"Yoga noogie that poop." Dhalsim General Discussion

it stuffs zangief lariat clean at least, whereas all his other air normals trade, so it has some uses

its invincible to low attacks so thats why iyo whored that shit out.

you can attack immediately out of the air after a air teleport.

Aight, kewl, thanx Sabin.

man i cant wait til my friends get out of class to play man…

have any of yall played blazblue yet?

You should think more critically about this. Does it look decent to you? Why or why not?

Yeah as far as regular jumps go, you should be using at least the back+ and neutral versions fierce, roundhouse, strong, and forward and jumping jab if you want an instant overhead/crossup while doing ultra shenanigans. And if you teleport anywhere other than right next to your opponent, you should be choosing from all of those attacks. I’m just saying that if you teleport right next to your opponent with a jab fireball trap set up, you should use back+fierce to hit him.

WHY did they take YOGA LEGEND out man… was that just for the EX series? I loved that move.

Can you dodge Shoto fireballs with Yoga Tower? Cause low Tigers are lower than Shoto fireballs, right? What’s the input for doing Yoga Tower en it seems like people hold their button for a longer Yoga Tower, is this correct?

Yoga tower dodges all projectiles and even mid attacks like balrogs straight rush punches. But u will get hit if you try to yoga tower on reaction to any of these moves. Its a move you have to throw out there early in anticipation of these attacks so that you bypass the first couple of startup frames where you can be hit.

Dhalsim is awesome in SF IV! can’t wait to play with him! thanks for all the videos!

does anyone know if his alt. outfit is Oro’s outfit? they look very familiar but has this been confirmed yet?

As an oldskool Dhalsim fan, I have to ask this question:

One of my fav things to do in HD remix is to let opponents jump onto a Yoga Flame, after baiting them to jump with Yoga Fire Spam (especially when versus Shotos or Sagat). Also, I occassionally use it as a semi-safe move to chip away at people on wakeup, who I know will either A: weak SRK on reaction, and fall right back into the flame afterwards, or B: Chip away at health for people who don’t do reversals.

But in all these videos I see of 'sim in IV, people barely EVER seem to use the flame, even in situations where it looks like it’d be the perfect answer to spaced jump-ins.

So, what’s up with that? Is the flame trash, compared to the zoning power of Normals + Yoga Fire? Is it’s Vertical hitbox weak? Or does it just leave Dhalsim way too open? And what are the bonuses of doing it as an EX?

Thanks in advance to anyone who answers!

The flame is trash outside of combos. It has no vertical hitbox, it only hits right in front of him. Gief can lariat through it, shotos can hurricane over it, it doesn’t hit any jumps unless the person jumps far in front of you, etc. The ex up flame is solid, it comes out in 5 frames and beats every jump attack if it’s done early enough, but the regular flame is only useful in combos. That said, it’s pretty good in combos. Back+forward xx jab flame, down-back+strong xx jab flame, back+fierce xx strong/ex flame, and any (non-ex) flame xx super, all good things.

Ahhh, ok then, thanks for the quick + Solid Reply, UltraDavid! Very nice to hear it has some solid use, and that it can be used in a variety of combo situations. I love the fact that Dhalsim looks so aggressive when he goes for combos in this game, not to mention teleporting actually being “aggressive” now. Help balance out his mass amounts of range turtling nicely.

I wouldn’t say Dhalsim is more aggressive, as a matter of fact, he’s less agressive now.

Esssentially Dhalsim has gone back to being a zoning and keep away character, almost exclusviely one. and while he have a few nifty combos, I don’t think it could be a good idea to try to go for his damaging bnbs. Dhalsim matches are long and boring, which I like anyway.

Then again I haven 't played the game yet. But having followed Dhalsim since SFIV came out, he seems to have fewer offensive tools. Drilling is pretty much gone from his gameplan now.

On the plus side, slides into noggies appear to work again, definitely missed them as it was missing from the alpha series, and it was taken out of HD Remix.

Well, compared to how he feels to me in HDR, he appears to have more “activity” when he finally DOES something. Like once I get in with Dee Jay on HDRemix, Cross up, Jabs, and then multihit machine guns, upkicks, dread kicks, upkicks into supers… it all flows so nicely. But with Dhalsim, there’s so much poking, keeping away, until I finally start getting in with pressure-drilling, but very few (If any?) of his normals really do exciting combos after that… And the Teleport… ew. It feels so open and punishable in HDR. People who can barely SRK can somehow punish it on reaction, unless I get a surprise tele-Noogie in the middle of a fireball war.

But from what I’ve seen in 4, once Dhal gets an opening, he can swoop in with a nice 2 or 3 hits from normals, into Specials, into super. His warp can actually apply pressure, and he seems to be stronger at jumping in and out of applying pressure with yoga fire -> warps.

Oh, and I have to ask… How where the Slides to Noogie taken out of HDR? I land Weak/Short slide ticks into Noogie (repeat as you please) all the time… I’ve been reversal SRK’d out of it, but that’s the biggest threat I’ve experienced.

I never seriously played Dhalsim in Alpha, so I can’t compare with that iteration very well. Not to a heavy depth anywho.

I’m pretty sure Dhalsim’s noggie trap has been taken out of HDR. Which seem to minimize threats when people actually do get close. I’ve tried it several tmes and doesn’t seem to work for me. His medum slides definitely don’t cross up anymore. But that’s another game.

Teleports for Sim are only good for escaping corner pressure for the most part, definitely nothing that has previously been abusable.

As for as SFIV, the teleport is definitely damn good since it can be tiger knee’d. It appears that some characters punish it better than others such as Zangief and Sagat. All of the shotos seen to be able to punish it well with a DP. It’s a fast teleport, but not safe enough to be a reliable pressure option.

I must say I do like Dhalsim combos in SFIV. They seem a lot less situational now than they were before. Dhalsim with meter is definitely a huge threat, and with his revenge meter up, people are looking to eat a 60% combo. However, it appears that against good competition there are less chances to make it happen.

Dhalsim in SFIV look pretty damn annoying to say the least.  His keep away game is definitely on point, and one mistake could lead to a lot of damage.  I liken him to Urien this time around.   The only problem I have with Sim is that his pressure seems less than extraordinary.  And it also appears harder to net a lot of damage against more patient players.  I really hope to explore Dhalsim in more details when it hits console.

This Sim is less solid at keepaway than ST Sim was. Unlike ST Sim, who had an antiair for almost every occasion, there are definitely some situations against some opponents where SF4 Sim’s best bets are just to block, dash back, or teleport. He has antiairs for a lot of situations, and he has at least a couple options for almost every situation in general, but he’s not as good as ST Sim in playing keepout. At the same time, he’s definitely better on offense than ST Sim was. He has big combos, his ultra is the best in the game for forcing the opponent into a bad situation, and he has sick traps.

Yeah, traps. That’s the best thing about SF4 Sim to me. Doing a random teleport up to the opponent is a bad idea, but if you put a jab yoga fire out there, you get a free mixup if you teleport next to the opponent around when the jab fire gets to him. Are you gonna teleport in front of him or behind him? Are you gonna teleport just before the fire hits or just after? If you do this right, the opponent doesn’t have time to hit you out of the air before/after the fire hits and just has to block, but he doesn’t know which way to block. You can do this trap as a meaty, if you think someone’s gonna try to focus through your yoga fire, if you think someone’s gonna jump at a particular spot, etc.

And the teleport also means that you can punish things from far away. If you see Akuma jump back with an air fireball, you can teleport up and punish him. If someone whiffs a big attack some distance away, you can teleport up and punish. If you think someone’s gonna throw a fireball, you can preemptively teleport up there as well. It has a bunch of uses on offense.

To me he’s way more interesting than ST Sim. You have to be more proactive and you have to force more situations, and SF4 Sim definitely has the tools to do that.

Not disagreeing with you at all on the flame being trash outside of combos, but if the opponent doesnt have a invincible reversal on wakeup (and theyre in the corner) fierce yoga flame (into blockstring of your choice) is ok sparingly, you seem (?) to get frame advantage afterwards and you can keep the pressure on. Havent tried it myself, but Ive seen it used by other sims irl and in a few vids so take that as you will. Migh be something to try out. Of course theres a lot better things you could be doing on wakeup most of the time if they dont have antiair like setting up trickery like yoga tower, fb setups etc…or just dash/teleport the fuck back :lol:

sick thread

Just a quick question, do his drills have any purpose other than evading fireballs (which could be done with teleport I think). Because, once Sim hits with the drill he is still in drill animation while the enemy is out of their hitstun. Then they can easily counter attack…and yeah.

Pardon the newb/bandwaggon Sim player question but, what do we mean when we say that his teleport can be Tiger kneed?

That the command for it should occur ending with him in the air, so as opposed to 623PPP, it could be 6239PPP. The reason people do this to my knowledge is that air teleport is far superior to his ground variety since you can attack afterward with an aerial move while with the ground teleport it takes another moment for him to stand before he can do anything.

Got’cha, thanks. Then there’d really be no reason to ever ground teleport, right.?