When an opponent drops (I’m no expert but I’ve got a pretty decent sim, 1490 BR), there are a few good options:
-Yoga fire is by far the safest. If they’re playing sagat or someone with a good wakeup, keep your distance and throw low or standing hp, maybe an overhead or two for kicks. If they don’t have a good wakeup, throw a yoga fire and follow it up with a teleport combo or an inferno if you’ve got it.
-Pokes. Depending on how demoralized your opponent is at this point, they might not even try to beat your limbs, just throw some nice safe pokes at them to remind them who is running the show.
-Catastrophe. It’s great, it’s safe, and once you learn a good distance to throw it out for each character, put it out and let the aegis games begin.
-If you have someone twitchy, just wait for them to jump and throw out the standing hk.
It’s a tricky thing, if you get beaten on wakeup by someone the game can turn around on you really quickly, so just try and keep the upper hand for as long as possible.
What I love to do when an opponent is knocked down is to jump over them like a cross-up then right when I’m on their other side in the air, I air teleport into an air hp. If you’re close enough to them, use the air back+hp, back mk, lp flame xx super.
Is there a way to cancel the recovery of Yoga Fire? I can never find the time to Fire and teleport mix up. That and I cant get the timing for Air TP right 100%. Also, how the hell do you do B+MK into Light Yoga Flame? I did it one by fluke in the Challenge Mode, but cant do it again for the harder combo (B+MK, Flame, Inferno)
Your opponent has to kind of ‘let’ you start with the yoga fire games. Throw out some limbs until they think twice about rushing you down and then throw out the fire. Learn the recoveries of the three strengths of yoga fire and slide out or anti-air if they try and jump. 90% of a dhalsim win is mental, zoning your opponent so that he lets you zone him more.
Everything else is practice. Keep doing air teleports when you can, they’ll come. The b.mk to flame is all timing. It’s a fast motion, but you don’t need to hit the forward so that helps. b.mk, roll back from df immediately and get out the flame as quickly as you can. I’ve just about got it down and being able to do the teleport combos will improve your dhalsim game considerably.
Didn’t see this get answered, but no you can’t teleport into the air off of the ground. You will appear at the same altitude that you teleport from, which is why the quick Tele after a jump is good since you’ll get your air attack after you teleport but will land in time to combo off of it.
Hey thanks! No one actually did respond, but I just figured it out last night. How funny, I almost commented on your comment before I realized you were quoting me!
Okay, new question. Sometimes I land b.mk >> lp.fire >> Super mid screen, and sometimes I don’t. When I don’t, it’s because the fire knocked my opponent out of range of the Super. Is this a spacing issue or character specific?
Thanks for this. So you actually use the other strengths Yoga Fires as well? I only use them if theyre up close or I need an easy knockdown (Flame isnt part of my game yet unfortunately). Also, whats better for an Air Teleport attack - b.HP or HP?
Scamp, Im not sure if this is right but I think you knock them out of range because youre not fast enough. If the Super comes out while theyre in the air falling, it should hit.
Ok. Just exactly, what do you do about tick throws with Dhalsim?
That seems to be the biggest downfall when I use him. I can stop the cross ups by blocking or EX Yoga blast.
Stop anti airs with knee.
His defense is solid. However, when it comes to tick throws, I ALWAYS get thrown and I have no idea what to do. There has to be a better thing to do than to teleport on reaction, because not only is it hard but not useful if they attempt a tick throw because the will just do other shenanigans.
Back strong is too slow to stop tick throws. Any other meaty moves or anything thats fast that could be used?
Im having trouble with a simple thing against guile: his cr. roundhouse is safe. and fast enough so I can only jump to escape between them, leaving me open to flash kick. if I try to retaliate, he can just jump straight and combo with j. roundhouse into cr. roundhouse again…
its very simple, but I havent found a way to avoid it yet.
crouch jab, b. short can interrupt some tick setups
reversal teleport (mash db/db PPP before tick) works as well if you know theyre going to grab.
obvious tick setups from far away can be countered by yoga tower, (d+PPP) then after opponent grab whiffs, you can punish them with move or throw of your choice in their throw animation recovery.
of course, obvious answer is to also break grabs within the tech window but i know you already know that.
try to focus the 2nd hit of low rh after blocking first hit, and dash backward
you can also reversal teleport backwards, or super, probably ultra too for all i know. if you have enough time to jump you can definitely punish him for sticking out that move (enough to discourage him from doing it.
What input do you Sim players use when teleporting (ground) away from enemies. Do you do the motion as it’s said in the booklet forward + QCF + PPP/KKK or do you go DF + DF + PPP/KKK. I was just wondering what the majority of the players here use, since both are viable options.
I use the standard dp motion. I suppose if my joystick had a bat as opposed to a gumball, I might DB,DB,UB, KKK, but it’s just easier for me to do the full motion.
RE Back MK yoga flame, I just started reading this thread again for that very reason. I remember being able to do it in the arcade ok. And I’m using a similar setup at home. I don’t think you can buffer it. I’ve just been trying to do the flame motion straight after the foot connects, but can’t get it to work consistently.
As for the teleport. Wherever you teleport from you teleport to the exact same height. So you can’t teleport on the ground and end up at the top of the screen etc. The motion you suggested gets you off the ground a little. If you delay the input of the PPP a bit you get a tad more height but is mainly used to open up a combo/overhead mixup.
You cannot buffer the Light Yoga Flame out of the back + MK. The key is doing it really fast. As soon as you press back + MK, you immediately go into forward and start the 180 motion. I pretty much get it 10 out of 10. It isn’t difficult at all. Might be a bit difficult to do with the a standard controller, but I’m using the SE FightStick.
Okay, Scamp. Good to know. I also do the full motion. I mostly refrain from using shortcuts unless it’s really that much easier.
A shortcut for the B.MK into Light Flame that I think was posted somewhere in this topic was you go from B to DF, D, DB, B. That or F rolling down to DB, a little shortcut of not putting in the first/last input. That took me a while to get used to though, and then once you get a Super should be the next thing to add.
Btw, in Sim’s LP Fire, air TP HP, Super, is it better for netural HP or to use B HP? Which one comes out faster/has best recovery?
Hey guys, next episode of Denjin Podcast is coming up, and I’m gonna be on it. We’re gonna talk SF4 characters, matchups, general stuff, whatever, and I’d love to get some Dhalsim talk going. Post up here if you have any questions or anything you want us to talk about!