"Yoga noogie that poop." Dhalsim General Discussion

OK, I’m an idiot, its a link.

It is not a cancel.

Mummy puts the opponent into a juggle state (like Rufus’ jHK) it just so happens that super and Ultra are about all 'Sim has that can juggle afterward.

This is correct, but are you sure its not a cancel?

If you don’t hit in the air with mummy, it doesn’t juggle. Yet one of sims trials is Mummy-Super, without the juggle. I’m not sure if its a link or a cancel, but I’m pretty sure its one or the other. It can’t be a juggle, since the opponent doesn’t go anywhere (and the link/cancel only seems to work if you hit your opponent low).

since you do not interrupt the mummy’s animation but rather wait for all the recovery frames to end and then do the super it’s a link.

cancel = interrupt the move before it goes into recovery frames with a special (e.g. shoto’s cr.mk x hadouken)

link = do a move, let it recover, then do another move that’s fast enough for the opponent to still be in hit stun (e.g dhalsim’s cr.hp, b.hk)

Aye, I know the difference, I’m just terrible at discerning whats a link and whats a cancel.

So, its a link, but not a “juggle”. Although it can be a juggle if your hit air to air.

I gotta get my terminology correct. I’m starting to confuse myself lol.

wel i got somthing new for back mk into yoga flame

Press back mk en then perform a nike symboll en press X
i can do it like 95% of the time now

I went and tested the yoga flame not hitting ryu/ken/sakura, cause i was having trouble with it myself. And yeah its the height of IAT that allows it to combo. Then i was wondering why people were hitting it online and not in training so i tried to find an answer for this too or if it was just people not knowing that they could block it.

I set the Ken and Ryu to Autoblock and crouch, and the combo is a cinch while they are crouching. So u dont have to time ur IAT just right while ken/ryu are crouching. Sakura on the otherhand is harder to hit with it when shes crouching.

this really helps me out with the move. it took me soooooo long to link it together.

lmao@ performing the nike symbol on the D-pad. nice:rofl:

I didn’t see a Q&A thread so I figured it would be best to post here.

I’ve been working on Sim for about a week now. I was wondering what are combos and moves that I MUST master before setting off on my Dhalsim adventure?

Dhalsim is a bit light on combos, but there are a few to use. Really though you want to learn mixups and headgames to get him going well.

-Antiairs: Dhalsim has really strong anti air moves, back+strong and back+roundhouse are both pretty good, with back+roundhouse being insanely so. Learn when you can use them and what they can’t stuff, but I can’t think of too many things that you won’t beat. Bison’s ex stomp beats b.roundhouse, and a couple characters who use really late roundhouses will do it, but otherwise you can take out just about everything.

-Openings: Pay really close attention to how the other guy starts the round. If he does anything slow or sits and waits then throw out the limbs right away. It’s really important to keep them off balance and sort of whittle away their options.

-Catastrophe games: Catastrophe is pretty amazing, but try to use it to keep someone off you or touch off some urien style aegis stuff. Throw in a slide if they’re blocking high, IAT if they’re crouching.

-Instant Air Teleports: This is the way you’re going to close distance alot of the time and it’s vital that you work out how to do it safely. It’s pretty much the only combo opener you have too, with teleport, b.HP in the air to b.MK to flame. Use some yoga fires to keep them guessing.

-Inferno: I don’t know about other dhalsim players but I don’t really use the ex moves too much, the inferno has great damage, comes out quick, and is comboable once you’ve learned the ropes a little bit.

That should be a good start, anyway.

IAT (Instant air teleport) b.HP, b.MK xx LP Flame xx Super is a good combo, with the first bit (without a Super) being Sims BnB. Also a lot of the stuff EthDem said is very important.

Its ok, but as some have said, using the Super there actually has the damage scaling kicking in.

For supering, I personally like either Mummy-Super LK slide-Super, or Db+Hp super. Or the good old Ultra-Super on someone whose jumping in.

The Super’s also useful outside combos.

I sometimes like to save it for use as a high-speed reversal, but only in matches where I know zoning is going to be bloody difficult (Fuerte comes to mind, Viper too). I also like to backdash->super against jump-ins some-times, if I know I’m playing someone aggressive and I’m still in range. It’s obviously not guaranteed, but then, it’s also won me a few matches.

So, lately, I’ve been playing a bit of close-range rushdown Sim here and there, when I’m up close and can’t think of a way to safely re-establish range. He’s really not as bad at close range as he’s often made out to be… Short slide is a god-send, his b+jab overhead sucks but it’s still useable, instant HK Drill->Throw can be a really nice trick once you’ve trained your opponent to tech… all the crouching punches are pretty good (esp. db+HP), and b+LK, b+MK xx whatever can be pretty handy to push out while doing some damage. And if you’re not in danger of cornering yourself, jump-back HP is a good overhead a lot of the time (but be very careful against characters with good horizontal movement on anti-airs … up-ball, Cannon Spike, kara Tiger Uppercut, etc… you can hit them with the overhead and still get walloped before you come down).

I used to panic throw all the time, and got beat down for it a time too often… then I used to panic tick throw all the time, and it worked marginally better. Now I’m playing more calmly, and actually mix in some genuine Dhalsim close-range rushdown with my other options. It’s working better still. (But it’s risky, because if you leave anything out a bit too long, chances are you’ll eat a knockdown). In practice, a lot of people are incredibly confused by a Dhalsim on the attack - and he is confusing to defend against up close if you’re mixing up right - because they’re so used to seeing him take any opportunity to back away.

I guess it depends on which opportunity presents itself. But if I manage to get an IAT, j.hp, b.mk, flame on someone, you can bet that I will attempt to finish it off with a super if I have it available. A damage scaled super is better than no super at all. :slight_smile:

Yes of course.

Although you may want to try using:

IAT, j.hp, db.hp, super

or

IAT, j.hk, db.hp, super

A little easier to pull off for me at least, but do slightly less damage then BnB-super (only 2 less damage for the HK version though).

if you have super and land the BnB you should always add the super to it, unless very specific situations like the opponent has close to no life and you have a lot of health left and want to save meter for the next round.

also great as an anti air. you can also react to some of boxer’s dashpunches with super. works as a reversal wakeup too.

I’m having trouble against Ken on slightly laggy games. Sometimes they just keep throwing light dragon punch right in front of me. I don’t have time to throw or medium kick -> flame, I always get hit by the second dragon punch…

also… same goes for when i block ken spinning kick, if i go for throw after it ends i get hit by the dragon punch

Any suggestions?

j.hk? Never thought of that one. Is there a difference in timing or range compared to j.hp?

Man, if you can react to boxer’s dash punches with super, my hat’s off to you :slight_smile:

I usually try for a throw after blocking ryu/ken’s spinning kick, but I also get hit by the dp sometimes as well. I don’t know if it’s timing or if the ones I’m throwing just don’t know that they can dp me.

As for the spamming srk kens…they are always troublesome, lag or no lag. Just need to react faster if they are far away and if they are doing it right next to you, sometimes I just do a b.hk. It seems to have a very quick start up.