"Yoga noogie that poop." Dhalsim General Discussion

3 out of 4 of the top players is more than enough a bandwagon is just that, a bandwagon. many will jump on a most will fail and fall off.

SABIN: i just noticed that, youre not in japan anymore. whats with not giving me a beating (no homo) before you left?

I’m a top sim and a modest one too.

I think a lot of people will try Sim out because he looks fun to use. I know that’s my reason for wanting to use him.

yeah, hopefully there are no bandwagon.
He is good but his damage is sucky. When he takes damage, he gets killed. I think because he’s defense is like of Akuma in 3S.

Well, hopefully people know that some of us did not bandwagon. We were all here in the beginning.

I’m pretty sure people sometimes let the super out instead of Ultra.
What I do is do a throw, in the middle hold the 3 punches. When the animation ends, do the motion and release. No more of the system wasting your precious super meter.

NeoRussell

What exactly is the input for Sim’s air crossup teleport? is it jump and then uppercut with PPP super quick? or is it uppercut into forward towards (like old school tiger knee) with PPP?

Tap d/f, d/f then UF+PPP for the instant air teleport

cfay: yo my bad we didnt get any games n japan sir! next time tho :frowning:

wow, no uppercut motion?? that’s mind blowing

Heh everyone has a different motion for that thing, it seems. I just do toward, down, toward, up-toward + buttons.

air tele

Wait I don’t get it–there are multiple motions for the teleport? I feel like a super noob now. I thought it always had to be something that involved the SRK motion.

Also, I’ve always been sad that capcom made an already difficult to use character have such complex motions. Super is double half circle–what a bummer. Anyway–I love Dhalsim.

You have to have a dp motion in there, it’s just that the game is so lenient on inputs that you can do jump into instant teleport in multiple ways. I guess it must register down-toward, down-toward as a dp motion.

Also, his super and ultra are just qcf, qcf in SF4, not double half circle like his super was in ST.

Awesome–I’m gonna have to try out Sim. I had no idea they simplified the motions. I have noticed that playing Boxer is easier than ever before, the inputs in SFIV really make the game fun to play. The vids of Sim kicking ass are so cool. I can’t wait to try him out now.

So is upward flame just QCB+K?

Sim’s inferno was qcf, qcf in the alpha games as well. pretty sure the half circle half circle motion is ST only.

Btw. when sim players are able to attack with j.HP out of teleport, is that because it was an air teleport, or is that just the way the ground teleport works in sf4 now?

You can only attack out of an air teleport, which is why we’ve been talking about instant air teleports.

So my new trick right now is so pimp. Some of you sims might be doing this already. But since i can fully control how high i wanna air instant teleport now, I sometimes choose to go so low…normally your attack will not even fully come out. By teleporting this low, u can instantly land and throw your opponent. Faster then doing ground port and trying to throw…because of recovery. Air Teleport recovers instantly and since u touch the ground so fast u can go into throw.

Shit works well when people are trying to see your port and jab you…its so fast that it will even grab opponents attacks (remember to only do this after your opponent whiffs a move)

Doing this out in the open when your opponent is not doing anything, yes they will still be able to hit you, its more of a suprise attack. So use it sparringly

Cole

that doesnt work around here anymore.
it did at first, then socal got smart

Yeah, and you can also teleport really low and do either nothing or whiff jumping fierce into down-back+forward xx flame.

But air teleport basically doesn’t work for me anymore except if I set up a jab yoga fire or ultra trap. It’ll still work super occasionally if my opponent likes throwing fireballs, but without a trap set up, it’s something I only throw out rarely now.

How useful is the ground teleport’s extra 5 frames of Invincibility? Is it enough to throw people off who expect an air teleport from you?

It’s not really worth it, it takes longer to recover and you can’t attack out of immediately.

I didn’t think this would work for a dragon punch motion, but it totally does, and it’s really useful. Used to be that when I was caught in block strings and I wanted to teleport away, I’d do an actual dp motion, two-thirds of which loses to crouching attacks (ie, when you’re pressing back and down, you can get hit by low moves), which made doing a teleport pretty risky. But armed with this down-back, down-back motion, you don’t have to risk anything. Press down-back while blocking one attack, down-back again while blocking a second, and then press buttons, and you’re out of there. You can keep this up however long your opponent’s block string goes, just press down-back+ppp/kkk each time your opponent does a low attack. This way, the only thing you have to consider is whether you should do a teleport, not whether you’ll get punished for trying the teleport motion.

And I actually got screwed by this once over before because I was trying to do Yoga Tower and tapped slightly diagonal…I did a GRoUnD TelEPOrT Right in front of that Guy instead…

OH THE HORRORS THAT ENSUED

I’m taking this kind of out of context, because I mostly agree, but I just want to say that in some situations, if your opponent wants to throw a fireball and give you free ultra meter, then fine, take it. Dhalsim has a sick ultra, obviously, and the more frequently you have it the more cavalier you can be about throwing it out there. Focusing tiger shots is unwise to do more than occasionally against Sagat in my opinion because you usually have better things you could be doing, like hitting him or getting into better positioning, because focusing into dash back can ruin your positioning and positioning is super key, and because it’s kinda unsafe anyway because you really can’t risk much health against Sagat. That sai, if you don’t have time to do anything but focus into dash back or if Sagat’s a full screen away and you don’t need to worry about positioning, then yeah man, take that free ultra. Same with any character’s fireballs. The more often you can have ultra ready, the better; unlike most characters, who usually have to get a combo opportunity to use their ultras, you can throw yours out whenever.

Random notes about the ultra: using it as antiair and to beat (well, trade with) meaties is obvious, but there’s a couple other good tricks for it too. One is to get you out of bad situations. If you’re cornered against Sagat and Sagat is closer than a jump’s distance away, well, that’s a really bad place for you to be. Solution? When you think the opponent’s just gonna sit there, do ultra to force him into doing something. If he blocks, awesome, you get a free mixup and potentially a knockdown, and you’re out of the corner regardless of whether he blocks your whole mixup. If he backs up, awesome, you’re out of the corner. If he jumps at you, great, slide into ultra into mixup into you being out of the corner. Another use is to run out the clock. If you’re winning and time is getting down to 10 seconds or less and your opponent isn’t right on your face, just throw an ultra out. What’s he gonna do, still try to rush at you? And if so, how? It’s like a free win, the opponent basically has to beat you before the last few seconds or somehow make sure you don’t have ultra in order to overcome this.

Also, random note about getting crossed up: focus attack into backdash. Some characters can punish you for doing this, but only if the opponent expects it. I’ve also started instant air teleporting behind my opponent immediately after he jumps. The teleport tracks to behind where the opponent was when he first jumped, so by the time you arrive he’s already near the end of his jump and some distance away, and depending on the character and how slow/long his jump arc is, you can sometimes hit him with an air fierce etc.