Dhalsim's Matchups

  1. Watch his meter. If he has stock, space your Fires so that you have time to either throw him out of his EX rush or quickly poke to neutralize him.

  2. Don’t jump in.

  3. Don’t use teleport gimmicks (i.e. teleport without Fire support). Time your teleport so that you end up behind him and ready to attack when he’s JUST about to be hit by the fire, or he’s JUST been put in block stun.

this applies to lots of characters

chun’s and abel’s ultra kills fireballs

hondas super kills fireballs (and instant overheads)

fei long can EX chicken wing fireballs on reaction from a lot of ranges

akuma can EX demonflip fireballs

EVERYONE can beat your teleport easily if it’s not backed by a fireball or something

fireball is still safe at the right range vs boxer, and instand overheat mixups are viable. it’s definitely not sims worst matchup

What do I do if hes turtling though? Theres no was to not eat some punches if hes not moving that I can figure out

throwing fireballs from safe ranges is a way to force him to react. he’ll have to back up, block, absorb, emptyjump or backjump it. you can try punishing empty jumps with j.mp or st.hk at the right distance, if he backs up he’ll come to the corner and that’s good for you, absorbs can be limb’d and if he blocks he takes chip damage and you get the opportunity for teleport mixups.

and, like I said, instant over head mixups

Hey guys,
first of all, I’d like to say that I have SF4 since 4 days and i love Dhalsim (of course my main :D).

I have a problem against all these damn kens… nearly 90% of them in G3 push me to one side and then they spam the shoryuken with fire (dont know how it is called… im a noob, u see :crybaby:).
Sometimes i win when i just teleport as much as possible and punish with hp… but i think you guys have the perfect solution :D.

thanks for your answers.

clayn.

(PS: don’t flame my english too hard pls, im from germany and just know the basics from school :S)

just block the shoryuken and on thier way down do a combo e.g b.hp after 1st hit of headbut cancle into mp.flame

I got a noob question:
what the best thing to punish against focus attack.

-close but not enough for throw
-midscreen
-when you on corner
-out range of yoga flame

any suggestion except block? because they can dash and come closer to dhalsim.

I’m not very good with using or dealing with Focus Attacks (to this day I don’t understand their mechanics), but I think I have legit answers for a couple of these…

  • close but not enough for throw: short slide xx hp fire
  • when youre in the corner: use the opportunity to teleport out of the corner!!!

If you can, IAT behind. If you do a straight teleport some characters have a good enough dash to punish you easily if they guess right. Regardless, if you teleport, always teleport behind so at least you never get hit by the focus attack. If they cheese you with FA on wakeup nothing you can do besides teleport or super.
If you’re out of range of yoga flame, who can focus attack you? I’m not 100% but I’ll guess Claw, Gief and Sakura? Just back dash, but from that distance it probably is just a bait and they won’t follow through. Throw out HP fire to force them to back dash, punish with st.fierce.

Some player FA like mad and not afraid of dhalsim, they only need to punish you once, and they can combo something to ultra. Sadly i see many sagat and ryu did that. Especially those on high level, they using FA for come closer to dhalsim.

So now i have to be VERY careful with all my poke. Im trying to figure out what the best for punish them, so they will think twice before FA.

Thanks , i will try next time i play.

I need lots of help with the honda match-up, he jumps in for free on me due to his weird hitbox that I miss 50% of the time

If he is jumping from 3/4 screen away st. forward will beat most of his jump-ins for free. His jmp. strong will likely beat your st. forward, though, but most Hondas will do jump fierce, or jump roundhouse.

At closer range, b.RH or b.strong will beat most of his attemps, but you have to be careful with j. fierce if he delays it long enough to get your AA to wiff.

lets talk about viper vs sim since its a Very Hard Match-up

I’m looking for tips on this one too. For now, the local vipers don’t seem to know what to do with Sim, but that will probably change any week.

Real basic stuff

  • forward slide under fire kick shenanigans
  • going air to air has worked decent for me (jump back/up strong punch) mid height back PPP tele, roundhouse, but do not do this close to the corner, else you run the risk of getting juggled into ultra
  • recklessly throwing fires will get you seismoed, but seismos don’t touch tower

Ok I have a bunch of questions. How do i punish blocked: Tiger knee.
Hurricane kick
Scissors kick
Dive kick
Sakura hurricane kick.

Also, I need a lot of help against turtle guile. The one that just sits back, blocks my limbs, and throws sonic booms. The boom recovery seems too good to punish.

Turtle Guile seems to be a very tough match-up for Sim. My brother mains Guile and he’s the lamest, turtliest, most patient, infuriating and incredibly effective Guile in the world. (He plays just like [media=youtube]lJI3eTmAEwA"[/media]) We played 10 Sim vs. Guile matches today and I lost all but 1. And I can’t recall him winning a single round that didn’t end in Time over.

Guile has a lot of tools to mess with Sim, and can nullify most of his tricks.

Mostly it boils down to a game of mental stamina and patience, because once Guile has the lead it can be incredibly difficult for Sim to catch-up. It almost seems as if the first one to get even the slightest lead is at an incredible advantage.

Some notes on the match-up:

-b.RH will beat pretty much all of his jump-ins. Super is also a great AA due to Guile’s long jump arc.
-focusing his ridiculous cr. RH is crucial and you get a free Ultra -> Super if you release on time to crumple him. Good Guiles use this move sparingly, though.
-IAT is almost useless due to Guile’s insane recovery, and he can easily jab you out of it on reaction.
-Guile wants to be at 1/2 screen distance to abuse his jab SB to put Sim in a bad position and rush him down. It’s crucial to keep him at a sweet spot where Sim can punish SB with st. Fierce, preferably the corner.
-Instant Overheads will lose to his flash kick, but mixing them up to keep him guessing could potentially net you some baited Flash Kicks, which you can then punish as you see fit.

Pushing Guile into the corner (or rather, letting Guile pull himself into the corner) seems to be the most effective way to somewhat deter his SB abuse, as it allows Sim to effectively punish or trade (and remember that this trade is in Sim’s favor) with st. HP, or with a well timed st. strong (which can stuff the SB before it comes out). But beware of his EX SB as it comes out too fast for Sim to do anything about it other than blocking, EX Yoga Fire, or Yoga Tower. And this is what Guile needs to inch forward and try to some damage, as he’ll score a crucial knockdown.

Thanks a lot. Hate that match up. Any help with blocked Tiger knee.
Hurricane kick
Scissors kick
Dive kick
Sakura hurricane kick.

I think Hurricane and tiger knees are all safe on block. Not 100% but sim has no good reversal so against him I’m thinking they’re safe. Dive kicks are just hell.
Scissor, on the other hand, you can short slide xx super.

Go into training mode, set up the situation, figure it out. Maybe you can figure out some shit that no one else has.

[quote=konkrete]
I think Hurricane and tiger knees are all safe on block. Not 100% but sim has no good reversal so against him I’m thinking they’re safe. Dive kicks are just hell.
[/Quote]

With Tiger Knees it depends. There are safe TK’s and unsafe TK’s – the safe ones hit at the end of their active frames, and are usually only a one hit move; the unsafe ones hit near the beginning of their active frames, and are a two hit move. Unsafe TK’s can be punished AFAIK. Safe Tiger Knees shouldnt be touched.

Hurricane Kicks are something I’m really interested in finding out more about. On the surface it appears that after a fully blocked Hurricane Kick, the Shoto is in control and has the ability to throw, crouch attack, invincible uppercut, whatever. But to me that doesnt make sense, because almost all Hurricane Kicks are big-time block disadvantaged moves. I set the situation up in training mode, and sometimes I was able to curtail the post-Hurricane mixup by using b+Short on the first possible frame (so I got the reversal message). It’s not a punish per se, but often you’re not looking to punish a move with Dhalsim… rather, you’re just trying not to eat a 50% combo. Lol.

I’d love to hear from anyone who knows what to do with a stand-blocked Hurricane Kick. Obviously I took my own advice and tried Training Mode’ing it, but I’m still unsure about this one.

True true. I was talking from the context of playing a Sagat who knows what he’s doing, but yeah.