"Yoga noogie that poop." Dhalsim General Discussion

The best way to do AHV teleport is this:

tap d/f,d/f, wait, u/f + PPP.

Basically, SF4 has an amazing buffer system in it. They have simplified execution so it is no longer a hinderance for average players. So for ALL uppercuts in the game, all u need to do is tap d/f, d/f + button.

Works like magic. You get so low to the ground sometimes that your fierce wont even fully come out. Lol, much rather have that problem then getting to high.

Also, you can utilize the negative edge version this way as well, if u are getting to many jump fierces. Just release PPP instead of pressing.

Cole

Why do you wait between forward and up? I just do toward, down, toward, up-toward, wait a frame or two, ppp. The wait between the up-toward and ppp is just to get high enough so that your fierce/etc on reappearing doesn’t whiff.

I actually have a problem with the execution in this game, and I think it’s because the move priorities are screwed up. Every game has a move priority chart, so like in ST if you pick Gief and do a 360 motion (for spd) and then tap 3 punches (which is lariat), you’ve put in overlapping motions, and whether you’ll get spd or lariat totally depends on how the move priorities go (and it turns out you’ll get lariat instead of spd because lariat outprioritizes spd). In this game it seems like teleport outprioritizes ultra, which is a really stupid decision and requires you to be very specific in execution. Anyway.

Down-back fierce is a really good move up close. It has great priority, links to back+forward really easily (and from there into jab flame xx super), and links right into super if you don’t want to bother with back forward. It’s also one of Sim’s few good moves that puts him at frame advantage on block up close.

Also, down-back jab is a good antiair from a particular range against some characters. Blanka can jump at you with roundhouse at a range where back+roundhouse and back+strong won’t beat it, but down-back jab will.

Also again, jab flame is -6 on block, so super unsafe, meaning that if you do (whatever) into back+forward and you see that the opponent is blocking, don’t go into jab flame if the opponent has anything like a super or ultra that has fast startup and moves forward.

i do tigerknee teleport different…

d-d/f-f-u/f-wait-df+ppp

lololol i guess the buffer system in this games ridiculous

this is too buff, I tried it today. Thanks Cole!

oh, i dont think sim is ass anymore Hes still not in the high tier of the cast, but he can win matches if youre on point. Finally starting to see the light though.

btw, d/b fierce is too buff for them link combos too. good shit.

Yup, and it’s a really good idea. In fact, it’s so useful that it sucks when you have to use back+roundhouse or slide as antiair instead, since those aren’t cancelable (aside from short slide, but don’t use short slide unless you wanna cancel into super). I’ve noticed that down-back+jab beats a lot of the same attacks that back+roundhouse beats, albeit with a different timing and with cancelability into yoga fire. I’m gonna start using down-back+jab xx fire for a while and see where that gets me, like whether the lesser damage (20 as opposed to 110) is worth the better follow-up games. Might just be an occasional sort of mixup.

Already using down-back+jab xx fire to beat Blanka balls and Honda headbutts; down-back+jab’s the best thing to beat those attacks anyway, and putting out a fire with it makes it easy for you to push your opponent back out to where you want him.

d/b+ jab is another all purpose move. Just like in ST. If the hit box is anything like ST, then d/b+ jab is going to be GOD LIKE.

Cause NOBODY hits d/b+jab in ST. It stops everything from the right distance. Sigh I just wish he had standing chop be as good as it was in ST.

Forward jab is KINDA good, but much rather do d/b+jab

Thanks for that info Ultra David

Cole

The hitbox isn’t as strong as ST, but it’s pretty good. Just gotta make 'em land on your fist.

Down-back+fierce has a great hitbox too, I’ve only seen a few attacks beat it (like Gief’s jumping forward kick). Pretty much everything loses or trades with it, it’s just that trading is almost always a loss for Sim. Back+strong, back+roundhouse, slides, and down-back+jab are his most consistent antiairs, in my experience.

Finally beasting in Japan, thanks to UltraDavid and Coles tips throught the thread. Thanks gus, i no longer think hes ass. I actually think hes pretty good. Shuts down a lot of chars outright since they cant get in. Will try out the db jab stuff when I play tomorrow, too bad I am leaving Japan in a few days.

I guess the db jab is good when you dont have enough time to b roundhouse for antiair instead? Cause we all know that move is solid, but if you do it too late oull get stuffed clean

Its good vs lets say zangief, where u dont wanna be stuck in long ass b+rh move if he happens to empty jump. If u do d/b+jab, u can actually tap d/b one more time and then buffer KKK teleport at last second, make him whiff SPD LOL

Stupid Zangief, ill rape him =P

Glad u are beasting in japan, skip those fools hahaa

Cole

ima get your ass at the tourney tomorrow!!!

sorry about raiding your sim thread guys.

gotta try that anti air low jab next time.

===

must apologize - negative edge tiger-knee teleport was a theory fighter idea i should’ve tested before i posted.

the idea was that if you hold PPP, motion hit f, d, df, f, uf then release PPP, then you should teleport (the same way hold P, qcf, release P executes a yoga flame).

the benefit would’ve been like releasing P for Honda’s Ochio in ST, or releasing K for Fei Long’s flaming kick - if you messed up the input, no kick would come out.

the most frequent error i make in tiger kneeing teleports is still not hitting the punches at the same time… hence you will see a bit of early jumping fierce when i play, followed by me getting killed when i land. for that reason, releasing PPP for a tiger-kneed teleport would’ve been awesome (no early jump fierce, in fact no move, so you can attack/teleport later in the jump) - except the input system doesn’t seem to let Sim release PPP for teleports, at least in the air. will need further testing.

As far as I know, no ppp or kkk move has ever been negative-edge-able. Gief’s lariat has never been, for sure.

^^ T.A.P. ?.. although that doesnt count i guess…

can i get an honorable mention for trying???

anyway im back from woopin’ and gettin my ass wooped using sim at ai.
anything i can do to slow down a sagat who abuses tigerknees??? these guys were crushing me by pretty much doing nothing but knees, i’d get owned after i blocked them, if i blocked 2-3 in a row they would just keep doing them while sometimes throwing out cr.lpx2 or whatever to get themselves back to cheesy meaty knee distance ( for the plus frames)… i was at a loss for what to do in this matchup, i tried jabs and short slides and teleports and all were pretty random as far as success. what was pissing me off the most though is that they could knee my limbs from 3/4 screen away and if they guessed wrong and i didnt do anything they could just land and then knee again and hit my limbs if i stuck anything out to punish… fireballs got kneed over also… plus a knock down from across screen = sagats in my face 'cause of lk kara tiger knee bs…AAARGH!

also i was smashing the giefs i played against… not too hard, actually alot like the chun matchup i guess, ex flat wasnt giving me probs, however there was one thing that was losing me rounds and that was giefs early jumping fierce from max range (the animation looked like his knuckles were BARELY hitting my neck) i tried slide but that damn hand is so meaty it stays out till it hits the ground also it was beating b+rh 'cause of spacing, trading at best with B+strong, beat out b+mk like nothing. jumping neutral mp was wiffing, jump back early fierce was getting tagged ( i think i was being to predictable with this aa though) and when i tried jump back late fierce he would land and lariat me…bastard.

so yeah those were my hardest matches, i was also at a loss versus sagats that stayed at fullscreen throwing tigers… perhaps short slide into fierce would work versus high tigers… it’s the low tigers from across the screen that are giving me headaches though.

theory fighter time: is it possible to setup a tk crossup after an AA say back +hk… seems like it would be too slow. so would it perhaps be possible to setup one of these up off of a canceled b+mp AA? seems like a hard cancel for sure but may be worth it.

also is it possible to punish giefs lariats with a tk teleport combo??? obviously it would be, timing would be DERANGED though, im talking crazy.
it just seems that we need more of a punisher than stupid st hp which does like tick damage to the big dude, we should make him scared of doing mindless lariats…

also it would seem as if normal jumping characters could punish lariat with a jumpin combo if spaced right, although timing would once again be HARD.

thats all im theory fighting up in the head atm… any thoughts?? how do i beat tiger knee? etc.

edit oh yeah a couple other things i was doing was comboing AA lp fire into super… looks sweet does great damage. also i would occasionally do st.mp then immediately throw a st. mk, if the mp was blocked then they could jump the mk, however this for some reason makes AA’ing with super incredibly easy as if my reactions get quicker from noticing that that st. mk wiffed an airborn op… so this setup may work for others also to make the super easier to land versus jumpers if you have troubles landing on normal reactions versus certain opponents or matchups. if i remember correctly, the setup for aa lp fire was st .mp or mk (hit) from certain range then immediate lp fire… people were landing on these things all day long.

also st.mk is an incredible poke when wiffed sequentially. if you think your op might try to jump over your next poke just throw this out. if it hits… sweet. if they jump it you can just super on reaction, if they duck it you (can) throw out 3-4 more depending on op, waiting for them to get hit while walking or jumping into it, and if they still sit there you just throw out st mp or hp to really goad them into jumping… so many options.

-dime

Awesome thread guys Sim looks like he’s got allot of dedicated players attempting to further his game. I got a quick question can you punish an opponents psychic whiffed shoryu’s into a tigerknee teleport combos? maybe only hp shoryu’s lp or neither ? also when I played Sim I found his ex moves to be ass and his super very good, anybody use his ex’s at all?

Can someone upload the recent Sakura Inn Dhalsim matches on Youtube plz?

A question: How does Sim fell in this game compared to his previous appearances? This feels like his ‘fastest’ version I’ve seen him in.

-dime : I think standing close forward might be your answer, or d/b+strong or fierce.

to stop tiger knee abuse. Havent tried using D+PPP that might work, tiger knee might go to high and hit u. But on its way down, if u do it, it will whiff i believe and u can get a free throw. Either that, or do what I do. teleport a billion times til they feel they cant catch me and slow down…then I start throwing out fierces again til get them all in tiger knee happy stage and run again hahaha. Sim so hard to catch if u teleport properly.

Cole

Short slide can actually go under tiger knee from max tiger knee range. So like, you know how Sagats like to make you block tiger knee, short, short, tiger knee? From the range he does that second short tiger knee, you can just do short slide under and then throw or teleport away. Of course, this is extremely risky, since if he does something like another short xx combo, you’re gonna eat that whole combo.

thx for the input guys… i guess i just need better timing for the tk trap…

cole, d+ppp, when i tested it seems not to have been going through jab sonic booms just before they hit… it seemed i had to time d+ppp early in order for them to go through… this means that d+ppp has some startup frames before it goes into partial body invincibility??? seems to contradict the yoga tower going through throws AT STARTUP… what am i missing here? also whats the highest hitting move you’ve used tower to go through, high tigers or lariats or neither?

if anyone knows the answers to these feel free to chime in, i aint been to the arcade in a bit.

-dime

Yoga tower goes through sonic booms I’ve tried this out, just make sure to release the joystick and buttons right after you do it. Only press an action after the boom goes by. This is because any action will cancel the tower

reading comprehension ftw

-dime