In that case, it would make a lot more sense to invest one’s time into a better character, rather than split time between two characters.
Dhalsim is heavily disadvantaged to win large tournaments. Anyone serious about doing well in competitive street fighter would be ill advised to select Dhalsim as their character. The odds simply don’t favor our curry eating pal. Sure, you have the odd player that beats the odds with him, but they’re working a lot harder than they have to.
To use Viscant terms–choosing Dhalsim is failing the IQ test that is the character select screen.
Any character could potentially be made into a face roll character, but with the restraint Capcom has shown towards Sim, I dont think he would ever become like that in the SF4 series. To make him truly bullshit for a start you’d have to make all his drills + on block from any range, aswell as all his slides. What I see most Sim players asking for wouldnt make him broken at all. I actually wouldnt want them to buff his drills. As they are, they are an interesting and fun challenge to use either as tools for offense or movement. Using them properly takes alot of good spacing and its fun figuring that spacing out.
The point about Abel is part of a bigger question concerning SF4 Dhalsim. Can he even function in a game with so many character designs that hard counter him (Abel,Viper,Makoto, Seth, Yun, Rufus etc)? Maybe he cant. But damage or other buffs definitely wouldnt hurt in those matches. If he cant function against those archetypes, then at least make him have better matchups vs the characters he is supposed to destroy.
Like I think he beats quite a few characters in neutral, but the damage ratio is just so skewed in certain matchups, I can’t confidently say Dhalsim ‘beats’ much characters. Against zangief for example, Sim definitely wins that neutral, but Giefs raw damage means anything less than perfect play will get you killed. Same with Cody, Dudley, T hawk and quite a few more. More damage on anti airs and pokes would definitely help shift those matches fully into his favour, and I think Sim deserves that.
Especially when you factor in his st.hp damage was 80 in vanilla, 85 in super, and 75 in AE+2012. B.HK wwas 110 in vanilla+super then nerfed to 90 in AE+2012.
It’s like they dont realize or, even worse, simply ignore sims problems and just add stuff no one cares about… st.hp is now +1 on hit instead of ±0 … omg!! Sim is finally viable again!! -_-
I’m pretty sure they NEED a minimum number of changes for each character, and since they have no idea of how Sim works, they make changes to moves that are clearly unusable (free juggle after HK yoga blast, 1-frame buff on MK yoga blast, etc…) because it’s a safe bet.
I saw an intervew with Seth Killian one day on youtube, and he said that if you don’t be really cautious, it’s really easy to make Dhalsim and Vega be the best character in the game, so they are always afraid of changing them too much and usually they’ll keep nerfing them.
For some reason it’s ok to make Akuma and Yun good, but Vega and Sim? Nah!
Capcom/Combofiend received a list from a player in this forum (forgot the name) that included valid inputs amongst other pro players. Instead they listened to the people crying about the day one Hugo vs Sim match up double mk video.
Didn’t the whole knowdown/ultra1 setups/mixups just got killed by red focus? I mean, instead of choosing where to block, can they just wake up red focus?
Of course it didn’t happen yet, but I think it’s a matter of time until they find out about it right?
Well, if they red focus to early, they will whiff because dhalsim is behind them… it would cost them two bars and a big chunk of white health… too risky imo
I was pretty upset to hear S.Kill say this because I know hes one of those guys who really respects and likes to see true zoning games and ranged, trap based characters. I think the quote ‘X character is difficult to balance because if you give them one thing they become op’ is really stupid.
I think this quote is thrown around way too much and its sad to hear S.Kill, the fighting game philosopher, saying it. That type of mentality is a complete cop out from the development team. ‘This character might be OP if we give them any kind of help so lets just leave them terrible’ (meanwhile Yun had a hard time getting in and needed buffs).
You know what, if Dhalsim is a hard character to balance, then spend more time on him to get him right! You had a year and change to find out exactly what this character needs. All the time you spent buffing Yun, Viper, Rufus, Abel etc (characters who shouldve been left alone or nerfed if anything), could have gone to perfecting a complicated character like Dhalsim.
It just gets me annoyed because that type of quote gets posted on eventhubs, then it trickles down to the scrubs and they think its justified that a character like Sim is just left bottom 5. Even top players throw that quote around. Its very sad.
If Dhalsim is a hard character to balance, just give him back his damage from Super (he wasn’t OP there) and keep his current frame data/buffs.
Really simple thing to do and I’m pretty sure it won’t create a monster.
is the new b.hp a viable tool against divekicks?
its hitbox looks good enough and with only 5 frames startup it should serve well as a closequarters anti air… right?
Also, not directly related to divekicks, but anti airs… is anyone else having problems with st.hk (the long range one)? Im trading more than anything else with this… especially if i would hit my opponent with only the end of the foot it tends to trade almost all the time e.g. against strong air normals like zangiefs splash, shoto hk or basically anything else with many active frames.
The old b.HP was already a good tool against divekicks, specially when Yun is close to you, neultral jumps and then dives. I use this since AE 2011.
In Ultra, b.HP is really better for this.
s.HK trades a lot, yes, the hurtbox on it is huge.