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SoleEMU
06-06-2002, 02:25 PM
Hey everyone...

Does anyone have any good tips, or combos for dhalsim??

Also, should he be used as a "poker" or fireball teleport, jumper with drills?


Any help would kick a$s :)


SoleEMU.

SoleEMU
06-12-2002, 10:20 PM
lol so no one plays with dhalsim?... must be no good then :(

Evil Rahsaan
06-12-2002, 10:54 PM
dhalsim is the shit

mark111
06-13-2002, 12:28 AM
i think this is how they play delsiem .he starts up with a small fire ball and than follow it with a medium punch or high punch (one of them), you see if they row you can punch them with hp and if they jump over ,you can hit them with standing hk,basicly your playing a far distant game.and if they happen to jump to you ,you do you air super flame or ground flame if they a little farther from you.when ever they are close to ,you can throw them.

Evil Rahsaan
06-13-2002, 01:16 AM
Originally posted by mark111
i think this is how they play delsiem .he starts up with a small fire ball and than follow it with a medium punch or high punch (one of them), you see if they row you can punch them with hp and if they jump over ,you can hit them with standing hk,basicly your playing a far distant game.and if they happen to jump to you ,you do you air super flame or ground flame if they a little farther from you.when ever they are close to ,you can throw them.

stop giving bad advice. IF anyone wants dhalsim advice, PM the masta!

Iceman
06-13-2002, 04:45 AM
I'm interested to see what Dhalsim strats can be thrown out. I haven't put much time into him in this game. Standing forward and strong appear to be the best anti-airs. Kick drills are nothing great. Punch drill is better. Slides are ok. Short slide is good, but the other two are nothing special. Limbs are slower than usual, and have no priority (anyone watched that xerocrew Cammy vid. Ridiculous). Supers are good. Low punches good. I can't add anything past that :confused:

Rei
06-13-2002, 11:57 AM
All the japanese vids i have seen have sim in s-groove. Mainly abusing his short slide and tick-throw. Playing keep out with the infinite super towards the end game. Punish your opponent for jumping by 2xqcf+p. Punish your opponent for not jumping by 2xqcf+k. Repeat.

His bnb combo is fireball --> fierce (yes, it will combo from hella far away)

Also fireball --> foot up your ass!

MuziKal
06-13-2002, 12:57 PM
All I can say on this subject is that they fucked up dhalsim BAD!!!HE really sucks in this game.END OF STORY:mad:Or can someone please prove me wrong:(

Evil Rahsaan
06-13-2002, 01:40 PM
Originally posted by MuziKal
All I can say on this subject is that they fucked up dhalsim BAD!!!HE really sucks in this game.END OF STORY:mad:Or can someone please prove me wrong:(

See my last post. I wont share my strats to anyone who is too lazy to PM me.

DNA
06-14-2002, 01:45 AM
See some of my Dhalism strats on the "How to Kill Hibiki" thread. A lot of them generally work on the low tiers. I'll probably add more to this thread later, particularly with regard to rushdown and top tier characters.

Yoga blaaaaaast!

Mr-K
06-17-2002, 05:12 AM
Originally posted by DNA on the CVS2: How to kill Hibiki thread
Hibiki is one crazy little girl, and probably has some of the most annoying normals and specials, simply because they all come with what I call the "fa-ching" sound effect. It makes you really want to beat her down, but as soon as you start rushing her, you have problems (unless you have low jump, as mentioned by others.)

I have to agree with Sabin on this one... Dhalism owns her for free. I play a decent Sim against high-level turtle Hibikis, and unless she has some secret rushdown game that I've yet to see, she's pretty much toasted yoga meat. In fact, the cool thing about Sim is that against P-Groove, K-Groove, characters with no fireball / rushdown game, and turtles, I think he pretty much loses the "patience" game and turns into top tier.

How to beat Hibiki for people who don't really use Dhalism :D :

a) Start the round off by immediately teleporting back, so you're outside of her qcf + p fa-ching range. Or, sj or jump forward, or back, and then teleport into the upper back corner. Basically you want to keep her away from you, so that you can control HER space and not the other way around.

b) From far away, abuse his lp yoga fireballs. :D This forces her do stuff and become mobile, which is very important. When a Hibiki starts to become mobile, that's when you gain the upper hand. If she looks like she's going to block, walk forward and follow up with a standing fp to work on that bitch's guard metre. If she rolls through the fireball, stick out a fp as she's recovering, and she'll either get hit, or block and continue to get her guard metre slapped. If she jumps over the fireball late, stick out his fk on her jump. If she jumps over the fireball and into your face, b + mp or b + hp her ass. Give her a taste of her own medicine, I say.

c) The mid-range game. Hibiki will probably start to get antsy at this point and throw out some random c fp from far or try to get in closer and do this. From afar, like Sabin said, wait for it, and get her with a fp on her recovery. From mid-range, get her with mp (I like the recovery on this poke if it misses.) Dump some standing mp or mk if she's just sittting there, and randomly toss a crouching fp after the mk to catch her if she suddenly decides to block up.

d) As you start to build metre and limit her options, it soon becomes clear that the only way she can beat you is to try to rush you, and that's when you screw her. On her first attempt to get close to you, which usually happens in the full-screen to mid-range area, jump back and fp that shit. On her second attempt to jump, when she's closer, anti-air with b + hp or b + mp to at least trade with her. If you hit her with the b + mp, either 1) wait for her to land, hop forward, and yoga noogie her wee little head or simply b + hp. Mix it up 2) walk forward and either grab her, or b + hp. Mix it up 3) walk forward and l mk or l sk into a fp fireball, or l mk, (pause), l sk into a fp. These chains have deceptive priority and timing, and gets a lot of people. If she blocks, you're probably just going to eat a "fa-ching" of some kind. Don't forget that Sim also has his 2 qcf anti-air super as well to deal with jump-ins.

e) If at any point you feel that she's trying to get you into the corner, or start some poking chains up close, DON'T LET HER. Teleport your ass out of there to the other side, or jump up / back and teleport to the other side. Rinse, repeat strategies. If she's on a low jump groove, and does lj, just b + mp to hit her or trade. Then do the follow-ups I mentioned from his b + mp.

f) If for some inexplicable reason she has you trapped in a corner and is in your face... at your next available opportunity, jump up and quickly do his fp head drill, and follow up with a another quick jumping feet drill at a steep angle to do some decent guard metre damage. Or abuse his head drills A3-style and mash into b + HP. You will either make her block / get hit by his b + HP, or you'll end up grabbing her and throwing HER into the corner. This is really annoying, yet effective. Once she's in the corner, either teleport away from her, or hop in and grab her again as she's getting up because she has no wakeup game. Kama Sutra that bitch! You'd be surprised at how many people fall for two yoga noogies in a row like that, because his hop is so fast.

I usually play Sim on A-Groove, which balances him out and negates her up close game. After eating a couple of 32-hit ghetto slides into b + mp --> b + fp --> fp yoga fire --> air juggle 2 qcf + k customs, she'll think twice before she tries a jump-in attack or sticking out ANYTHING up close. However, I don't see how Sim would not be able to dominate her in other grooves as well, unless he got hit by some random supers.

DNA .. keep it going. Forget what others say. I'm really considering if I should start playing Dhalism.

SoleEMU
06-17-2002, 03:32 PM
sweet stuff... anyone got combos for c, or n groove?

heh and Evil Rahsaan I allready PMed you, so you can't tell me to do so again :p


SoleEMU.

Mr-K
06-20-2002, 02:28 PM
Originally posted by SoleEMU
sweet stuff... anyone got combos for c, or n groove?

heh and Evil Rahsaan I allready PMed you, so you can't tell me to do so again :p


SoleEMU.

Grab them with the fp hitting them on the heads for several hits. That's all the combo I know of for Dhalism. He's just not really a combo person unless in A. But then I'm just new to Dhalism so anyone can feel free to prove me wrong.

Orochi Pickle
06-22-2002, 07:07 PM
I think dhalsim is funny to play with. He's all over the place, looks like a goof and in a groove with run you cant beat his in looks (looks like a dhalsim tornado). All of the above was a major motivating factor for me using him. Im using A groove and having some fun in doing so the little ghetto slide combo and juggle i love.

-strats-
some moves to abuse at least i think so. (unless i say to hold back don't do it)

l.wp
This is a good long range poke. I generally do a couple of these and end in a s.mp or more often the s.mk because this is a anti air for when they just get out of the l.wp poke stun. then after that i generally see what they do and act accordingly. if they whiff something i throw a fierce punch. if they jump i may jump and mp them or teleport backwards. if they roll then that isn't too much of a worry for me unless it is iori's roll.

wk slide
People will usually eat a couple of these before they actually do something and then that is the time i book it to the other side of the screen with like a teleport. a good little thing to have fun with.

s.mp
good to do after a l.wp if they try and jump and stuff it keeps them grounded.

fireball wp or fp
I either like it fast or slow no in between because it isn't much of a diff anywayz i think.

yoga noogie
A good long reach throw to abuse plus decent damage.


ill write some more later granny has to use the phone. adioso people

Jesus loves you all with an everlasting love.:D

-Pickledude-

Orochi Pickle
06-22-2002, 09:47 PM
im back guys my granny finally got off the phone with her friend.

continued strats and moves i like....

back+s.mk
i like this because it is a quick poke unlike most of his others so i like to dash and either noogie them to death or ill put this out once or twice if it is in range and it keeps me safe.

all the rest of his moves you know what they are for like s.fp to connect after a fireball. s.rh for anti air far away a back+mp for close which sucks but hey at least he has something.

-combos-

HAHAHAHA that is funny dhalsim and combos that is like saying how can i make zangief fast.

qcf+wp-->s.fp
.....ummm that is all you got really outside of a groove
you can do the weak punch fireball and connect it with another one of his long reaching pokes but that is about it.

A groove you have some but mainly the 32 hit slide combo with the air yoga blast at the end
32 wk yoga slides-->downback+rh(his not sliding trip)-->back+mp-->2 qcf+k

there are some other variations of this that don't involve the juggling but that is about it and all do about the same damage

im still learning dhalsim but that is what i got from him in the biginning stages of playing him which are the basics i think most people should learn.

Jesus loves you all and is just a prayer away. :D

-Pickledude-

gawsome
06-05-2003, 02:31 PM
P groove Dhalsim is just insane..........Parry to Punch Throw. Disgusting. Theres a Video of some guy playing P-Kyosuke, Dhalsim(2),Zangief somewhere on goforbroke hub - it really is sick.

H@DES
06-06-2003, 01:14 AM
Do anyone got any CC's for Dhalsim?:)

Sleipnir
06-06-2003, 07:58 AM
crouching low kick until in a corner then crouching roundhouse holding back and then standing roundhouse holding back (knee) until time runs almost out and then you do his qcf+qcf+k super.

caliagent#3
06-06-2003, 07:44 PM
capcom really messed up sim, but he is still decent. u can rushdown with his head drill and slides. Sim has a few links like c.b+f, df.lk, into super and some more. use his b+strong as an antiair and abuse his teleport if u r gettting rushed down, many people 4get about this.

gawsome
06-07-2003, 07:08 AM
I assume by 'Capcom mess up Sim' you mean he isnt top tier? Or that you might have to think to ue him. Shock horror, a character that isnt just autopilot......I think Ill just go sit down. Its all too much for me.

SaiYuk
06-09-2003, 02:42 AM
Originally posted by Sleipnir
crouching low kick until in a corner then crouching roundhouse holding back and then standing roundhouse holding back (knee) until time runs almost out and then you do his qcf+qcf+k super.

start the CC with two cr.HP first... about 1000 more dmg at least.
dont really need those knees at the end actually... at the end of the crouching LK series just switch to cr.HK sweep once, then cancel into yoga blast.
very easy cc with decent damage... ken-style

HaDoKen
06-11-2003, 01:58 PM
any suggestions for anti air

Sleipnir
06-11-2003, 05:34 PM
Originally posted by SaiYuk


start the CC with two cr.HP first... about 1000 more dmg at least.
dont really need those knees at the end actually... at the end of the crouching LK series just switch to cr.HK sweep once, then cancel into yoga blast.
very easy cc with decent damage... ken-style

I prefer leaving off the high punches and just going to the corner and start the kneeing because it does more damage and if you get the person in the corner fast enough you can easily get 2 or 3 of them off. I also find it less likely to botch the super from the knee.

Originally posted by HaDoKen


any suggestions for anti air

for Anti-Air you have a few options. The safest is zone better so you don't have to worry about it and just roundhouse them. If they do get in close and you need an antiair you can do his air yoga flame (hcb+k) but its kinda slow. Safest bet is hold back and jab.

HaDoKen
06-12-2003, 05:28 AM
after the jab he still lands close enough to attack. not sure what to do in this situation

Sleipnir
06-12-2003, 08:07 AM
hmm depends on who it is... size of their attacks. but against Ken for example Dhalsim sends him far enough away that unless he shoots a hadouken there's not much you need to worry About immediately.

who are you playing against and what attack are they doing in the air?

vasAZNion13
06-13-2003, 05:19 PM
some guy used a groove dhalism...kicked my ass with this very complex cc
...i think it was 3mk, 3mk, 3mk, 3mk, 3mk ,3mk , 3mk,3mk, 3mk, 3mk, 3mk, 3mk ,3mk , 3mk,3mk, 3mk, 3mk, 3mk, 3mk ,3mk , 3mk,3mk, 3mk, 3mk, 3mk, 3mk ,3mk , 3mk xx yoga blast

he's too good for me...i wish i could pull some tite shit like that off

NeoXDeath
07-10-2003, 03:21 AM
heres a C dhalsim combo i saw on a vid once

crouching db.fierce, lk slide XX lvl2 yoga ground thingy, yoga flame, lvl yoga air thingy

sorry, i cant remember which buttons were which for the yoga supers

The Gadgy
07-16-2003, 07:37 AM
Yes, it's kinda weird that his crouching db.fierce links into lk slide.

b4k4
12-31-2003, 01:01 PM
I think that most would agree that N is Dahlsim's best groove. Do you think it would be worthwhile to play him in C Groove? The ability to run seems very important to his pressure game, but the other characters on my team (in particular Gief) I like to keep in C Groove, because he's a lot more powerfull when he can sit on a lvl 3 super. Can anybody offer some help with this?

The Gadgy
01-05-2004, 08:24 PM
Originally posted by b4k4
I think that most would agree that N is Dahlsim's best groove. Do you think it would be worthwhile to play him in C Groove? The ability to run seems very important to his pressure game, but the other characters on my team (in particular Gief) I like to keep in C Groove, because he's a lot more powerfull when he can sit on a lvl 3 super. Can anybody offer some help with this?

I play him in C, but I like lvl 2 cancels & I'm a defensive player. C is probably not the best groove for him, but it's certainly not the worst. I could see K Sim being a hoss.

Trick
01-05-2004, 08:50 PM
I play K sim. A good trick in a c or p groove is to tigerknee motion the teleport. this gets you off the ground enough to where they can't throw you but you get a free super/throw. also if you time it right and you teleport at a certain height you can do fp coming down then do standing fp super.

Jose 2.0
01-06-2004, 01:08 AM
just to let you guys know, Dhalsim have a bad ass C groove combo.

Corrner, 1Hk, Lvl2 qcfx2 k, qcb Hk, Qcfx2 lk.

or if their in the corrner and they try to upper cut and wiff, qcbHK then the combo i just said ommiting 1hk

The Gadgy
01-07-2004, 02:10 AM
I think having counter attack is pretty important especially against A groove. Sim has an exceptional counter attack. Small jump is pretty useless as is air block. I also like tactical recovery, level 2 cancels, dash, & being able to roll so that's why I like C.

I would say his best grooves in a non-rc environment would be

CNKAPS, but that's just me.

I think C > N because tactical recovery, level 2 cancels, dash, air block, & not broadcasting your supers > small jump, safe fall, & run.

Duck Strong
01-23-2004, 05:20 PM
Originally posted by Trick
I play K sim. A good trick in a c or p groove is to tigerknee motion the teleport. this gets you off the ground enough to where they can't throw you but you get a free super/throw. also if you time it right and you teleport at a certain height you can do fp coming down then do standing fp super.

I'm sorry but the lag at the end of the teleport makes it completely useless in almost any situation. It's strictly to get out of traps, or avoid being chipped to death and even then it's just plain ass.

I still think he's best in A considering how hard it is to land his supers in C (except maybe the level 3). He has a few gimmicks in the corner into activation. If you knock them down, do a meaty flame from a couple of steps away, if they try to retaliate they'll usually get hit and you can activate into db HP, Knee, Yoga blast X 6, Headbuttx3(2 hits each time), then qcfx2+k. This does about 8000 damage which isn't too shabby for sim and it's pretty easy to land.

You can also do the meaty flame from closer up into kneexxflame which is decent guard crush. This might prompt them to jump at which point you nail them with yoga blast into the CC of your choice.

I guess some of this can apply to C since you can super off of the flame/blast, but for ease of use I can't see it beating A.

As for a stupid gimmicky trick, here's one. Do a deep blocked drill at their feet, then go into the air taunt just off the ground (I'd say tigerknee it but there's no motion :) ) then go for throw. Next time when they think they've wisened up go for activation/super/whatever. Use at your own risk, good for one try only :D .

Here's the most damaging combo I've found for him outside of A groove:

(Corner) j. b.FK, big kneexxMP flame, super yoga flame

I think it's around 11000 points of damage.

The Gadgy
01-25-2004, 09:44 AM
I agree with Duck, teleport sucks. Dhalsim does not have a hard time connecting with supers. Granted it would be easier to connect a custom combo, but I don't think that fact makes him better in A. I play him in C & connect with a lvl2 or 3 much more than not. Most of the time if you have a lvl2 or 3 & you get jumped on, you can connect with a super. I say most cause of course it can be parried, jd'd, or possibly hit by another super. And who doesn't jump on Sim? EVERYONE. What are they gonna do, try to hit his limbs? Laf.

But I play a defensive Sim & don't ever combo into his supers. His supers are awesome for defense. If you're all about trying to get a big exciting combo that can only be done in the corner, more power to ya. But if you end up playing a really good rushdown player or a really good player for that matter, you are not likely gonna be getting a huge combo on them. Duck, pretty cool using the air taunt like that, deserves style points if you can land it without getting smacked.

digdoug006
02-22-2004, 11:02 PM
ok i'm too lazy to read through the whole thread, and i get off work soon, so here are some quick random things:

b+mp is godly anti air for people who are directly above you, or like a b/d+mp distance. past that range, u should use b+mk. if they're like half a screen away, then use st.rh (but only if u know it's gonna hit. ).


his little slides are fuckin annoying. they recover pretty quick, so u can do it like 2-3 times in a row. short slide recovers real quick....


his qcfx2+p can be used as anti air, if they already attack in the air, ie. if they lose trip guard.


cr.mpx2 links. if u're fast u can buffer a super after.

some strings i do, even if they're short:

cr.mpx2
cr.hp, mk slide
short slide, cr.mk into fireball.

sad to say, his best combo seems to be cr.mp/mk, into fireball.

* oh yeah, the crouching normal moves are meant to mean d/b.


maybe i'll post more later......

Chris F
02-23-2004, 12:24 PM
Dhalsim can combo an anti-air back+ jab (or any other bufferable normal hitting them out of the air, use whatever antiair works) into level 1, 2, or 3 super upflame (the kick super). Standing strong is iffy because the super will whiff if they go too high in the air.

Also many people don't realize Dhalsim's got a crossup forward kick (back+forward). If you mix your drills (forward/RH/fierce) with just jump or superjump b+forward, you will get this to land in real matchs, everyone falls for it. The best thing to do after that it blocked is to grab, but if they get hit combo into super. Air block actually does help Dhalsim a lot.

Crouching close fierce, short slide will combo. Also crouching close fierce, activate, short slide for A groove.

Counter hit crouching jab/strong, free super/custom.

*InVeRs3*
02-28-2004, 06:27 PM
Sim's best AA is the slide. it's not used to hit them in the air, just to slide under their attack.

The Gadgy
02-28-2004, 07:27 PM
Originally posted by *InVeRs3*
Sim's best AA is the slide. it's not used to hit them in the air, just to slide under their attack.

It's ok, I wouldn't say his best. It gets nailed by lots of crossups. I'd say say his s hk or s mk are his best far away aa & sb mp & sb lp are best aa for up close. That's generally what I used most, but certain characters require different aa of course. Super/cc is better aa than all if you have it.