"Yoga noogie that poop." Dhalsim General Discussion

so there is no safe punish move after the spinning kick, just got to take your chances against good players, guess they go for srk and block, or guess they go for throw and throw also?

yeah, i can’t get back HK fast enough a lot of times, usually I just do cr lp but thats kinda :lame:

well, I don’t react to every dashpunch, but if you manage to get some space you can start baiting them and randomly buffer the super motion. thus it won’t be hard to react. try it.

Yea.

It doesn’t seem to hit crouching people, and isn’t an overhead. But it does hit people who are standing or trying to entering a jump while you port.

I’m actually not sure, but I’ve had very mixed results myself. Watching some of the pros play, they just don’t seem to get caught blocking the spinning kick too often and the few times they did, I think the most common move was to teleport back after blocking.

standing fierce beats hurricane kick from long range and db fierce beats it when its passing over you. crouch block avoids it and slides pass under it. teleport works too if you pick the right direction.

Safe ways to punish the spinning kick.

If you know ryu is going to do a hurricane kick in a fireball match.

  1. tower tower tower cancel crouching back fierce.

  2. You can also just slide and fierce or crouching backfierce because you know they’re predicting a fireball.

I prefer to just LK slide into a throw. Some of his punches
come out way too fast. Also, if I whiff the slide there’s little
to no punishment waiting. This works especially well with the
EX punches.

I’ve found Yoga flame extremely effective against dash punches and EX Dash punches. But it’s a matter of timing and predicting them. You get a free knockdown and you can use that time to get out of a corner with IAT’s. Yoga flame has armor breaking properties so that’s always nice to have. Just don’t try that at the start of a match up or when you’re too close to him. It’s also a good opportunity for Yoga inferno if you can do it on time so treasure your EX meter :P.

Do you mean, you block first, then LK slide and throw?
The problem is that you’ve still to predict if block stand or crouch.
If you mean to do that while Rog is running, I don’t think it’s possible , you will always be hit.

I’ve found a good way to get safe from any EX punches:

b.LK xx back teleport

Here’s the motion:

:l: :lk: + :d: :db: :3p:

First hit will break the armour, the teleport put you away from punch.

Here’s some consideration:

  • if the punch is not EX, you’ll hit him (edit: not everytime, it depends by distance)
  • you get no damage at all
  • Works with all rog’ EX punches
  • Rog will waste an EX meter
  • It works with other armour moves (like Zangief’s EX Running Grab and Slam)
  • it works only at medium distance from Rog or farer
  • you’ve to have good reflex
  • in the corner teleport don’t put you away
  • it’s better if you’re blocking in stand position just before do that combo
  • it deals no damage if EX

Actually I don’t block at all. A LK slide hits cleanly while he’s dashing and I’m usually able to follow it up with a throw right after. I’m that great with the technical SF4 lingo (so I won’t try and embarrass myself) but try it in training mode. Have boxer set on record/play dash or uppercut straight (EX and regular) and practicing sliding and throwing. My matches against Boxer involves a lot of throws in the beginning to set the tone (a turtling boxer is much easier for me than one that keeps pressuring). This works wonders against EX dash straights/upper because…

you sweep and break armor->he finishes and whiffs punch–>you throw.

In regular matches, EX punches usually lead to throws. Regular dash punches lead to a throw and maybe a tech 1/2 the time. Hope that helps.

Edit: Also, I’m about to go practice your tips in training right now haha.

Ah ok, now I understand what you mean…
but the problem is the this method doesn’t work with other Balrog special punches.
And a good Balrog will mix them up.

How could you understand in a while, which punch is coming out and decide to slide or block? I think it’s veeeeery difficult, especially if Balrog is close to you :sad:

how about b.HP? its a 2 hit normal move. try it in training, kills his armor and hits on the 2nd hit. this goes for all of his whatever dashes. time it right, you’ll do damage. do it too early, you’ll whiff the first hit and kill his armor with the 2nd but you’ll get hit. do it too late you’ll kill his armor on first hit but you’ll get hit. i find the b.LK > port works well too because it’ll work on all types of rog’s dashes. i’d be hesitant to use LK slide to throw because i never know which one of his dashes are coming out.

EDIT: and yes you would have to have good reaction, so far when it’s fullscreen it’s easy to pull off. not sure about mid screen.

I’ve tried b+HP just 30 minutes ago…you really need the right time to hit, and unfortunately this time is REALLY short.
It would work only for EX punches and it can be done only at far distance, much better if you’re stand.
The main problem is the startup: 7 frames (4 more than b+LK).

However it can be useful against a predictable Balrog, but still preatty risky.
b+HP works great against Blanka’s horizontal roll (if you’re far)

p.s: My goal is to collect any possible tips against Zangief and Balrog (probably the worse matchups :rolleyes:)

I post two other variations:

“forward combo teleport”

:r: + :lp: , :d: :df: + :3p:

“slide combo teleport”

:df: + :lk: :df: + :3p:

or

:r: :d: + :lk: , :df: + :3p:

The first one is like the “back” version.
The second one is harder to do but the first input motion is quicker.

I don’t know if they’re safe thought

Here is a couple:

  1. Yoga Tower is good in both fights. Most dash punches whiff right through it (with the exception of a perfectly timed Dash Upper), as well as Green Hands and SPDs. You can immediately throw afterwords usually, and get them in a corner.

  2. EX fires are great vs Rog when he has meter. Having him eating 100 damage, wasting an EX bubble, and not losing any positioning is great. If he Headbutts, sometimes he lands on the flame and gets juggled back to where he was.

  3. You want to stay away from Gief, no matter what. Lariats ruin your day, espescially KKK (a good gief will get you into the corner and just spam KKK lariat). Teleporting around gief is risky, as you are probably going to eat a lariat. Only do this if you are about to be put in the corner, because having to deal with Giefs wakeup game is preferably to having to deal with his wakeup game in the corner.

B+RH will stuff Lariat at max range (for B+RH), For a gief that is lariating far away from you, just shoot out a jab fire and use either st or cr fierce. If hes closing in and isn’t lariating, I find st mk to work well for stuffing him when he tries to jump.

If Gief has meter, and gets close enough to you, stop shooting out fires. You most definitely don’t want to get hit by an EX greenhand. Throw some fast pokes out (if he doesn’t greenhand) and be prepared to block the greenhand and throw him in the corner.

I find myself using Roundhouse slide more against Gief then many other characters. Great move to tag him with while hes lariating, as it does decent damage and knocks him down.

Also, I’ve found standing (long) RH is pretty good against Gief - he’s one of the few characters tall enough that it can hit him standing at max range, and it snuffs out early jump-ins. You sort of have to gauge what sort of Gief you’ve got - whether he prefers to close distance with moving lariats, green hands, bulldogging or jump-ins.

I’m still bad at this matchup, but I’ve been getting better at it recently. It’s largely a matter of playing a tight, careful game most of the time, and being willing to take a few risks now and then for the sake of positioning (slide -> back throw, etc.). Under absolutely no circumstances should you ever allow yourself to be trapped in the corner… and if you do get there, do anything in your power to get out.

Yoga Tower, though, I definitely need to work on incorporating. I always forget I have it.

as for gief match ups, i used to hate it. but now i’m a bit more content with how i do against a good gief. like foofmonger says, HK slides works wonders in the corner if he’s lariating, it knocks him down and you can just jump and LK drill to get you as far as possble from gief. once you land you can just port away full screen and play keep away again. and i don’t know if it’s bad timing on their part or whatever, but sometimes when they try to cross me up with either the falling knee or whatever or the body splash, a backdash works well (so far) and you can just port away after that.

Yeah, I use it too! And it seems to works against almost 90% of crossups.
I just tap forward (a lot of times to be sure it will works) when I get up to do a reversal back dash, and I will be safe.
I don’t know if Gief could do ultra or SDP during your dash, I really hope no! :arazz:

So a possible guide when you’re cornered by Gief:

General rule: do nothing, stay calm and wait Gief move/strategy.

  1. if he lariat, HK slide, instant LK drill and back teleport (if necessary)
  2. if he does banishing, if you block grab him in the corner, otherwise punish with b.MK + LP flame
  3. if he jumps, use an anti-air move
  4. if he crossups you, back dash & teleport (otherwise you can try a reversal EX flame but It’s very difficult to do).
  5. if he get close in SPD distance:
    [LIST]
    [] jump forward (he probably will do lariat in response) and at maximum height do LK drill and go away :wgrin:
    [
    ] LK slide + grab (risky)
    [*] I would like to try lk slide xx forward teleport, but I don’t think it’s safe [/LIST]
  6. if he does any crouch kick/punch, just block
  7. if he jumps-in and you’re getting up, I don’t know… (need help)
  8. if he does HK + SPD, I don’t know (need help)

Let’s try to find any other possible scenarios and help me to find last two counters :wink:[LIST=1]
[/LIST]

For 3 and 7, if you time it right, you should be able to slide under him and put him in the corner (or even forward dash maybe).

For 4, I pray he does something stupid like this. Trying to cross up Sim when hes already in the corner? Thank you for letting me escape lol.