Dhalsim's Matchups

Heh, I bumped into ILLMIND SOLDIER a few nights ago in Endless Battle. I picked Cammy the 1st match just to piss him off lol, but his Sim edged me out. Then I picked Sim, and he picked Guy haha. GGs Illmind :slight_smile: That Sim of yours is ridiculous good.

I almost did the same, but with the current conversation and all, I couldn’t resist.:nunchuck:

hey guys. i play bison and i know the matchup is supposed to be tough for sim, but i run into him so rarely that i just haven’t really learned what to do against him. i’ve been studying some videos on sim vs bison and the forum notes scattered here and there and i wanted to try my hand at the matchup with someone in endless for about half an hour. if you guys don’t mind, my psn is: liluoke. thanks in advance

I was gonna pose this question in the general Sim forum, but figure the answer will almost certainly be matchup dependant,so I’ll phrase it as such: in which matchups do you guys find super to be most critical and which do you find EX moves to be the better investment in meter? I’m guessing FB throwers suggest the use of EX fires, and apparently EX up-flame is good vs Rufus, but I also find super is invaluable vs him as well. No doubt a good sim is ready to go either way, but a lot of time I find myself w/ a full meter and unable to decide if I should wait for my opportunity to bust a fat super, or chuck an EX fire to kee the zoning game spicy. Any advice on this?

Don’t ever hesitate to burn meter in an effort to continue zoning someone that you’re zoning effectively. I don’t find super invaluable versus rufus as it’s not a reliable dive kick punish. Only getting 1 or 2 out of a possible 5 hit super? Now that’s wasting meter.

I’ve noticed that Sabin goes into the 2nd round of probably 60-75% of his matches with a full, or very close to full, Super meter built up. I’ve tried to construct my meter building with this premise in mind. Clearly, this will not be the case all the time, but it seems to be a good rule of thumb. Obviously, don’t avoid landing a guaranteed EX up-flame vs a jump-in attack that you’re unsure you can AA with b.mp or b.hk. Even if you lose the 1st round, you still have a Super (or close to one) which you can hopefully capitalize on a mistake with. One of my biggest flaws with my meter maintenance is that I’ll throw out random ex fireballs when in a fireball war (esp vs. shotos) in the hopes that their fireball will hit the first part of the ex fireball, and they’ll jump towards me to avoid focusing/blocking the 2nd part of the ex fireball, and I"ll get a free aa. Even savvy players fall into this simple trap.

I hardly ever ex-fire shotos since it’s pretty easy to stuff/trade their fire with s.fp if you’re spaced correctly.

I just yoga tower, slide, jump -> drill fireballs in the shoto fireball war. I don’t really see a point in using EX unless I only have to land 1 game winning hit.

And yea, I always either enter round 2 with close to full super unless I used super during round 1.

I will do ANYTHING to win a round. If that means draining my super meter, so be it.

Yeah, I realize the meter wastage, again, just specifying that it’s a flaw in my game :slight_smile: One of many, mind you. I only do it periodically though in the hopes that it will lure a free aa. Mixing up fireball evasion tactics is a lot of fun imo, and very necessary.

So then if not vs FB happy players/characters, when would you advise use of EX FBs? They’re sooo good, but I’ve also got it sooo ingrained that super is key

How specifically are they so good? I’m not saying that they don’t have their uses. They break armor, force chip on block, gain your ground in a fireball war or stay even if the opponent is using an EX.

I like to use b.MK or lk slide -> ex fire to create distance between an opponent and myself. A lot of times you can cancel into EX fire and then IAT behind them blockstring cancel into back-teleport to escape a corner. Etc

Now we’re getting somewhere!

EX-fireball can be pretty good in general against characters who are almost dead because you can force them to either neutral jump (in which case you can jumping mp or hk for the kill), or force them to jump backwards and let them lose some ground, unless they have an ex fireball or way around avoiding a fireball without getting hit by limbs right after. They’re also good on wake-up when you want to do a mix-up cause they can’t DP too quickly after getting hit on block.

can you guys give me a basic rundown of how to deal with blanka and e.honda? those matchups give me hardtime because Im a Sim scrub lol, but I wanna get good!

thanks in advance

im still learning as well, but here’s my 2c anyway…

honda - keep honda well away with pokes… s.mp and s.mk work well for me …if he gets in your face, life disappears very quickly… use b.mp when he tries to butt slam you, don’t try to IAT when he has meter…will cop an ex-buttslam to the face…

blanka - watch up for the crappy hop crossup to jab/throw/electricty…punish blocked blanka balls with s.hp or s.hk i think works as well…i just played some blanka matches tonight you can check out, i posted the link in the video thread.

Yoga tower is good against Blanka. Use c.jab and s.jab to bait headbutt versus Honda. Anti-air every jump attack that is within range with Honda, you don’t want to be blocking a jump attack from him because you’ll give up half of the stage worth of ground and end up in the corner.

Yeah I’ve been struggling w/ a buttsmash heavy Honda. I know to back+MP them, but someties he manages to get one in (blocked) and then likes to spam MK smashes that hit on the way up and down and sometimes cross up, sometimes don’t. It feels like I should be able to counter this ā€œeasily,ā€ but once he manages to get one blocked, it’s easier said than done. one trick I found is if after one smash I’m pretty sure another one is comin (a safe bet vs my friend here), MK slide under it. LK slide whill get hit. But just in case there’s a more simple solution, I wanted to ask. I’m having no problem back+MP-ing when he’s blatant, but unlike pokemon, you can’t catch em all.

Edit: The good news is, if he’s not able to start that shit, I’m pretty much owning him otherwise :slight_smile:

If you aren’t sure if your b+mp or ex upflame will hit Honda’s buttsplash when he’s directly overhead, a good option is to focus dash back… this will avoid him landing and attempting to throw or command throw you, and you’ll have enough time to block hhs if he’s mash happy. Shawn mentioned above that Tower works well against Blanka, it works very well against Honda as well.

Go to training mode, and set Honda to do various buttsplashes. Have him mix up all 4 speeds of his buttsplash (lk, mk, fk, ex) in various orders, and try to react accordingly. Better yet, if you have a friend over, set Honda to ā€˜human’ and have him spam buttsplash from various distances. Spacing is crucial when figuring out how to react to splash, but after 5 to 10 minutes of concentrating on countering JUST the splash, you’ll be much better prepared against a Honda who spams it.

Does b. mp beat out sumo slam? Everytime I try, I just get knocked down :sad:. After blocking one, there’s really no way to punish it and I have to deal with the same crap a few more times, at risk of getting command thrown (cause jumping away up close on a down charged E. Honda is suicidal and risky). Sometimes I try sliding, only for Dhalsim to start facing the other direction (or use crouching b.mk) and get hit no matter what. Teleports are kinda unsafe too.

beats it out pretty well…or as pez said just focus and dash back…command throw after buttslam hurts.

go into training mode…just practice it a bit…will help a lot…

i think s.mk beats headbutt out of its startup as well…don’t remember what the trade is like