"Yoga noogie that poop." Dhalsim General Discussion

this prolly wont work, but can someone try, during an ultra, any focus cancelable normal into lvl3 focus? I know it normally wont work but maybe since the cancel version is different it might be buggy.

So lately I’ve been trying to incorporate drills into my game more, because it seems stupid that an entire section of Sim’s arsenal should be useless.

One use is a situational antiair. For example, if Honda jumps at you with late jumping fierce, all of your normal antiairs will lose, including slide. You can beat it with jump back fierce, but while that works in a way, it can also be bad in a way because it forces a positioning on you (namely, being a full screen away) that you might not want. Instead, you can jump back and do forward drill, and that’ll both beat Honda’s fierce and leave you relatively close to Honda, where you can do ultra or whatever else. There are some other characters who can beat all your antiairs at some ranges or timings, like Claw, so I’m gonna try this drill thing out on them as well.

Another use is as a meaty attack; after knocking down the opponent, jump toward into roundhouse drill done as meaty as possible makes for a very ambiguous crossup. Obviously this can be risky against characters with good antiair specials, so don’t do it against them. But if you’re playing like, Abel or Claw or someone either without an antiair special or with a special that loses to everything, and if you’re down on life or otherwise need to play for damage, try this out.

Have you guys found any other uses for the drills? Anyone use mummy ever?

The Underestimatement of Yoga Tower:

I’d like to dedicate this little snippet about the HIGHLY underestimated move Yoga Tower.

1Q. Is the move needed?

1A. Not really, however it is to great aid for Dhalsim.

2Q. Why do people not use it?

2A. I think people just don’t know about the move. It’s command is rather unnatural. (:d: + :3p:)

3Q. Would this move be used more regularly if it had been a more common command?

3A. Not a single fucking doubt about it.

?Q.?When is this move good?

?A.?From wakeups to evading projectiles.?Should work brilliantly when FA’Ing projectiles, Mix it with a Tower to regain your health, then keep building your Revenge meter.

?Q.?Is it bad at anytime?

?A. Yes. Although it has a fairly fast recovery time, it can get you into trouble.

Right, I just needed to get this out.?Peace mates!

This move do not have an instant start up right? It seems to have complete invincibility after the start up. One funny thing to note is that his mouth would be open. I think the invincibility ends when his mouth closes. Look at him and you’ll see. Its kinda funny. It can be use to doldge sweep, zangief moving throw, SA, fireballs… During the mouth opening frames, i’m not sure what can hit him. I think this move is not that good due to the start up, I’m still trying that move out a lot when the opponent is not that strong.

He’s still vulnerable to high attacks and jump-ins while in the tower.

Have you ever wondered when you’re trading a standing fierce with the startup of the opponent’s fireball if the trade is working out in your favor damage-wise? It’s usually good in that it makes your opponent want to throw fewer fireballs (unless it’s a fireball that knocks down, in which case your opponent is fine with that), but is it also good as far as the health situation goes? Let’s find out.

Sim’s standing fierce does 80 damage and he has 900 total health points, but since different characters have different health bars, we’re more interested in the percentage of health lost by Sim and his opponent in the trade than the raw damage numbers.

Example: Akuma regular fireball does 60 damage and Akuma has 850 health total, so trading Sim standing fierce for an Akuma blue fireball results in a 6.67% health loss for Sim and 9.41% damage done to Akuma. Sim wins this trade! Now let’s do this for every fireball, because as Sim you really don’t want to get knocked down and give your opponent free ground.



CHAR         MOVE                DMG#      %SIM      %OPP      GOOD?
Akuma        Blue fireball       60        6.67%     9.41%     YES
Akuma        EX blue fireball    120       13.33     9.41      NO
Akuma        LP red fireball     50        5.56      9.41      YES
Akuma        MP red fireball     100       11.11     9.41      NO
Akuma        HP red fireball     150       16.67     9.41      NO
Chun         LP fireball         50        5.56      8.89      YES
Chun         MP fireball         60        6.67      8.89      YES
Chun         HP fireball         70        7.78      8.89      YES
Chun         EX fireball         100       11.11     8.89      NO
Dhalsim      LP fire             50        5.56      8.89      YES
Dhalsim      MP fire             70        7.78      8.89      YES
Dhalsim      HP fire             80        8.89      8.89      MEH
Guile        Boom                50        5.56      8.00      YES
Guile        EX boom             100       11.11     8.00      NO
Ken          Fireball            60        6.67      8.00      YES
Ken          EX fireball         90        10.00     8.00      NO
Ryu          Fireball            70        7.78      8.00      YES
Ryu          EX fireball         100       11.11     8.00      NO
Sagat        Regular shot        70        7.78      7.27      YES
Sagat        EX shot             150       16.67     7.27      NO
Viper        Seismo              120       13.33     8.89      NO
Viper        EX seismo           120       13.33     8.89      NO


Lessons: trading a fierce with any fireball is good as long as that fireball doesn’t hit more than once. Also, don’t trade a fierce with a Viper seismo.

yeah, i figure out that tower really can get hit on top, got hit various times by vega flying claw move today.
Perhaps it could be use it to lure low moves like seismo. since it looks like some taunt.
Is there any discovery made with this tower move? the start up is really horrible, is there a frame data on the start up?
TO:???
And how could it be used during wake up if there is some start up?

I think it’s immediately invulnerable to throws, but it’s definitely not invulnerable to fireballs for the first bunch of frames.

Characters who can punish jump back instant fierce overhead:

Abel: ultra
Akuma: ultra
Blanka: horizontal ball?
Boxer: regular dash punch
Chun: ultra
Claw: ex wall dive
Dictator: ex scissors?
Fuerte: run-slide?
Guile: nothing
Honda: ex headbutt
Ken: nothing
Rufus: nothing
Ryu: super
Sagat: nothing
Viper: seismo?
Zangief: nothing

I’m not sure if the characters I didn’t list anything for can do anything about it. Moves with question marks are moves I want to test.

Sorry to confuse you guys, when i said wake up I meant that you could use Yoga Tower to bait a downed opponent to perhaps Shoryuken or something like that.
So, when I said wake up, I meant the opponent waking up.

Sorry about the confusion. :sweat:

Strong rush punch can’t do it for the log?

Hey everyone, sorry for the noob question (never really played Sim before) but I was wondering if Sim’s cr. fp has priority over Gief’s lariat? Thanks.

[media=youtube]yCJHkrj3pRo[/media]

Setup at 7:48, if timed right, it’s an unblockeable?

dunno since theres no training mode in the arcade, but that setup has been known for a while, and if setup right its hard to block yeah.

No, just hard to block. You always have to block away from where Dhalsim is, not from where the fireball is, but when Sim teleports you have to block away from where he ends up immediately. Putting out a jab fireball like this is a setup for a mixup: you mix up when you teleport, which changes when the opponent has to block, and you mix up where you teleport, ie in front of or behind the opponent. If the opponent guesses that you’re gonna end up at a different place or time than you do, boom, he gets hit by the fireball and you get a free combo.

In other news, I just realized that you should always do air back+fierce when teleporting. Why? It comes out in only 6 frames, tied for the fastest any of Sim’s air moves come out. There are character-specific reasons you should use it instead of regular fierce, like that if Akuma does a fireball your regular fierce will get hit by the fireball, but now I’m gonna start always using back+fierce.

Mmm, I get it.
Lucky enough, you can probably teleport out of there with Akuma.

Yep, Akuma doesn’t have to stick around for the jab fireball, he should be out of there before either the fireball or Sim even gets close. Stupid teleport.

It’s happened to me a number of times.

I’ve never understood why people were using back+HK anyway. ???

im confused.

is yoga tower decent against fireball spam?

this guy seems to use it, and for whatever reason he got far in a tournament.

http://www.famitsu.com/game/news/1221345_1124.html

Hello fellow players. quick question.

I haven’t played with Dhalsim yet, just sticking to akuma til i get good with him, but i was thinking of making Dhalsim my secondary after watching some videos of some great players out there.

most of the times when i see people play with dhalsim, they teleport behind their opponent for an combo, Does his teleportation give damage if hit?