Ideally you want to play this match at 75-80% distance. Within this distance, you don’t want to shoot your Fire. Instead, you want to react to what Ryu is doing. If he moves back, move forward accordingly. If he moves forward, put limbs on his progression, or move back accordingly.

At this range, Ryu’s basic options are Fireball (you can s.Fierce for an advantageous trade), psychic DP (punished by s.Fierce), or Hurricane Kick (punished by s.Fierce).

When he has meter, it’s a bit trickier because EX Hadouken is an unfavourable trade (for you) with s.Fierce. If he does have meter, I think you can still be at the 75-80% distance, but you have to be extra careful – watch for his flash, and Tower on reaction. Prolly obvious, but don’t poke first – EX Hadou recovers quick, and you’re liable to eat a DP when you throw limbs immediately following the EX. Let him make a move, and then react accordingly.

EX Hadou aside, 75-80% = locked the fuck down.

Still debating what to do from outside of s.Fierce range / full screen. I think maybe this is where you let dem Firez fly. You might be able to provoke him into a fireball war, at which point you can advance to your comfortable 75-80% distance. Or, seeing you throwing Fires, he himself might advance to that magic spot. Worst case scenario, he Roundhouse Tatsu’s through your projectile – but I think (I’ll test this in a bit) that you’ll be recovered in time to either poke him out of the tail end of it, punish the whiff, or teleport/air drill/slide to safety.

Whachuguysthink?

You could probably be safe throwing the light fire from max distance, slide forward, you could then throw the fierce fire which should recover in time for you to punish his hurricane kick. I need to try this out.

Dang, if I’m not mistaken, all of the Fire options (save for EX Fire) actually have the exact same amount of startup and recovery! Only thing different about them is how fast they reach your opponent and how long they stay on the screen.

So is it maybe time for a new match up thread? A lot of the information in this is outdated and a lot of the good stuff is buried. Plus we’re seeing new Dhalsim vs xxx threads pop up.

Its time for the OP to update the fist post actually :frowning:

As much as Ultradavid has contributed, I’d hate to give him more homework.

great writeup NDRWPNDY, that’s how’ve I also have started playing that matchup after seing Iyo go at it.

at full screen I’d say throw fireballs if ryu is doing nothing. if he’s throwing fireballs tower and slide to inch forward. this forces him to back into the corner or go to your sweet spot. tower is soooo fucking good in this matchup. oh, and if he’s actually backing even at full screen just short slide or walk forward.

also, if ryu gets closer than this range, far st.mk is a godsend (and that move is awesome in almost every matchup btw)

I also think blocking a fireball is a surprisingly bad idea, you actually lose a lot of spacing from the blockstun and puchback. always try to tower/slide/jump the fireball, and sometimes focus it.

Dangmug, you sure homie?

The way I’m reading that same frame chart, it looks like this (startup/active/recovery):

LP Fire: 14/95/48
MP Fire: 14/57/48
HP Fire: 14/43/48

The way I interpret that – and honestly, im new to fighting games so fuck my interpretation – is that they all take the same amount of time to startup (14 frames) and the same amount of time to recover (48 frames). The difference between them is their active frames, which in the case of the Fire refers to the amount of time that it’s on the screen (95, 57, or 43 frames depending on the punch button used).

Izzat wrong?

no your correct its how long the flame is on the screen

Alright dudes, looks like I was wrong, by the time I scrolled all the way down there I had my columns mixed up. My bad. I guess it doesn’t matter which one you throw out.

I can’t even remember the last time I threw out any fireball other than lp.

Unless it was by accident. :slight_smile:

DEFINITELY use HP Fire in your game.

Always use HP Fire during Fireball wars in order to maintain your ground.

Always use HP Fire when cancelling your normals with a Fire.

Sometimes use HP Fire when you’re playing the full-screen/three-quarter zone, just to mixup your opponent and fuck with their timing.

Sometimes use HP Fire when youre at it’s max range and you want to force your opponent into a quick (hopefully stupid) reaction.

etc.

this, when you see how much space you get in front of you you will be happy

Since I’ve been going to the arcade and tournaments, IMO Boxer is Dhal’s worst matchup. As soon as he gets meter there’s no real way to do damage without getting fucked. Fireball gets EX punched, Jump in gets headbutted, and a teleport gets jabbed and then you’re right next to that asshole

lol…