"Yoga noogie that poop." Dhalsim General Discussion

c.mp + c.lp + c.lk, good against rufus to stop dive kick pressure. Work’s the same as OS tech, but if rufus goes for another dive kick the c.mp will hit him clean. If rufus goes for s.lk, sim will block, and if rufus goes for a throw sim will tech it.

thanks mate, I use mp throw tech with every character, that’s good stuff man. I just wondered if there was anything I was blissfully unaware of. I’m not really asking for me personally but all info is good info. Again thanx.

is sirjmcwild a booster, i think so

Nice! When do you exactly press “c.mp + c.lp + c.lk”?

I’m not familiar at all with option selects. Do you press this when Rufus is on his way down (dive kick)?

if you use strong option select, all rufus has to do is a high dive kick and your eating a 300 hit combo

Ya, once they figure out you’re using it, it’s worthless.

wtf, Sabin?

http://shoryuken.com/f2/arcana-heart-3-xbox-360-ps3-breakdown-countdown-begins-now-244582/#post9230471

The best tool for anti airing Rufus dhalsim is Ex upflame. Unfortunately you have to have really good reflexes and focus. I usually stay crouched block and resist trying to throw. The second i see him leave the ground, i spam up flame. It trades or beats him clean, then u IMMEDIATELY air teleport out of the corner and then back teleport to be free.

Screw Rufus =P

Shangri - la to me is still > ultra 1 vs rufus.

J-Cole

Thanks for the tips J-Cole!

Thanks for the tips J-Cole! :tup:

What situations are you landing U2 v Rufus?

anyone know what Iyo’s gamertag is? Is it “In Your Opinion” There is a replay on YouTube that may be him…

Instant Air Shangrila on higher Dive kicks, Tornado, c.fp and any other time you’ve got about 2.5 character spaces between you and Rufus when he leaves the ground.

Would you mind expanding on this?

I tried U2 against Rufus a lot when super first broke, but I feel like it’s hard to use against him for the same reason he’s hard to anti air without ex up flame; he can vary his dive kick range to screw with your timing. What do you do to get around this? Are there other uses I’m not thinking of?

Good shit knocking Diago to losers in HDR btw.

i must say i prefer ultra 1 against sim because it is useful after a throw for chip damage and a defensive push back.

If you mean Rufus, yeah I use U1 for the same reason. Every now and then if the Rufus player gets you reckless you can AA with it too.

But if I’m missing something about U2 against Rufus, I’d love to hear it. I qualified for the finals in a Beijing city-wide tourney in early August and will definitely have a wall of Rufus players to deal with. I’ve played the match a lot, but any U2 tricks would be awesome; a lot of the serious SF players here are still playing vanilla, so I might be able to get away with some shenanigans.

I will ask this here.
How does Dhalsims U2 work? What are its properties? Please be through in your reply such as
Will it grab out of the air?
In hit/block stun?
How vulnerable after it whiffs
Is the limb a hittable box
At times it is clearly touching me but whiffs completely.

It’s a throw Ultra that must be activated in the air. It has 1+4 frames of startup, which means the opponent can jump / reversal to escape after the Ultra flash, unlike other throw Ultras like Gief’s or T. Hawk’s, which are 1+0 and thus cannot be escaped unless the escape is input before the Ultra flash. This means that it’s almost impossible to grab people by surprise with Yoga Shangri-La.

He is invulnerable throughtout the Ultra’s startup and up to the 6th active frame. The startup frames look sorta like this.

It’s best used as either a punisher or as AA. It deals 450 damage when fully loaded. It cannot be comboed into unless it’s off a crumple.

Although the Ultra can only be activated in the Air, it’s possible to do an instant version that’s just slightly off the ground by inputting :qcf::qcf::uf::3p:

That’s the preferred method of input for general use.

No

No

9 frames of recovery after the last active frame.

It is after the 6th active frame. The hitbox looks like this. Blue is the active throw hitbox; the yellow outline around Dhalsim shows where he is vulnerable.

You were probably in an unthrowable state, like the startup frames of a jump, or just barely out of reach. Or maybe Sim had just run out of active frames when he got to you.

We also have a whole thread devoted to Yoga Shangi-la: http://shoryuken.com/f255/yoga-shangrila-*whirrrr-whirrrr-ding-*-233877/

Thank you for the thorough answer.
How is it used as a AA if its unable to grab in the air? The 4 frames of recovery after landing from an air attak?
and how did this happen.
[media=youtube]l7hDln3QFPA[/media]

Yes, using U2 as AA involves grabing them on their landing recovery if they stick out a normal when airborne. If they empty jump they can usually recover in time to reversal / jump out.

And that video, the bison player was grabbed out of his recovery frames upon landing. U2 has a lot of active frames, so it probably grabbed Bison on the first grounded frame and that’s why the transition looks akward, as if Bison had never landed.