The motion doesn’t bother me. Sometimes it hits, sometimes it’s blocked, other times the opponent was already pushed back too far at it whiffs. Yet the timing always feels the same. It’s odd.
On Gief it’s a lot more consistent, which is kind of odd to me. Hit box size shouldn’t affect that sort of combo timing.
sumtimes, use jumpin fierce rather than jumpin back fierce, gives less pushback from what i’ve seen. or if your low enough u can use jumpin back medium kick
sumtimes, use down back strong or down back medium kick
just experiment and you’ll get the feel for when you need to switch it up to hit the combo
The key to Gief is not to panic, and it’s really easy to do so, so you have to work hard and focus. Keep them at a distance with fireballs and limbs. Don’t be predictable with limbs because EX green fist is the king of priority. Blocked EX fist = free throw for sim. Don’t jump back to retreat, duck under lariats and punish with c.mk xx flame.
It’s all about zoning him out till you get pushed in the corner, which will happen.take any opportunity to sweep or throw and get back in the open.
people just tell me to wait for the knockdown in the corner against all characters? but i end up getting beaten, any genral getting out of corner tips?
Everyone has the urge to jump, so that’s your ticket to get out of the corner, slide and then teleport away.
U just need to learn to defend and tech properly and watch out for their overhead moves.
U can go to training mode pick a rush offensive char like rufus/abel/cammy/viper etc set the highest difficulty and put yourself in the corner and just try to defend/counter everything they do. U’ll lear something from that but well…the cpu does the same moves a lot so just keep changing chars to see their offensive moves.
I totally know how you feel, I’ve just started playing sim, i don’t know about a week ago, I’ve been trying to get as much practice in as a i can and it always starts with me in training mode trying to IAT > b.hp > b.mk xx lp yoga flame but I can never get the lp yoga flame. I can easily link it when i’m standing or crouching but i just can’t seem to get the timing when i have to land the b.mk xx lp yoga. =( I keep running into opportunities to do the combo but i just have to scrub by and do IAT > hp > super it works and I’m only loosing like 20 dmg but its frustrating to do a successful IAT and not be able to get the most damage out of it.
I find neutral HP hits alot better than that stupid air headbut. If you want damage and you know it will hit you can also go for air b.HK.
When I just intend to run away I’ll link db.HP into b.mkxxteleport (the link isn’t safe either, they can spam dp in between but then again most block strings aren’t safe in this shitty game) or instant overhead. Much easier than off db.mp and does more damage and stun.
Edit:
One gimmicky trick I use is meaty HP flame in the corner. If it’s blocked you’re at +1 so no harm dome. If it hits you can juggle super and then b.HK for decent damage and possible mixup after.
Probably a good idea to hit from the tip to mitigate the risk of getting hit by spammed dragon punch, but if they don’t have any meter you’ll at least trade.
I was watching some videos of Sabin’s Dhalsim, and one thing that especially caught me was that his up-close block-strings are way, way different than what I’ve been using.
Specifically, he’ll often end his block-strings with a Yoga Fire. He’ll do like, back+short, back+forward, Yoga Fire. Sometimes it’s just back+short, Yoga Fire. Other times its back+forward, Yoga Fire. It seems that he’ll throw a Fire after block or on hit, and he does it pretty much every time in recent videos.
He’s a way successful player (sidenote: his Ryu completely exposed my Dhalsim in four or five casuals yesterday), so I figure he has a well-thought out reason for doing that Fire shit.
Does anyone know why he does it? If it’s a good idea or if it’s a bad idea? I can’t really figure this one out!
I need to start studying Sabin’s play style. I’m not sure what to do when I’m up close and personal with my opponent, and these block strings might help. I was thinking of getting an IGN prem account so that I can download Sabin’s vids.
As Dhalsim, i’m not sure if I should try and get in and do a few IAT combos or just play keep away and chip chip chip…
nothing weird about it really. many player’s do this from time to time.
if your opponent tries anything after the b.mk or b.lk you canceled he’ll be hit by a hp fire and be knocked down.
if your opponent just blocks it he’ll get pushed away.
you opponent could technicly jump over it and score a jumpin but people usually don’t try jumping in on you in the middle of block strings. so, excluding this highly inprobable option it’s a win-win situation
Hi, Im new to Dhalsim, my old character was Balrog and he felt sort of too linear, watching how people could control the game with Dhalsim made me really interested in learning him. The problem is theres no guide to using his normals or frame data at all. I find it extremely difficult to win with Dhalsim, especially against shotos…
There is another problem with his teleport, when I try to teleport behind from the ground its recovery rate is so slow I cant do anything to hit or punish my opponent. Also when I try to teleport in the air from behind I can be JABBED, out of it… How do u guys make teleport really effective?
The Teleport combos I used is the most simple one involving J. Fierce, down/back Fierce, then B. Medium Kick. Ive been told that J. Fierce, B. Medium Kick to Yoga flame is the best one but I find it really difficult the last 2 notations together. So would it be ok if I stick to J. Fierce, down/back Fierce, then B. Medium Kick? because in the videos I dont see the good Dhalsims ever get much of a chance to do any combos, hes all about poking and keeping the enemy out…
If your opponent is just standing there, you don’t want to teleport behind him just like that, because you will get jabbed (or worse!) out of it every time. If you want to teleport behind, the most effective strategies are to: predict a fireball or a move with some substantial recovery, teleport behind and punish; shoot a Yoga Fire and teleport behind as it’s about to hit, creating a really confusing blocking situation; anticipate your opponent’s forward jump, teleporting behind and punishing as/before they land.
You can stick to what you’re using, especially if you know for sure that your jumping fierce is going to work. But often it doesn’t work, and in that situation you’ll find that b-forward kick is a lot better because it has less startup time than db-fierce. So I’d advise that you DO learn the forward kick cancel. No real secret to it (although shortcuts do exist) other than practice like whoa.
Oh thx a lot, I know how to do the staple combo J. Fierce, B Med kick to Flame now I guess I just need practice to do it consistently. Though I just want to confirm, what your saying is that I should only use teleport as a whiff punisher or a move anticipator?
Ive tried what u said by doing a fireball and teleport just as it hits to create blockstun and grab and its very fun, effective and useful, I definately will stick with Dhalsim from now on!
I do have one more question, what is the most commonly used anti-air move?? Is it the Back Fierce kick? There doesnt seem to be a normal move explanation guide, though Id appreciate it cause itl help learn Dhalsim much easier.
Back+RH is the best anti-air normal for far jump-ins. It has an insane hit-box and good priority. It beats most jump-ins clean, but it does trade with a few. In pretty much every case, the trade is advantageous to Dhalsim.
For closer jump-ins, Back+RH is still viable but most of the time Back+Strong is a better choice. It does less damage, but it can be canceled into a free Yoga Fire which is huge for Sim’s zoning game. Against certain characters with strange jump-in arcs, Back+Strong is a better choice.
For far jump-ins that you detect early, Standing RH is a great move (especially against characters with big hitboxes like Gief, Rufus or Honda). It does take some practice to master the timing, and if you whiff you will probably get punished since it is quite laggy (as most of Sim’s moves are).
If you predict a jump-in attempt coming, Standing Forward is what you want. It is one of Sim’s faster pokes and will stuff any jump attempt made after you input the command. Mix it into your long range poking game.
Slides are useful as an anti-air tactic as well, especially against characters with cross-up gimmicks. Slide under and grab. Good players will probably tech the grab most of the time, but it still bucks their momentum and creates a little distance for you to try to get back into your zone game.
Oh yah, thx. Thats what Ive been using, standing Medium kick for long jumpins and for close jumpins its the knee. I just want to also confirm something, for example facing shotos they spam fireballs, now I hear u guys talk of using Med slide. Whats the purpose of that? Is it just to get a bit closer range to poke with Standing Fierce cause at max range Dhalsims arms dont reach??
partly to get closer to fierce them
you also cleanly avoid the fireball without getting into blockstun or FA-backdashing which makes you lose spacing.
and one thing I think people tend to forget is that since you avoid the fireball rather than making it dissapear (counter fireball, block, FA-absorb) your opponen’ll have to wait longer before he can throw out another one.
yoga tower also is great if you don’t want to get much closer.