I’m just picking up 'Sim and this thread is a must-read.
This is the type of info I was hoping to see in that half-assed Prima guide. What a waste of money.

Great guide UltraDavid!

I am trying to learn Dhalsim at the moment and this will be a big help. Keep up the good work!

Btw, is it possible to have a Yoga Fire out and an Ultra? Because whenever I Fire and then try to Ultra I always get a Super/Teleport. Also, if you ultra right in their face they can throw you out of it and not take a hit (usually back throw as it has the most animation)

You can shoot a Yoga Fire and then Ultra, but you can’t do it the other way around.

David or anyone who knows, when I do my teleport ultra mix up my ultra always seems to dissipate before I can open my opponent up. I usually: ia teleport, b.hp (or sometimes b.lp) and upon landing df.lk. What am I doing wrong?

I find that cross-up Ultras require more spacing, because the teleport takes a bit of time to activate. I can never really land it point-blank (except occasionally against a knocked-down opponent); instead, I try to let the Ultra go when I’m maybe two character widths away, so that they’ve just started blocking it by the time I’m phasing in behind them. Of course, this sort of trap is easy to jump out of, so, generally speaking, I like to use it after a throw (back throw, dash, Ultra, teleport) to pin them down as much as I can.

My general rule is that point-blank is for high/low mixups, while space is for IAT. That said, 'Sim is my number one source of losing streaks, so you may want to take my advice with a grain of salt.

You need to space yourself from the opponent a bit. It’s better done when they’re still trying to get up because they have less time to think about which direction to block. Also, it’s best done when the opponent is in a corner cause anywhere else they can just move away from the ultra pretty easily or have more room to jump over it.

A little bit before they get up, you wanna start the ultra up immediately and quick air teleport and that will still put you behind them even if they’re in a corner and do whatever aerial you want and push them into the fire with B. MK and follow up with yoga inferno if you have it. While you’re air teleporting behind them, you don’t want the ultra to hit them until you actually get behind them cause otherwise they’ll block it. And since they’re on the ground, you can easily follow it up with yoga inferno if you’re successful with hitting with yoga catastrophe.

So if I’m just pushing them into it, is the instant air really necesary, or could I just teleport in behind them? I always assumed I had to open them up with an overhead/low hit, and I was always trying for both.

Yeah an overhead is fine (actually you should do one). The best combo I’d know would be a fierce aerial after air teleporting behind them, headbutt (back. fierce punch) or B. medium kick, light yoga flame, and then yoga inferno, but I kinda have trouble with that at the moment. The instant air is necessary cause it puts you behind them and it has faster recovery. Ground teleports leave you open for grabs, command throws, combo’s, etc. I just like to get behind them and back medium kick them and follow up with a yoga inferno while they’re getting hit by Yoga Catastrophe. There’re plenty of options to choose from, at the very least, try to combo them with whatever while they’re getting hit by your ultra.

Okay, this is all good and helps a ton. I didn’t realize about the faster recovery of the iat, or that you just need to push them into it. I’ve got the jb.f, b.mk, light flame >> super down pretty good, so this should really add to my Sim! Thanks again.

an easier IAT combo + super is b+HP, db+HP, super. much easier to pull of than than the yoga flame into combo, and while the combo takes less off, it’s more reliable to pull off (you have tons of time to wait for hit connection before deciding to do the super).

Wow…this is by far the most fertile thread I have read in quite a while. In saying fertile, I mean that it has abundant nut-content.

In all sincerity, thank you.

Question about left-right mixups

I was actually fighting against a Dhalsim when this happened. Dhalsim threw out random Ultra and then teleported to the other side of me. I start blocking TOWARD the Yoga Catastrophe and he starts hitting me from my front. My character blocked everything, constantly turning left/right to do so while I continued to block toward the Ultra.

I rarely get to play other Dhalsims, so I will ask; do left/right mixups always work this way? For example regular Yoga Fire -> teleport to other side, can I always block toward the projectile and remain unhit like I did vs the Ultra?

Yes. Always block the character…not the projectile.

So do you have to start blocking crossup as soon as the teleport is initiated or once Sim actually appears out of the teleport? In other words, do they have to block crossup before you actually appear on the other side?

You have to start blocking when Sim gets to the other side, and that actually just happens before Sim appears. Don’t think of Sim just disappearing and reappearing, think of him disappearing and then moving across the screen to the other side before reappearing. Figure out the timing for when he crosses you up, it’s usually the same every time.

Two queries:
Anyone try a lv3 FA while the Ultra is being blocked? I know there are better things to try (slide, instant overhead) but I was thinking about this and is there enough time to charge it and thus be unavoidable?
I’ve combo’d into the ultra from and IAT HP, but the timing a distance is hella strict, but if you can figure that out it’s rather sweet.

wow never tought of that! someone try it please :open_mouth:

If it works, it`ll be specially good if u time it right as the ultra ends, and then begin a combo (back+HP, medium flame, super for instance)

it doesnt work, i tried that out back in august.

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@ 0:30 lvl 3 FA gets blocked =/

What if you time it to get out exactely 1 frame after the blocked ultra ends?