"Yoga noogie that poop." Dhalsim General Discussion

Hate me for not knowing abbreviations, but what’s BnB cancel (I’d assume it’s a back fierce head butt or something in the air)? I don’t really recommend trying it as an anti-air when they’re jumping at you since that can be risky and hard to do unless you’re really really good at timing it.

I find that Inferno is easier to get when you know they’re going to poke you or when you do a combo with IAT/aerial headbutt/B.MK/light yoga flame into yoga inferno. Or better yet, right after Yoga catastrophe since they can both combo. It starts up fast so any non-special attack move can be countered by it. Setting up yoga catastrophe isn’t too hard if you know how to instant-air teleport behind someone so you can easily use Inferno right after while they’re getting hit by catastrophe and it does a lot of damage combined.

BnB = Bread n butter = the character’s staple combo. For Dhalsim that’s b+hp in the air, land, b.mk xx yoga flame

the other day I won a match by hit confirming a counter hit yoga fire (corner) into super. Not all that practical but it might be good to know if anyone didn’t think about it. They were kinda just trying to mash out some move in my poke string and ate a yoga fire though, so I don’t know if you could get it to land on a good player.

all right guys I discovered the secret to high level dhalsim play and it’s color #10. As soon as I unlocked it it’s like everything became clear to me and my play improved 10 fold. No one can stop Golden Dhalsim from shinin. :cool:

Super Turbo #4 ftw! Btw, the colours and stuff are from Time Attack and Survival yeah?

With Sims BnB, is the air b.HP one or two hits?

It’ll be one hit for the back fierce then the back forward is the second.

That’s a great strategy. If I can’t zone in with the teleport I can go for this tactic instead. BTW the inferno also catches Ryu/Ken/Akuma Hurricane Kick at the final few frames. I find this a great way to do damage on a hurricane kick comingSims way. My cousin thinks it’s a glitch though normally you would get hit somehow :stuck_out_tongue:

infernon isn’t that hard to pull off as an anti air. just learn the timing and it’s great.

If you leave it too late then you’ll trade hits and they’ll only take like 1 hit of the Inferno, so if you know it’ll trade best to just block/teleport away

Not entirely just the timing, but you need to be the correct distance as well or you’ll get kicked before you even use it (there’s no invincibility) or they’ll just juggle from one hit. Maybe I need practice :<, but it’s too situational.

Just always time the super late, and as long as the opponent doesn’t cross you over (ie if he’s above or in front of you), you’ll hit him out of the air with the super for full damage. Sometimes when the opponent is right on top of you it’s hard or impossible to time the super late enough for it to work, though.

I can’t swear to it, but I’m pretty sure I’ve had an opponent land in between the inferno and Sim w/o getting hit. Anyone else? Because of this I’m trying to break the habbit and start using an ex blast in these situations.

The only situations where that can happen are where the opponent doesn’t jump in with an attack and you do the super too late or if you just do the super way too late.

Ya, that sounds like me.

Light Kick slide in between Guile’s double roundhouse kick will hit him clean.

Just be careful what you do after wards.

I normally cancel into a yoga fire on the short kick slide.

Regards,

Khanh

So this is Dhalsims official thread, so I say

DHALSIMS IS THE WORST FUCKING CHARACTER IN SFIV AND ANY FIGHTING GAME IN THE WORLD

Does that mean you can cf.lk >> super in between?

I’ve been wondering something for a while now (and I’m sorry if this question has already been answered), it’s something I see in many high level fights between Dhalsim and any other character. Why do people jump backwards to avoid Dhalsim’s yoga fires when a simple jump up would do? I know that the jab yoga fires don’t have as much range as others, but is that the only reason? I might just be seeing things, but it seems to be a disproportionate amount of jumping backwards when compared to the usual neutral jump for every other projectile.

'Sim recovers pretty fast from fireballs. I imagine they’re jumping back because they don’t want to get tagged by a limb as soon as they land.

I’ve never seen this.

It’s easier to just to super then to cancel from his slide, that is…if you have the meter.