I’ve only played Sim for a couple of days now. So I might be wrong, but I believe that his B + HP has better recovery than the regular HP. I always tend to use it anyway.
Air b+hp starts up faster than and has the same hit stun and whatnot as regular air hp, so the main reason to use b+hp is because it comes out a few frames faster so that your teleport attack can be a little more surprising and a little harder to deal with. The other reason to use b+hp is that regular hp’s gigantic hitbox can actually hurt it in instant air teleport situations, since like if some opponents do a fireball, your hp will trade with that fireball because Sim’s limbs will extend forward into it.
I’ve used pretty much only Vega till now in SFIV, but recently i started playing Dhalsim and i don’t know why but i love him.
I was just wondering something. Is Dhalsim meant to be played always on defense, zoning with lp. yoga fire and his strong normal moves and teleport, or you can play also aggressive and try to put your opponent under pressure?
It depends on the matchup, and your own personal style.
Zoning is his stable, but the addition of cross up teleport overheads give him a whole new offensive approach.
Two quick questions for all my fellow Sim players.
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What’s the best follow up after successfully landing a s.b+mp on a deep jump in attempt. I’ve got s.fp to land a few times, but I’d like to punish a bit more.
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I’m trying to figure out a use for Sim’s Yoga Blast. It sucks so bad there’s got to be some reward for actually landing it effectively, right? Does anyone know of bufferable/linkable follow up?
cancelling the b + mp into yoga fire is good. you can also just continue with the usual pokes. just remember to mix it up.
EX yoga blast is a good anti air
Quik question, but I’ve noticed a lot in tournament matches many Dhalsim users throw standing mp to poke rather than standing fp.
Is there a reason for this? Is it because fp hits low and mp hits higher to prevent jumping or just because mp hits quicker (from frame data).
I understand the importance and incorporate air mp fluently, but don’t fully understand standing mp.
you answered your own question. it hits high and has a faster startup and faster recovery. i doubt most people use it for those specific reasons, but rather that it’s a different long range poke. people who spam hp are gonna get dp’d from across the screen for free. i also like to throw the standing lk and mk in every now and again as well, just to keep them guessing.
I’ve been thinking of a similar question. Personally, I don’t find “for variety’s sake” to be a legitimate reason for mixing up pokes, yet at the same time I do just that. S. forward I find is very useful against taller characters, but other than that, I find little actual reason for throwing out lots of different pokes beyond making Sim look slightly more amusing on-screen. Would love some kind of breakdown for the specific uses of his different limbs.
S.Forward hits tall characters even if they’re ducking, and it hits characters on the way up (jumping). It’s just a quicker option to keep them blocking and helps to stuff Shotos on their fireballs startup.
You don’t want to spam S.Fierce as much because they can DP it or guess right and jump in on you, while you’re still recovering.
The crouching pokes hit low so it’s pretty self explanatory, just with different startup/recovery/damage, etc.
his standing lk hits low as well doesn’t it? I throw it out every now and again for a free tap to piss people off.
Standing short hits mid.
If it hit low, it would be too good.
Standing forward is great after a knockdown or reset to make sure that the opponent doesn’t jump again. If he jumps, he’s gonna get hit.
How do you cancel slide into super? I swear I saw a japanese player do it in a video. Or was it linking short slide?
Don’t have a copy of the game by me at the moment, but what’s a good, fast, back normal that akin to double pumping has a chance of making the opponent think you’re up to something, leaving you time to punish whatever their attempts to punish were?
gotta do it fast
qcf, slide, qcf+ p is what i do
You can do it consistently? Shit is pretty close to impossible.
if i can mentally prepare for the punish then yeah i can get it.
generally i go for other shit instead if possible tho.
It’s a lot easier than slide super was in ST. It’s definitely a viable punish.
It’s not like you want to throw that thing out all the time anyway. The few times I’ve found to use it so far are against Rufus’ jesus enders (do the motion Sabin mentioned just after the guaranteed section of ex jesus and see the awesome option select-age of Sim’s down+short!) and when I think Boxer might do regular or ex dash punch.