"Yoga noogie that poop." Dhalsim General Discussion

I don’t know what’s really considered to be one-frame links in this game. Probably not the right question to ask.

Reason I ask is that I got ultra 1’d by a C. Viper who blocked my IAT -> Back FP (instant overhead) while my MK was out. I assume Dhalsim’s BnB is not safe on block? Or correct me if I’m wrong <.<. I’ve had a couple times where this has happened with other characters, I get ultra’d while Yoga flame is coming out after B. mk.

LOL, there isn’t anything sim has up close that’s safe on block. b.mk is -2 on block.

EDIT: OK anything outside of db.PUNCHES

You simply cannot continue the BnB if they block it. ANY move with invincibility can be done after a blocked b.MK before the yoga flame. If they are blocking the string you can either not do the yoga flame or cancel b.mk into teleport instead of flame.

Continuing the BnB means that any decent player will land a free ultra.

Figures, just wanted to confirm that cause it happens to me sometimes :x. Thanks!

KEN

I’m having alot of difficulty with Ken. Good Ryu’s are always a pain in the ass but he seems alot more managable than a rush that shit down Ken.

The way I see it there are 2 types of Ken dolls. Kens that CANT kara throw and Kens who CAN Kara throw.

To me this changes the whole game. Up close just when I think I’m pushed far enough where I think I can counter poke after a block string, he grabs me from Gief lp spd range. The fear of this throw often leads to a Hp dp combo of choice. This one element to me truly separates this match from Ryu. That and Kens jumping HK seems to have a MUCH, MUCH better hitbox.

any insights here???
I’ve seen mochi get demolished by Kara Kens on the tube.

What do you guys are usually doing when you manage to teleport and jb.HP against Ryu while doing IAT mixups?
Since his hitbox is crappy and b.MK xx Yoga Flame never works, I’m usually doing db.HP, b.MK, back PPP Teleport
Or when I have super, I do it right after the jp.HP.
What are you guys usually doing?

Inb4 “Don’t IAT Ryu”

[media=youtube]B1i8Jfce6Rw#t=1m26s[/media]

Anybody know what Iyo did there at wakeup that traded with ex tatsu? It did basically no damage so I’m guessing b.lk or db.lk? Does that work in super?

My guess would be crouching jap or mp. If it’s mp, then I see a nifty OS crouch tech+mp:P

I’m guessing standard crouch tech.

Wouldn’t a standard crouch tech get blown up by an ex tatsu?

c.lk may trade.

C. lk never trades with ex tatsu, and a crouch tech will get blown up every single time. I watched that a million times when it was first posted and I’m 99% sure it’s a db. lp that trades, or db. mp.

any sim here using Dpad??

for counter pick against guile (I am Bison main)
some people recommend me pick chun or honda which is kind of common, so sim maybe the character, how long took normal person from 0 experience with sim to OK level? few month?? :sweat:

LOL, db.lp+lk+mp

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Hey guys i have a noob question

j.mp and j.rh

As much as i try to do an instant version (jump + attack simultaneously), the attack doesn’t come out until the apex of sims jump, yet i clearly see in high level vids the attack coming out at the screens center line.

Am i missing something?

A lagless monitor? Often times I’ll j.mp too early, so that’s all I can think of. Does anyone else think j.mp active frames got nerfed in super?

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Sooooo Sim so far has no discernible nerfs or changes in AE?
Word.

sorry if this has been asked and answered in this thread already…

can anyone speak on the finer differences of b.rh and j.mp as used as anti airs? i know yoga knee is a beasty AA but against some moves and characters i have trouble getting the timing right (most currently is Akuma’s dive kick) and getting a preemptive mp works for me

more or less i want an explanation as to why i should put in the time to learn the timing of yoga knee against all air attacks

I think the finer point of AA’s with sim is that you have quite a few at your disposal of which some work in certain matchups and ranges but not others. There is no one sim AA for every situation vs every character but i would say if you know b.hk, b.mp and j.mp and more importantly WHEN to use them, you have about 80% of your bases covered.

And in other situations sometimes you have to block, back dash, focus backdash or tele
And yet again in others you may have to go to ex yoga blast and sometimes (don’t abuse) tripguard slide
Then other times you can go u1/u2 or super

its a lot to process but if you look at each match-up you can preemptively select certain AA’s. For example Rufus. ex blast is good in this match vs bison i don’t think its so good so i delete it from my brain as an option at the vs screen. vs Gief j.mp and b.hk is all you need as far as normals. Vs akuma and juri i think b.hk is pretty shitty and look to escape more than i AA. It depends.

On the akuma dive kick slides work pretty well to get out the way then you can punish. j.mp is better if he’s doing it from a far distance.

On the b.hk timing. I have trouble with this sometimes myself. Generally you want to do it early. But wiser opponents sometimes change their trajectory of their jump or go with a light attack causing b.hk to whiff. You have to adapt and read your opponent not just react to his every flinch.

Watch some sabin, f.champ vids (for example) to see what they use vs who and at what spacing.

Jumping mp is good if they are jumping towards you from far away, in which they will probably not be able to hit you with jumping roundhouse, nor will you be able to anti-air them with B.roundhouse or b.mp. Jumping mp is also pretty good for fireball set ups when they are down to a little bit of health left. They will likely either jump back and land on the ex-fireball, block the fireball and take chip-damage which may kill them, neutral jump which is probably their best option, or jump forward towards you and get stuffed by jumping mp. Pretty good for distancing when you read their jumps and they aren’t quite that close to you, but it can be very risky against some characters like C. Viper.

B.rh is a really good anti-air that will stop a lot of characters jumping roundhouses. It might trade though with moves like Sagats jumping mp, but it’s still pretty good. B.mp works well too and comes out a bit faster, usually great for stuffing dive kicks, plus you can cancel it into yoga fire to push them back more as soon as they land on the ground after getting hit, but be careful about EX moves with projectile invincibility cause yoga fire doesn’t have very good recovery.

Try them all out and you’ll get a sense of which ones work better in what situations, they are all very useful to learn.