The MvC2 Dhalsim thread

Thank You Sir

Air Combo

I was working on some air combos with sim in the training room against, gam, cable and ruby.

I was trying to link some air combos into the yoga strike.

In the corner:
launch, lp,lk,lk,fk land fk yoga strike. But the yoga strike command wouldnā€™t take. I would only get a slam to occur (and miss) when I missed the standing hk. It was like Sim was refusing to honor my command

I was also trying a infinite with sim and ran into a similar problem.

In the corner:
launch, lp,lk,lk,fk land clk, launch, lp,lk,lk,fkā€¦ But after the launch Sim refused to follow his opponent into the air.

I dont know if this is a glitch, as a result of me being in the corner, or from me landing heavy attacks prior to landing or because of the characters Iā€™m fighting or what.

If any one has any insight into this problem, I would greatly appreciate your feedback

this was explained to me by Murakoma and heres what he had to say.

ā€œThe opponent cannot be caught by yoga strike (the slam) while they are in hit stun. The roundhouse, therefor, needs to be in normal jump mode so that it doesnā€™t create flying screen. If itā€™s a roundehouse while dropping from super jump, theyā€™ll not recover. From normal jump the roundehouse lets them recover and, if you performed the strike setup well, Sim will be pushing into them so that the frame they recover it will catch them. Yoga Strike is technically a throw, which is why you cannot do it when they are in hit stun.ā€

Fighters gotta Fight

You need to pause after the far HK, then do D + Lk to break flying screen - then you can follow up after the 2 nd launcher. Its shown on the DVD
Itā€™s not an infinite as you can only otg once in a combo

r u suggesting a lk drill or crouching lk

I meant Crouching Lk after you land. When you finish an aircombo with sj Hk ( Far version) you need to pause while they land, then otg with Crouching Lk - the pause is what breaks flying screen.

Here is me doing a Dhalsim FSD combo in the corner versus Storm

I did this a really long time ago but it might be useful for you

http://magnetro.com/dhalsimfsdcombo_mnl.wmv

Iā€™m wroking with Dhalsims Runayay-Assist strat.

I know that I can SJ AD teleport, AD, Teleport, AD, etcā€¦

And I kow that I can SJ, drill, AD, assist and then either teleport or drill, but then I have to land(like Iā€™m in normal jump mode).

But I have heard of a pattern that Allows you to SJ, (drill, teleport, AD, Assist) indefinetly.
not sure at all about the pattern and what I have seen posted before was not right.

Anyway, if you got some insight, let me know whats up.

edit:
after some practice I realized that my exicution was bad.

I was able to stay in the air and call assist indefinetly by;
sj, :d:+(:lk:,:hk:,:hp:),ad+assist,teleport,:d:+(:lk:,:hk:,:hp:),ad+assistā€¦repeat

It will depend on if youā€™re in unfly mode or not. Dhalsim unfly allows him to perform more actions in normal jump mode. Remember that normal jumping kills unfly, BUT you can get there by doing a drill. If you are not in unfly, you should not be able to repeat more actions than one normal (including blocking) and one super. In unfly, you can continue with further actions as if you were in a super jump (with the addition of being able to use assists).

So yes, if youā€™re in unfly, you should be able to do [drill, dash, drill, assist, teleport] patterns. It will not work, however, when not in unfly. Be warned that Dhalsimā€™s unfly does not seem to last so long as Sentā€™s.

Yes.

Dhalsimā€™s kicks drain unfly twice as fast as other characters.

Unly is supposed to be 15 kicks and 15 punches but Dhalsim gets like 6 or 7 kick instances of unfly.

thanks MAGNETRO and MURAKUMO u guys r a big help.

i completly forgot to factor in the unfly.

Sim is the man.

Iā€™m working with Sim/Tron alot with Colossus Blackheart or Sent backing up.
As well as Sim/Strom/Sent as suggested my Marokuma

ive been loving this combo:
:df::hp::qcb:KK, hold:u:+ rythmic:lk:~11x to the celling, then :hk: to other side of screen.

iā€™m sure there some more damaging ways to finish that, but I cant do/envision them yet
Plus, its fun to control the enemy for tht long, especially when it looks that easy (real heart breaking stuff for the opp)

The ender I used was generally hp throw. You can also call CapCom and then hp throw which does good damage.

Howdy all, Iā€™m in the process of learning Sim and have some things down with him pretty solid, but a lot of the combos are screwing me up beyond belief.

I just got down my first Flying Screen Deterioration combo down fairly well with: SJ, ADF, hp, hk, /, 3hp, /, lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk, /, OTG FSD 2lk, mp, 3hp, /, lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk,/ lk mk HK, thing does like 72 points of damage to Cable but itā€™s corner only and getting that final short to connect before they touch the ground is rather difficult with its main bonus of setting up time for mix up or if you suck less than me, Yoga strike.

So, trying to optimize damage I want to know what I should substitute after FSD to dramatically increase the damage.

Assists I often have with Sim in case necessary for combos.

IM AAA
Sent Drones
Storm horizontal typhoon
Cyke AAA
Anakaris (Unsure on what to have him on still >.<)
Psylocke.

So first things first, Whatā€™s the best way to utilize these after an OTG FSD move knowing that the combo already has some heavy scaling on it? I have no idea the correct way to incoporate drills into air combos to knock people into assists to set up for strike or inferno yet, which is what I assume my goal is after that many hits unless there are better ones that can be explained to me. ^.^

Also Iā€™m having massive trouble with one of his basic combos and I donā€™t know why. After launch HP ADDF (anything) MP. I can ROM and the like just fine, but both sim and iron man I seem to have issues connecting into their serious stuff off of SJ hp/2hp ADDF.

Wow, my understanding of damage scaling was brokenā€¦ Or maybe itā€™s just that Sentinel is retardedly good. The new thing based off that Iā€™ve been learning is:

/, ADF, hp, hk, /, (3hp /\ lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk)

With less than half a gauge to start the combo with I just repeat the parentheses, if I have one and a half gauges at the start it makes it into 2.

(drift slightly forward) / lk, mk, hk XX yoga Strike XX HSF, dash, launch, magic series, rocket punch, fierce, roundhouse (126 damage against Cable) (also sets up unblockable which I fail at for the last under 20 health.)

(drift slightly forward) / lk, mk, hk XX yoga Strike XX Proton Cannon (100 damage against Cable, can DHC into HSF for the kill.)

If by some miracle your opening air dash fierce hits them standing as opposed to trying to guard low you can go into the /\ lk xx ADF lk, mk, hk / repeat for 3 reps before the launch and off of a little les than a single bar of starting gauge you build enough to both yoga strike and DHC into the kill *Which at that point most of his good DHCs will kill since heā€™s already done around 80 damage.

Additional things to note.

If you can have drones hit near the time the original overhead hits they add significant damage and make linking the infinite or launch more relaxed.

If Cableā€™s next in line this shiz has a ton of hits and unfortunately gives a fair amount of gauge, and if you just DHCd in Sent this can end up as a pretty awful situation unless youā€™re really confident in your ability to deal with a fully loaded Cable.

Now for some more questions I have:

  1. Whatā€™s the best way to get actual damage against flying Sent? I can hit with a fair amount of SJ hk and the like, but against him thatā€™s not much, and even if Iā€™m right 3 times getting hit by one capcom evens it out way too much for my liking?

  2. Once Capcomā€™s baited whatā€™s the safest way to do some damage to him? He seems to be the main thing that screws up both my Sim and Sent and with Sent I know I can at least rocket punch into HSF if I have the gauge to DHC into something to make HSF safe to super jumps, but with Sim Iā€™m afraid to throw out anything for fear of the point character is going to take down a large chunk of my real life as opposed to me taking down a little of Capcomā€™s red?

  3. I found that Sim with Anakaris throw type assist can do some really dirty strings so they seem fun together, but in the situation Iā€™m normally DHCing into HSF, in my low tier alternative with Anak whatā€™s good to DHC into for maximum damage, or better yet, a set up from my air combo which will give more time for DHCs into slower attacks?

Bonus:

Cyke on point with enemy cornered:

Hk, hk xx hurricane kick xx kick super xx Yoga Inferno XX HSF, dash, launch, magic series, rocket, HP, HK Kills Cable. ^.^
Thank you all in advance!

New random lab tidbits.

summon Drones /\ ADF, hp, hk /, (Drones hit) /\ ADF, hp, hk /, 3hp /\ lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk, (drift slightly forward) / lk, mk, hk XX yoga Strike XX HSF, dash, launch, magic series, rocket punch, fierce, roundhouse (kills cable)

Simā€“>Sent seems better than Simā€“>IM when the unblockable timing isnā€™t spot on.

Question of the moment.

What is the best way to go from a low hit into the SJ short ADF, short, forward, roundhouse infinite? Everything I do seems to put me way too far away to actually take advantage of it. If I hit an ADF fierce, roundhouse seems to be the only situation Iā€™ve been able to lead into it, but I know he has a lot of things that should lead into it or something better, and Iā€™m trying to find a way to do more than 33 damage mid screen, solo starting from a crouch short.

Yeah magnetro and murakumo provide great help, thatā€™s where I learned my stuff for Dhalsim. Check out some of my Dhalsim videos maybe it might help a little bit more.

Video link:

  1. [media=youtube]pF6EuTFvgFA[/media]
  2. [media=youtube]dYXHy74_9xM[/media]
  3. [media=youtube]wpf4Mz1WKw8[/media]

Woo! Some of that stuff is quite nice! You seem to do quite well with air mobility though there are a lot of times I donā€™t think you had unfly which you were dancing around when they have CapCom which seems risky as frick to me. Excellent stuff with the flying short infinites, though why did you short to the end instead of using roundhouse?

The main thing that got to me however was cringing when I saw ground yoga fire. Iā€™m pretty much under the impression that should never be used. Your opponent can dash into it to take the hit, and still recover in time to punish you with (Mag Crouch short, HSF, Storm triangle jump short, Cable short forward roundhouse AHVB) If only I had a console to play you on Iā€™d love to get in some matches! Iā€™ll see if when at a friendā€™s house I can get you added so I can try some Sim stuff out :smiley:

Yeah you should get a ps3 so we can play someday. Yes youā€™re right, I need work on when to unfly cuz Iā€™ve notice I get hurt with someone with an anti-air such as blackhearts or capcom assist. Iā€™ve also come to believe Iā€™m the only Dhalsim user on ps3 with the exception of maybe 2 others that I know of. There are a lot of people that send me good compliment messages or send me invite to add them as friends after they see me play. Itā€™s a work in progress and my next goal is try and learn that damn long ass combo in the air where you get him with his legs as you come down. Iā€™ve manage to pull it off once or twice but I feel that Iā€™m doing something wrong but will keep on practicing.

Which one? Similar to the oneā€™s Iā€™ve posted recently?

Yeah I think itā€™s that one. Iā€™ve manage to launch opponent up in the air and after a few hits Iā€™m supposed to glide or air-dash once more to go higher as you hit him and you come down leg kicking him. I find this combo extremely hard to do but will continue to practice how to do it. I normally mess up after that other extra air-dash or glide I have to do to go higher as I hit him.