View Full Version : Dhalsim Advanced Strats and Tactics
popoblo
09-16-2004, 01:07 PM
well, here it is, a GOOD dhalsim thread. since i usually like to learn a character by reading through old threads and finding useful stuff before asking questions, i'm gonna start off by posting all of the worthwhile strats for dhalsim i've read and then i'll add links and random frame data and combos and all that fun stuff later. all of this is buktooth's old stuff from his japan log/random tip of the day thread, so i'm taking no credit for ANY of the stuff in this post.
-Out of all of his characters, Iyo's Dhalsim is the toughest to dissect. If I had to compare it to another character, I guess I would describe Iyo's Dhalsim as Guile-lite. The air defense isn't nearly as solid as Guile's, but Dhalsim has an actual anti-air super and damaging super combos to punish rolls with. In short, while Guile keeps you out better, Dhalsim punishes you much harder for trying to get in. As far as the keeping out aspect is concerned, Iyo seems to mostly throw a ton of fakes and then some far low jabs and standing shorts; moves that are safe if rolled through or jumped over. He then feels you out for a bit; if you're jumping or rolling he'll punish it, and he'll keep doing so until you stop. Once he's confident that you're going to stop trying to roll/jump, he'll then start tossing fireballs at you. Like Guile, once Dhalsim safely gets a fireball out at full screen he's at a huge advantage. You basically just have to block it, as Dhalsim can counter on reaction everything you do to attempt to avoid the fireball. If you decide to block the fireball, Iyo throws another one and sees how you deal with that. If you notice, Iyo very rarely throws out fierce or strong limbs, only if necessary to keep you at the desired full screen distance.
If his defense isn't working/he has you in the corner/he needs to make a comeback, Iyo has a lot of attacking tricks with Dhalsim that are pretty slick. He has two that are really noticable: the first has you block something in the corner with frame advantage, which is pretty much any close Dhalsim move. He then will mix up either a punch throw (with b+fierce, which is important) or b+rh into yoga flame if you do anything to avoid the throw. If the rh into yoga flame hits, he gets a level 3 yoga inferno juggle for some crazy amount of damage. His other attack option is short slide into option select b+fierce headbutt or throw. If he gets the throw, great. If you do anything to avoid the throw, you risk getting hit by the 2 hit headbutt which is easily bufferable into super on reaction. His newest trick I've seen is against people jumping back in the corner: RC yoga flame as anti-air, then juggle level 2 up flame, cancel to regular up flame, then level 1 up flame. It does some sick amount of damage like 75% or something.
Dhalsim:
- I don't remember the Dhalsim stuff too well, but I'll give you guys the basic gist of it and you can experiment with it for yourselves.
- Dhalsim's air defense is almost as tight as in A3, it just requires a lot more knowledge of what button to use at which angle and in which match-ups. I saw b+jab, b+strong, b+forward, b+roundhouse, and slides all being used in different situations. It does sound like a lot of work, but if you guys read Omni's log, it should give you a pretty good idea of how good Dhalsim can be.
- This point is going to be irrelevant to 95% of CvS2 players out there, but Iori is a good counter to Dhalsim. It took me hella games to figure it out though. :D Iori's j.roundhouse trades with all of Dhalsim's anti-airs in Iori's favor if you have the right angle, which is interesting since I saw Dhalsim completely shut down Sagat's, Chun's, and even Blanka's low jump! Anyway, once Iori gets in, RC rekkas in his face all day. Dhalsim's jump is way too slow to get over it (the standard way to counter RC rekka), and his roll is slow enough that you have to do it fairly early to counter it.
- Apparently Dhalsim's fireball has really good recovery. Sometimes I would be in the corner and Iyo would just throw non-stop jab fireballs at me. I'd roll through one (with Iori!) and still get punished for it. Weird. To get out I'd have to jump straight up (and hope he throws another fireball instead of roundhousing me out of the air) and then deal with whatever he did next. Kinda like a ST situation.
- Dhalsim's low strong is a really good tool. It sets up throws that are REALLY hard to break for some reason, it has tons of links, and low strong, back roundhouse, fireball is a good, safe guard crush pattern.
- I'm not sure what Iyo knocks you down with, but he follows it up with a roll that results in a really deceiving cross-up (or was it a fake one? I don't remember...). He then does low strong into whatever.
- A trick that seems to work everytime is to do a point blank short slide, then 2-hit close fierce into super. The point blank slide looks unsafe, but apparently it's got enough frame advantage for the close fierce to beat out whatever they try to stick out. And since it hits twice, it Gives You Time To See Whether It Hit Or Not (inside joke) before you super.
- Tigerknee teleport is pretty good. He'll teleport out of the corner with it, and you'll reflexively run up to him and try to punish the teleport with a combo. He then comes down with a fierce and combos YOU.
- The distance game is pretty similar to Cole's Dhalsim when he used to use him... jab fireball, watch for a reaction and punish it, throw another jab fireball. Very hard for some characters to get around. Low jump strong is a really effective keep-out tool, too.
1/23/04:
I'm gonna expand on what Ratio1BeatDown said earlier on Dhalsim.
The short slide into option select b+fierce is one of the cooler Dhalsim tricks that I see Iyo doing. Basically, slide just a bit out of point blank range and hit b+fierce. If you get a throw, great. If you tech a throw, good enough. If you get a counter hit b+fierce, you can buffer it on reaction into a super since the headbutt is a 2 hit move. Very nice.
Most aspiring Dhalsim players try to use his long limbs too much and end up getting killed for it. Of course, you should use his range to your advantage... but mainly to counter something on reaction or in anticipation. Poking blindly from afar with limbs isn't recommended.
Anyway, the point I was getting to was that Dhalsim's short ranged moves are often overlooked. Almost every single one of them is really fast, has a ton of priority and offers a large frame advantage. Case in point being Dhalsim's db+fierce: Lots of priority, very fast (5 frames), and lightning fast recovery... the whole entire move finishes in 21 frames, which is less than most medium strength moves. Less than Cammy's infamous far fierce, even. The move also imparts a sizable +8 frame advantage! When hit up close (set ups on this another day), Dhalsim can link a low short slide into super really easily afterwards. DB+fierce, short slide into Yoga Inferno super does a very respectable 7800 damage in N-Groove... though buffering the super off the short slide is a little tricky. Buffering the Yoga Stream super off the slide is much easier, but does about 1000 less damage. A-Groove Sim can link a CC after the DB+fierce also, and all Sims can take advantage of the huge frame advantage for some nice pressure games afterwards.
From slightly farther out, continually spamming on the db+fierce makes a good wall strategy similar to Sirlin's A2 Rose mashing on low strong. It beats most anything, is nearly impossible to punish and builds meter quickly. If your opponent tries to challenge it with a move and gets counter hit you can easily link a lv3 yoga stream super afterwards, if closer you can link a yoga inferno super.
anybody else who seriously plays dhalsim and has some good advice, please post.
peace
popoblo
09-19-2004, 04:01 PM
-i'm not too sure why people say dhalsim's fireball is so fast. it's 56, 57, and 58 total frames from jab to strong to fierce, with 14 frames of startup for each one. ryu's are EXACTLY the same in terms of frame duration and startup.
-down back fierce into short slide is a 5 frame link since down back fierce yields +8 on hit or block, and short slide comes out in 3 frames.
-i noticed iyo will do short slide, then standing lk into yoga fire. interesting pressure string, not entirely safe, but still solid.
-when somebody wakes up and blocks your yoga flame, you're at -5, so it's not completely safe, but most people don't know that. i'd rather do the short slide option select on wakeup anyway........
is anybody finding this useful? if not, i'll just stop posting all this dhalsim info.
ANYBODY have footage of iyo playing his C-groove team of C-dhalsim/maki/r2 rolento? i've only seen him play in N-groove.
The Gadgy
09-20-2004, 10:31 AM
Hey Popoblo, I am actually enjoying reading your info. Good stuff & I'm glad you copied & pasted Buk's info. Please keep it up. I will try to add more, but I got a lot going on in my life lately.
Yes, C-Sim rocks, that's my guy. I've never seen footage of Iyo unfortunately.
Standing lk is a good poke that snuffs a lot of other pokes & comes out fast which is probably why he uses it. I've found myself using it quite a bit lately in poke strings.
His hop dash is really fun to use too especially since his walk is slow.
Chris F
09-20-2004, 06:16 PM
Edit: Man, small jumps are really annoying against Sim.
popoblo
09-21-2004, 03:10 PM
The Gadgy
i look forward to your tips and comments since you were pretty much the only one who posted intelligent stuff in the old threads. and i meant close standing lk into fireball, not his far one, in case that was unclear.
THE NUMBER ONE THING YOU NEED TO LEARN WITH DHALSIM IS HOW TO ANTI-AIR DIFFERENT CHARACTERS IN DIFFERENT SITUATIONS.
most players think dhalsim's AA game is weak, but it's the exact opposite. it just takes a deeper understanding of which normal/special/super to use in what situation.
peace
The Gadgy
09-21-2004, 04:19 PM
Thanks! Ya I knew you meant close s lk since his long range moves don't combo.
THE NUMBER ONE THING YOU NEED TO LEARN WITH DHALSIM IS HOW TO ANTI-AIR DIFFERENT CHARACTERS IN DIFFERENT SITUATIONS.
most players think dhalsim's AA game is weak, but it's the exact opposite. it just takes a deeper understanding of which normal/special/super to use in what situation.
Couldn't have said it better myself! That's one of the main reasons I haven't even attempted writing much about him. I don't like to write a lot & his strategies & moves would be better documented on a vs xxx character basis. And you well know there are a lot of characters, so it's kind of a pain unless you post a few tips here & there against a certain character(s).
This is also why it's hard to play him & you don't see many people using him. You can't just easily start playing him cause he takes a lot more practice then say Blanka.
Than not only do you have strats per character you have differences in grooves, styles, close & far range combat, & player abilities(not everyone you play will be Calipower or Buktooth, etc). Some people try to hit Sim's pokes, some don't. There's just so much, & I never wanted, probably like others as well, to bother writing all that crap.
RagingStormX
09-21-2004, 07:07 PM
Gadgys dhalsim is dope, I was JeffHizzle at the tourny (the hispanic guy with the du rag). You were playing on pad right?
The Gadgy
09-22-2004, 07:56 AM
Gadgys dhalsim is dope, I was JeffHizzle at the tourny (the hispanic guy with the du rag). You were playing on pad right?
Yup, I was like the only pad player there, haha. I remember you, from Killeen right? The final matches between Ashley & Buktooth were awesome, weren't they? That was the big highlight of the evening I thought.
RagingStormX
09-22-2004, 09:20 AM
Yes I am from killen, and yeah those finals were dope. Ashley beat everyone 2-0 in winners , except for me and gus,lol. He's the king of random.
*Do you play on a stick at all?
The Gadgy
09-22-2004, 10:29 AM
Do you play on a stick at all?
I guess I could, but I would miss a lot of stuff. Last time I played competively on a stick was at Einstein's arcade for Alpha 2 & a little bit of Alpha 3. I've never played 1 game of cvs2 in the Arcade. I've never even seen a cvs2 machine actually. I started playing cvs2 when it came out for ps2 & then xbox & have always used a ps2 controller.
RagingStormX
09-25-2004, 12:17 AM
Well, I live an hour away from austin, if you're ever down for some gaming pm me, I usually go to fubarducks house to play.
Ok I think I sidetracked this thread enough, lol. As for Iori being a direct counter of Dhalsim, based on what I read I don't see entirely how. After a blocked set of Rekkakens can't you just teleport away? And does Iori's j.rh trade with Dhasims slide too? I'm a little skeptical, but I never played the match amd my dhalsim isn't the greatest, so I'll let you all discuss it. I was really surprised to see dhasim was at -5 after a yoga flame, I assumed he was at an advantage, like Raiden or Yuri. Still a great move though.
Th@D@rkOneH@des
09-25-2004, 02:50 PM
How must one avoid rushdown with Dhalsim. Thatz my only problem with him.
popoblo
09-25-2004, 04:36 PM
How must one avoid rushdown with Dhalsim. Thatz my only problem with him.
delete your other thread please, and be more specific. who is rushing you down? what kind of pressure strings are they using? low jumping shouldn't be a problem since dhalsim's AA game is so tight.
a general answer to your question would be to use down back + fierce, all 3 slides, or RC fireball depending on the situation.
Chris F
09-26-2004, 11:56 AM
How must one avoid rushdown with Dhalsim. Thatz my only problem with him.
Well I have one trick I do against too much jumping is to antiair with back+jab XX upwards super level 2 or 3. It's really hard, ie. you must be really fast, but, yeah it combos.
Chun Li beats Dhalsim badly. That's not fun that one.
Th@D@rkOneH@des
09-27-2004, 06:12 PM
Just about any everyone rushes my Dhalsim. I really suck with Dahlsim, but I would love to learn with him in this game. But for the most part, Blanka is the one who rushes me down all the time. How do I stop him?
Chris F
09-28-2004, 10:44 AM
Just about any everyone rushes my Dhalsim. I really suck with Dahlsim, but I would love to learn with him in this game. But for the most part, Blanka is the one who rushes me down all the time. How do I stop him?
Depends how good the Blanka is, give an example of the type of pressure that you have trouble with, and I'll try to help. There's a big difference between say P Blanka and A Blanka, too, all Blankas are good but what groove are they using? What groove are you using? I think C and A are Sim's best, personally.
Ratio1BeatDown
09-29-2004, 09:50 AM
With Dhalsim against blanka you gotta stay within the range that he can only jump over you/ cross you since this is your best and most reliable anti air range (s.mp from underneath blanka). Also from this range your db.fp and Db.mp are most effect and will stuff alot of Blanka's shit (sometimes slides, his c.fp, only thing from that range that will kill you is his sweep. If blanka starts jumping in from a bit more than the safe distance your only choice is to RC yoga flame of some sort or you can occasionally get away with the B.Hk or Headbutt (rare though).
Dhalsim is more about avoiding AA situations rahter then stopping people from jumping at him. You gotta zone them and make them scared to jump by Roundhouse them back down early. In the instance that the get all over you one of Dhalsims best options is his slide. Like if you see a cross up coming occasionally you can slide under and punish with a throw, and re-setup your ground game. Another good tool is his Tiger Knee'd teleport as you can throw in a back fierce on the way out of it and add a nice mix up game after knock downs (Kick throw then tigerkneed teleport, b.fp land yoga stream or whatever has got alot of opponents ahah). Dhalsim is really good with mixups with his drills on opponents that are on wakeup.
Vs Honda
Dhalsim does pretty good against honda I think. Fireballs zone well and against rc happy headbutters dhalsims slide can go right under and he can punish in certain situations. Like if you are in the corner and you see a headbutt coming you can slide under and punish once he hits the corner and you recover from your slide. Also empty ultra slow jump ins screw up his AA game with his ability to teleport away at the last second. Sometimes when randomly jump around whiffing down hard kick drills Honda will try to headbutt me and alot of the time dhalsim just hovers over and drills on top of him if you wait and float up a little bit longer then drill down (same goes for psycho crushers).
more dhalsim stuff to come (sorry for going on and on ahah)
Chris F
09-29-2004, 11:38 AM
Good stuff Ratio1, Dhalsim is used a lot in Canada I have noticed.
RH drills repeatedly also builds meter.
Back+jab is another anti air that's pretty important. If all else fails, this is the one that often works in a pinch.
A lot of Sim's strategy from the old games still works in CVS2. Like that slide under Honda thing, from sf2. Or just the slide under as antiair, that's WW-era as well. Funny how the sprites change but the stuff still works.
I think Dhalsim needs to look out for rolls a lot as well. Back+short is a good poke to stick out when you're unsure because it'll beat a lot of sweeps from far and it's fast enough so you can punish a roll or block in time, etc.
Jackenstein373
10-26-2004, 12:09 AM
yea I've seen a few Sim players...and I always sucked with him. My basic crappy strategy is throw a fireball, and if they jump in, do F+HK hoping to hit them early on. If they block, just throw another fireball...I don't know...I see Sim as a good player at a far distance...he's not the kind of guy that I want to jump in and get aggressive
*InVeRs3*
11-23-2004, 06:10 PM
help vs these people:
Blanka/Sagat/Sakura.
What's a good AA vs Blanka/Sagat? RH beats me cleanly.
Also I have also noticed B+HP is a good air to air depending on the angle. I was doing these on accident a lot (haven't played in MONTHS) and i'm allways counter hitting.
The Gadgy
11-25-2004, 06:33 AM
help vs these people:
Blanka/Sagat/Sakura.
What's a good AA vs Blanka/Sagat? RH beats me cleanly.
Well if parry or jd are not available...
Yoga Stream or Volcano work great as aa against any character. In general if a character is on top of you, use sb lp or sb mp for aa. rc flame is good as well if you can do it. Use sb hk against a lot of low jumps.
Sagat:
Slides work great for aa unless it is against Sagat's j lk which sb lp or sb mp will double hit I believe.
S hk & s mk are good aa from a distance or even c hp when he lands.
Sak:
A lot of Sak's will try to jump over you early after their poke strings. Be ready for it & use sb lp or sb mp to prevent the crossup.
S hk & s mk are good aa from a distance. Don't slide as aa.
No normal aa will work against Sak's diagonal kick & it will just bounce off a Yoga Stream. Best to rc flame, hit her on the way up, or defend/runaway.
Blanka:
Don't slide as aa for him either unless you're sliding under a jump & attacking or throwing from the other side. Sb mp works sometimes as aa, but not at certain ranges for some moves. Supers always work.
From a distance s hk & s mk won't work too well except on the way up which will only work if the Blanka is very predicatable & jumpy. Other than that use pretty much the same aa as Sak. If you can time it right you can aa Blanka with the upwards flame.
When no aa works, you can't rc flame, or just to mix it up, use his long limbed jump attacks like j mp, j hp, j mk, j hk, spear & mummy. Each can be used in different situations & at different ranges. One example, jump up or back, & if you're about to land & they jumped, try j hk.
Other than that, would need to know what groove you & your opponent have & what else they're doing to annoy you.
Chris F
11-25-2004, 11:44 AM
I've lost confidence in the RH as well. I would say that in the worst cases, back+jab is definitely Dhalsim's best option. It usually doesn't get beat clean, in that it trades at worst usually.
Any advice against these characters?
Chun Li - this seems so unreasonably difficult
P-Blanka - not sure why I always seem to lose this one
I also think using the air tele to run away is often the best chance in really bad matchups.
The Gadgy
11-26-2004, 02:32 AM
I've lost confidence in the RH as well. I would say that in the worst cases, back+jab is definitely Dhalsim's best option. It usually doesn't get beat clean, in that it trades at worst usually.
Any advice against these characters?
Chun Li - this seems so unreasonably difficult
P-Blanka - not sure why I always seem to lose this one
I also think using the air tele to run away is often the best chance in really bad matchups.
Chun, Chun, Chun, what a pain in the ass that is. I believe that's one of the worst matchups in the game. So first thing is to move Sim away from her so they don't have to fight.
If you must though, there are a lot of moves that you shouldn't use at all. Like most of the long range moves, unless she's grounded. Mummy doesn't work very well either. Don't waste your time finding an aa, there are no normals that will hit her. Good Chuns will know this & jump at you a lot, as they should, so expect it. Your choices include upward flame, rc flame, super/cc, jd, parry, roll away, & teleport. Play a runaway game hopefully getting some hits in every now & then. You'll mostly be using his short range moves, but use a lot of spears when attacking also. But don't get annoyed if you lose because he's supposed to lose that fight. Also if you win against Chun, you are required to mock your opponent.
The Gadgy
11-26-2004, 09:10 PM
Against P Blanka, Sim may fair a little better depending on how good the Blanka player is. If they like to parry a lot, that's good. You don't want Blanka all up in your ass cause his jump-ins have too much priority. So if he's trying to jump & parry your aa, you're better off since Sim has a multitude of aa's at his disposal to trick the parrier. And a low-jumping Blanka is a nightmare for Sim. Hopefully you have meter or use one of your groove abilities well.
When attacking lk slide is nice since they have to parry low & since it sets Sim up for things like combo to flame, super, or throw setups. You're probably better off if you can get on the offensive against Blanka. Playing defense won't work too well unless you're clear on the other side of the screen.
caliagent#3
11-28-2004, 10:57 AM
Chun, Chun, Chun, what a pain in the ass that is. I believe that's one of the worst matchups in the game. So first thing is to move Sim away from her so they don't have to fight.
If you must though, there are a lot of moves that you shouldn't use at all. Like most of the long range moves, unless she's grounded. Mummy doesn't work very well either. Don't waste your time finding an aa, there are no normals that will hit her. Good Chuns will know this & jump at you a lot, as they should, so expect it. Your choices include upward flame, rc flame, super/cc, jd, parry, roll away, & teleport. Play a runaway game hopefully getting some hits in every now & then. You'll mostly be using his short range moves, but use a lot of spears when attacking also. But don't get annoyed if you lose because he's supposed to lose that fight. Also if you win against Chun, you are required to mock your opponent.
:clap: thank you gadgy. Your damn annoying sim is dead next time he faces chun :razzy:
The Gadgy
11-28-2004, 06:09 PM
:clap: thank you gadgy. Your damn annoying sim is dead next time he faces chun :razzy:
..............:bluu:
popoblo
12-07-2004, 12:53 PM
another thing C-dhalsim can do against chun is chicken block her crossup. it pushes him back a little bit so she can't follow up with SBK trap strings, plus it puts him into his slide ranges.
but what can dhalsim do against bison? scissor kicks, crouching jab, and crouching forward are really difficult to get around, especially scissor kicks. any tips against bison?
The Gadgy
12-07-2004, 04:12 PM
Actually I don't have any tips for Bison. That's another bad matchup & may be as bad or almost as bad as Chun. Bison has so much priority eliminating much of Sim's moves & double-hitting sucks since he does a ton of damage. If they do the scissor kick close enough you can punish like any other character. Many Bison's will eventually end up with a scissor kick that Sim can hit & combo to super on. But Sim has a limited range with his close pokes as you already know, & that really hurts against a good Bison. I don't think Sim can do any retaliation against a scissor kick that's spaced properly. I believe you can double hit with the scissor kick using a sb rh, but I wouldn't recommend doing random sb rh against Bison. Many times after I block a scissor that ends out of Sim's close range, I'll jump back & see what he does & counter as needed.
popoblo
12-07-2004, 05:08 PM
the problem with dhalsim against bison is that bison can nullify dhalsim's fireball game with RC psycho crushers or even RH scissor kicks from full screen (into CC into ggpo). dhalsim is really solid close to mid-range with his 3 slides, but scissor kicks go over both. i remember watching iyo vs aojiru or something and his bison made quick work of iyo's dhalsim.
and against honda, what can sim do against RC hands? his slides can't go under them because they reach ALL the way to the ground. unless honda is dumb enough to do RC headbutts all day, dhalsim doesn't do as well against honda either IMO.
Roger "fucking" Williams or anybody else, any tips on these 2 problems?
peace
The Gadgy
12-08-2004, 03:09 PM
Man, I dunno, I don't play against RC's, Honda sounds like a real bitch though. I'd probably jump & try to hit him on the head with j fp or something. Or fight fire with fire & use RC flame.
Neo Odin
12-20-2004, 10:46 AM
Have anyone ever considered or ever seen Dhalsim in S-groove, I can see where level yoga flame might come in handy as a anti-air, and if your near corner you can dodge counter with the mp knockdown, then catch them with a level 3 yoga inferno before they land. Opinions?
popoblo
01-02-2005, 12:44 PM
i'd personally rather just have level 2 cancels, airblock, and roll cancelling in C-groove. i'm sure you could make him work in S-groove, but it's definitely not his best groove.
Don Calzone
01-09-2005, 06:31 AM
What about a Dhalsim in K-groove? Does it work or is it just totally out of bounds?
Chris F
01-13-2005, 01:23 AM
I think down/back fierce link level 3 on reaction is really good, I've done way better recently by using that strategy.
Antiair I generally only 2in1 the level 3 upwards super off a jab, I stopped doing the strong cancel, it's too unreliable. Jab is 100% guaranteed for the level 3. Level 2 take a fast cancel.
If Honda is getting in and RC slapping, jump and teleport away when you can. Just stay the hell away from Honda. Any FBer against Honda is a test of patience, Honda is just too good overall - just just plug away and stick to a gameplan that works.
A great thing to work on is running away forever, and keeping your airblock/tele option by only sticking out an air move when you know it'll hit. Like a long range fierce ro forward when you're descending. When people get close, teleport backwards or towards. Also mix up jumping towards them and either
-fowrard drill, connect with the body
- RH drill short of the body whiff, OR deep in the body
- no drill just jumping back+forward (can crossup)
- fierce drill (most agressive move, good air to air)
- jump, then teleport to a random side, to avoid anti air atetmpt. this is SO good cause you get to start the pattern over when you get out of the tele and get a new option to do...
this basic jump in mixup can be done offfensively or defensively ie' do it jumping in any direction and mix regular with super jumps. This just becomes second nature the more you are familiar with Sim. He's a hard character to get to work but he becomes intuitive with time. It's hard to stick w/ him when you lose in the bad matchups. So easy to just pick Sagat or Blanka instead each time. It takes way more work to win with him at times but soemtimes you get some realy really easy wins too. people walking into st. RH and stuff over and over, jumping all day...hit by cr. fierce - super, or thrown over and over.
patience is the key.
Keep-away_Guile
03-28-2005, 03:20 AM
Is there any advice for N Sim?
popoblo
03-28-2005, 07:55 AM
Is there any advice for N Sim?
go watch iyo vids, seriously.
The Gadgy
03-28-2005, 09:23 PM
Links would be appreciated if you got 'em.
popoblo
03-31-2005, 08:38 AM
Links would be appreciated if you got 'em.
the go for broke hub using direct connect is your best bet, and the that thread is somewhere in the fighting game discussion.
popoblo
05-16-2005, 01:14 PM
bump
so what can dhalsim do against P-groove? it seems like P-groove has the initiative big time when they jump in because dhalsim's AA's are kinda predictable in certain situations. any advice?
i've kinda been messing around w/ dhalsm in the user spot. in C-groove, he gets the damage boost (which is huge) plus having a level 3 ready is nice for all his attacking gimmicks. he's a great battery, but he's also good as a user IMO. too bad he'll run into chun the most as a user.
peace
The Gadgy
05-17-2005, 01:02 PM
Sup Popoblo,
I find mixing up the aa's helps best against P. Let's say you got someone that jumps in a lot which is pretty common cause people love jumping on Sim. Take Ryu for example. Not including supers, you can hit him with s rk, s fk, jump-fp mummy, upward flame, sb rk, & slides respectively at different points of Ryu's jump. This is against his far jumps, so sb sp & sb jp would not be used. I would just mix it up & not use the same 1 twice in a row. You can also mix-in a short slide to throw for aa sometimes too. Many air attacks will wiff when Sim slides. Then they land & you throw.
Hellion
04-12-2006, 10:14 AM
*bump*
Figure I'd revive this thread, best one.
How does Dhalsim fare as a battery, since aforementioned Chunners and Bisons aren't really seen as batteries, users sure though.
Figure he'd do pretty well as a battery in the three main grooves that function that way, C/A/N.
Don't think his CC is worth it (gotta find it) compared to his C-Groove cancels but hey.
Since a lot of people in this thread seem to complain 'cause of his aa game not being easy...
Vs non-low jump grooves wouldn't another safe bet if you can't anti-air be tigerknee teleports away to the opposite site if they jump/superjump towards you? Then you get your free poke on recovery and floating down, land and throw fireball, react?
Backfire
04-17-2006, 06:17 AM
whats the best groove to use for this character? in everyones opinon
Hellion
04-18-2006, 02:29 PM
I dunno really but I'd probably say it's C-Groove based on all that's in this thread.
He's not really a rush-down style character, so I don't see how he can effectively rush in K-Groove, though he does have the tools to handle people who get too close and ends up pushing them back out again that's not his game.
After C-Groove maybe it'd be A-Groove. Activation could help him out close up in a pinch vs people who're trying their damndest to get in, especially when you're doing a good job keeping them out.
Gumbercules
05-23-2006, 11:58 AM
I've only seem him used in C and K. In K he doesn't really get anything useful imo since he can't store meter, but I'd say he plays similarly in every groove
RagingStormX
06-28-2006, 06:00 PM
His AA game isn't super complicated, I have it down pretty well. People are just lazy and want a universal AA. I use him in N-groove and he is too dope, he keeps me interested in this game still.
The Gadgy
07-05-2006, 03:52 PM
Vs non-low jump grooves wouldn't another safe bet if you can't anti-air be tigerknee teleports away to the opposite site if they jump/superjump towards you? Then you get your free poke on recovery and floating down, land and throw fireball, react?
If you do that & try to hit them it's likely the jumper's attack will stupidly hit Sim's leg/arm from the other side. F*** dat. Stand your ground & play solid defense.
bboykilo
04-19-2007, 06:36 PM
whats the best groove to use for this character? in everyones opinon
I'd say any groove is fine but i would most likely choose A-groove! or C-groove! but other than that it really depends how you use him and observe the opponent and just use Dhalsim's most benefitial attack when the time is needed! besides, it's all about timing!
Basics
05-24-2007, 09:03 PM
Okay, a couple of questions:
I play Dhalsim in C-Groove as a battery (the rest of my team being Cammy, R2-Sagat). I fair okay, but my competition's not always great, and sometimes I get really beasted. Some general questions first:
1) What are good ways to pressure after a blocked fireball?
I find s.HK is what I fall back on most of the time, especially against taller characters. It's got good priority, good reach, good damage, and so forth. I don't really have many other moves I use though. It seems like anything else I do, either isn't that effective (mid punch/kick pokes) or can be punished on reaction (anything involving jumping). What are other good follow-ups?
2) What are his BnBs, generally?
I know that basically any b+attack can be canceled into a fireball and sometimes a Flame, and I can inconsistently hit confirm db.mp and db.hp into super, and I can do a ton of crazy corner shit with full meter, but what are other combos I should know?
That's about it for now, lol.
xX_Deus_Xx
05-25-2007, 10:48 AM
the best way to pressure off a blocked fireball is not really to do anything. instead just watch what they want to do. if your fairly certain they're gonna sit there again, throw another fireball, wait. if they jump anti air, if they move forward poke, if they sit there, another fireball.
Gnawsa
09-19-2007, 11:18 PM
*Bump*
really like this thread, inspired me to start using C-groove sim. Very helpful for this Sim newb. was watching Iyo play, how does he catch people with the short slide into b.rh to fierce fireball..he's so tricky.
Question..anyone got some setups for supers? is there any other good Sim players i can watch to learn from?
Actually I don't have any tips for Bison. That's another bad matchup & may be as bad or almost as bad as Chun. Bison has so much priority eliminating much of Sim's moves & double-hitting sucks since he does a ton of damage. If they do the scissor kick close enough you can punish like any other character. Many Bison's will eventually end up with a scissor kick that Sim can hit & combo to super on. But Sim has a limited range with his close pokes as you already know, & that really hurts against a good Bison. I don't think Sim can do any retaliation against a scissor kick that's spaced properly. I believe you can double hit with the scissor kick using a sb rh, but I wouldn't recommend doing random sb rh against Bison. Many times after I block a scissor that ends out of Sim's close range, I'll jump back & see what he does & counter as needed.
I think this is is better played by because he can dodge on reaction to the rc sicssors. Right in the distance of where bison likes to sicssors you can dodge , run-> slide, and d.lp. If the player starts to roll the d.lp then I think a quick run-> bS.hp will either grab bison or headbutt him ( I believe that this move has crazy priority and that d.lp recovers really fast). Mixing this up with level ones can stuff some of bisons rolls.
The key here is that S - sim can dodge without pretense and not be punished making bison alot more nervous about doing sicssors. In a roll groove you would just roll into being thrown or roll on reaction and still in the same position. Now dont do this too much because bison will eventually use his ground slide to react to your dodge.
also using run might be able to let sim get into the "unsafe scissors kick zone" faster and safer then dodge.
The Black Guy
09-16-2008, 05:38 PM
yoga bitches!!!
lefty lizard
09-22-2008, 02:09 PM
i enjoy playing dhalsim casualy,but not if i'm serious about winning. dhalsim is EXTREMELY difficult to get wins with against good-great players. i've seen some good dhalsim players, like iyo,and dream theater,but they seemed to only break even against AVERAGE kyo's, AVERAGE ken's,and AVERAGE anyone for that matter.
if anyone is serious about using dhalsim they need to find ways to land a maximum yoga stream super. this super is very hard to avoid when placed properly. it will sometimes catch players coming down on top of dhalsim's head.
this is his only chance against good players. n-goove dhalsim is a good choice because he gets access to level 3 super at a decent rate, the same for c-groove. just never put dahalsim first up on a team,beacuse he needs a fair amount of super meter going into a match.
Korsair
09-22-2008, 08:45 PM
i enjoy playing dhalsim casualy,but not if i'm serious about winning. dhalsim is EXTREMELY difficult to get wins with against good-great players. i've seen some good dhalsim players, like iyo,and dream theater,but they seemed to only break even against AVERAGE kyo's, AVERAGE ken's,and AVERAGE anyone for that matter.
if anyone is serious about using dhalsim they need to find ways to land a maximum yoga stream super. this super is very hard to avoid when placed properly. it will sometimes catch players coming down on top of dhalsim's head.
this is his only chance against good players. n-goove dhalsim is a good choice because he gets access to level 3 super at a decent rate, the same for c-groove.
Iyo is in a while other league than Dream Theater... Everyone he plays is far above average.
While supers can definitely help, Dhalsim is all about keeping the enemy out and being patient. His best 2 grooves are C and A.
changuillo
10-06-2008, 02:49 PM
Im actually interested on A-sim, but I need to know how to deal with Guile...many guiles here are semi turtlers and thats kinda annoying for me, does dhalsim has a way of punishing sonic booms like on ST where he could do sanding HP and punish?
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