"Yoga noogie that poop." Dhalsim General Discussion

I prefer to use lk slide. It ducks all tiger shots :wink:

to all us Dsims this whole section is great, Im gonna try my best but i better see someone in top 8 reppin sim or im gonna rage post evo :stuck_out_tongue:

jk but i wanna see sim in top 8 all

IMO it’s a much worse choice than any of the slides since it’s so slow. and Sagat’s recovery off his shots is so good that depending on the range you’re at he can punish you while you’re still dashing. Stick to lk/mk slides.

I have this problem from time to time. When it happens to me it’s b/c of my inputs. Whenever I’m teleporting “away from danger” I’m usually in panic mode and occasionally have sloppy inputs. I found that I was actually inputting (in sloppy fashion) the toward kick teleport. :looney:

Arturo’s Dhalsim playing clean as a motherfucker at Evo!

I usually use the shortcuts to run away, so its not that easy to screw with the inputs, but ill tru to be more focused next time so that maybe i can see what im doing wrong

that recovery on his fireball is just nuts. :frowning:

Agreed. If I get caught firing one off a little too close I just fadc back. I’m sure everyone knows this already, but I rarely see it used.

Matbe they want to spare super meter or dont have enough to fadc.
Anyway its usually bad to use yoga fire at close range

Is it just me or is trying to utilize Dhalsim’s Focus Attack as an anti-air completely pointless?

It comes out so slow that most chracters can just shoryu once they reach the ground and if I use Dhalsim’s Focus Attack and it get’s blocked, I can’t dash forward to throw since Dhalsim’s forward dash is so slow that the other opponent can reversal while I’m still moving forward…

Is his Focus Attack pretty much useless except for absorbing projectiles?

actually, dhalsim’s focus is one of the fastest in the game.

FA as anti air is not really good for anyone, if people see it coming they can just empty jump->grab, shoryu or block. this applies for all characters trying to FA AA.

always backdash your FA with sim (unless you hitconfirm it). you’re at a severe frame disadvantage from forward dashing after it. if it hits and you backdash you can still combo with hp, or you can backdash->forwarddash->super (which is AWESOME!)

How do you guys turn the tides when you’re in a match up VS. Shoto characters who are completely adamant on staying full screen away just throwing hadoukens/Ex hadoukens especially when they have the health advantage and the clock is running out?

I find that taking the risk in IAT or air teleports sometimes pays off but it sometimes just causes me to lose the round because I took the risk instead of just trying to wait for that right moment to use HP in between the hadoukens.

Any general tips vs turtlers who DO NOT ever jump in on you?

Dodge and evade the Hadoken whichever way you feel comfortable (slide, YT, jump) to get into instant overhead fierce punch range.

You land a couple of these, and they will move.

Be ready for AA’s once they move.

  • Khanh

I really don’t like trying to go for too many instant overheads against Shoto’s or characters with good reversals. I’m still new with Dhalsim so my consistency with IAO’s is still pretty low. (Maybe 20% of the time) And even when I do get them correctly they sometimes psychic shoryu or jump away at the right time.

But I guess it’s what’s gotta be done to get damage if they’re being too defensive.

also learn to react with a hp to trade with fireballs. if you have equal health or health advantage it’s in your favour.

against fireball heavy shoto opponents, try these tactics. Get the feel of how many fireballs ur opponent with throw in a row to be sure that they will throw a fireball when u think they will, on prediction, there are plenty of ways to punish. jumping forward will allow u a few options that i’ll list right here, amongst the other options. Hopefully this will open more ideas on what to do in these matchups

  1. If u jumped correctly with a predicition of a fireball, u can hit them with a jumping fierce from full screen as punishment. If you are too late, u can be DPed so pay attention to if ur late or right on time. If late, dont throw anything, or proceed to the next option

  2. Telportin backwards is good to bait DP’s and good to annoy your opponent. If they throw a DP that whiffs, you get a jumping fierce as punishment. If they catch on and think your gonna telport, they may throw a fireball or walk forward while your recovering from teleport, then get ready to choose an option to beat you (a DP would be the best and easiest option at that time) if they throw fireball, you have the option to drill to avoid it and get right back on the ground and start over again

  3. Jumping up and instantly drilling over the fireball, or sliding under the fireball will give you pretty much the same options afterwords. These options arent used for punishing, but used to get the spacing that you want to figure out your next move as well as your opponents.

  4. If you predict a fireball, you can instant air teleport (if you havent practiced doing this tiger knee motion for teleport, LEARN IT) and get a free combo. Great if u have a super…dont over spam it, use it on random occasions when your feeling really sure about yourself only. if you spam it too much, your opponent can fake you out and simply jab u out of your teleport then continue pressure on you

also, as randomness said, you can trade with fireballs with a fierce…but there is something else more useful to know. If you hit with s.fierce, and you know your opponent is going to try and throw a fireball right after being hit, use fierce again! s.fierce on hit will give you enough priority to beat out a fireball. i have seen this work against every character, without question. Do it 2 or 3 times, as long as you know they’re gonna try to fireball, do it! This will limit their options to either block, DP, or jump…and then you just go from there

I hate the bnb so bloody much. I don’t have the best execution in the world, but it’s not terrible either. For some reason, I’ll hit five in a row, then miss ten. Some days, I’ll only hit it once per twenty tries. I never know what I’m doing different when I hit it that when I miss it.

Sorry, just venting. =p

Hey all; I’m just here to let you know of a new training system myself and Illwill79 have divised.
In this training program, we have regular tournaments, an Mirc chat room, a dedicated sub-forum for feedback on matches and several players who record matches.

The training program is strictly for dedicated players. You dont have to be the best (though we do have several strong players) you just have to be dedicated.

If you would be interested in joining this new program, please see the OP of this thread :

Hope to see you…HERE!

Paul.

Same for me lol, but i do better on the 1P side (left screen). Sometime im just lazy, so i do IAT HP, and B+HK.

best advice i can give in trying to learn how to better your execution with b.mk to yoga flame is this

think of the 2 moves as one move, on quick motion together. Once you hit b.mk you should immedietly go to upforward, and then roll around to back. If your on a japanese joystick (the tournament edition sticks for example) then try and be soft with the motion. Go back slightly, then go up forward and roll towards the inside of the circle rather than the rough outside

sit in practice mode doin this until you get it