Dhalsim Thread

Cee DizzyCee Dizzy The shit I don't likeJoined: Posts: 3,408
Soooooooo... Idk if there is a Dhalsim thread yet, but here it is.

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Chracter History:

Dhalsim made his debut in the originalStreet Fighter IIas one of the game's original eight main characters. In his backstory, Dhalsim is characterized as a pacifistwho goes against his beliefs by entering the World Warrior tournament to raise money for his village. In his ending, Dhalsim wins the tournament and returns home on his elephant Kodal. Three years later, Dhalsim's son, Datta, discovers a photograph of his father from the tournament.

First Impressions:

He seems like he is somewhat of an annoying character. He has TK teleports to help him mix-up. His combos are short, basic and they look like they hurt like a bitch. His juggles after a tag in combo are pretty straight to the point. Etc.

He has long limbs and specializes in ranged combat.

He looks slow and probably gets blown up by anybody not named Hugo.

Videos

I haven't see much Dhalsim play. If you got more videos of Dhalsim, please post them.

Reveal video:


Dhalsim gameplay at 3:00 mins till the end:


Move list (all out of assumption):

Yoga Fire- QCF+P
Yoga Flame- HCB+P
Yoga Blast- HCB+K
Yoga Tower- D+PPP
Yoga Teleport- DP+PPP/KKK

Super Arts

Yoga Inferno ( HCB+:3p:)
Yoga Volcano ( HCB+:3k:)
Some notes/observations about Sim
One thing worth noting is that they changed how his far and close normals work. In previous games, neutral on the joystick plus a button got you the far version of the normal, whereas back plus a button got the close version. In SFxT they've changed it around so that you only get the far version of his normals by holding forward (or down/forward) and pressing the button. Also, he cannot chain the far versions of his normals.
-You can do a combo into HP fire and as the opponent falls to the ground you can short slide and cancel into KKK super (upwards)
-You can chain lk->mk xx ex fire and then do it over again til you are out of meter (pretty useless though)
-You can do a ground link combo and combo into standing lk (the stretchy one). Not that it's usefull
-You can link "back lk" after overhead, and chain that into magic series
-You can now link standing HP (the headbutt) after mummy (more hitstun)
-You can now combo standing HP (the headbutt) into heavy flame, and crouching HP can be canceled into specials too (Didn't check if you could combo it into heavy flame too)
-You can juggle PPP super after hp flame mid screen and corner
-New BnB is probably lp fire - teleport - Air HP - crouching HP (or standing) xx HP flame -> super (about 450 dmg if crouching HP xx heavy flame works)

Shoutouts to Dev, Doopliss and ShadowNinja64 for info
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Comments

  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,970 mod
    Super Arts are Yoga Inferno ( :qcf:+:3p:) and Yoga Volcano ( :qcf:+:3k:) which is an upwards version of Inferno.
  • No_CigarNo_Cigar close but....... Joined: Posts: 2,173
    I might play him cuz this game will probably be much faster than sf4, and I like chars with reach.
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  • ShadowNinja64ShadowNinja64 Hype Hystorian Joined: Posts: 271
    One thing worth noting is that they changed how his far and close normals work. In previous games, neutral on the joystick plus a button got you the far version of the normal, whereas back plus a button got the close version. In SFxT they've changed it around so that you only get the far version of his normals by holding forward (or down/forward) and pressing the button.

    Also, he cannot chain the far versions of his normals.
  • Cee DizzyCee Dizzy The shit I don't like Joined: Posts: 3,408
    Edited. Thank you
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  • DooplissDoopliss Joined: Posts: 3,182
    Yoga Blast is in, and is super-chargable to Yoga Volcano. And d3v, sure it's QCF and not HCB?

    EDIT: It's HCB.

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  • Cee DizzyCee Dizzy The shit I don't like Joined: Posts: 3,408
    GRACIAS!!!
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  • konkretekonkrete NCV Joined: Posts: 2,380
    I'm excited to see this dude's potential. It'll be fun figuring out ways to full screen juggle. Most likely he'll keep relative frames on stuff like st.hk which means he likely won't be able to do it on his own unless he trades. So you might have to tag cancel it into something like hk tatsu or spiral arrow, and trying to figure out max damage for that will be interesting. I'd like to see him have enough time to juggle after b.hk or even upflame. I'm excited for people to think that you can full screen tag safely against sim. I'm just excited.
  • Sensei RouzuSensei Rouzu Hero for fun Joined: Posts: 3,933
    Dhalsim's been my boy since II so I will play him here. Probably team him with Yoshimitsu.

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  • theINFAMOUSkiwitheINFAMOUSkiwi Representing Kiwi-land! Joined: Posts: 32
    I can't wait to use him in SFxT!
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  • NinicismNinicism It's Alex Joined: Posts: 249
    I predict Dhalsim is going to be a strong character in this game.
  • KayameKayame REPENT!BOOM! Joined: Posts: 549
    At first I don't like him in this game but if he is a great surprise like in mvc2 he's welcome.
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  • Cee DizzyCee Dizzy The shit I don't like Joined: Posts: 3,408
    LOL IS THERE NO HYPE WITH THIS GUY?!?!?

    I think Dhalsim will be smack dab in the middle like he has always been in the fighting games he was in. I don't remember when this guy was absolute lowtier.
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  • mowrmowr VROOM VROOM! Joined: Posts: 6,739
    Super Arts are Yoga Inferno ( :qcf:+:3p:) and Yoga Volcano ( :qcf:+:3k:) which is an upwards version of Inferno.
    He has TWO super arts?
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  • Sensei RouzuSensei Rouzu Hero for fun Joined: Posts: 3,933
    Yeah that's weird. Got footage of both?

    Listening to : Nas / N.W.A / ChocQuibTown / David Wise / Kool Keith / Sadistik / Undogmatic

  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,970 mod
    It's the same damn Super Art, the second one just aims the flame upward.
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    I had some time with Dhalsim today and I'll try to write down some of my thoughts.

    Overall feel:
    Dhalsim seem to be pretty strong in this game, since he has a more options when he is trapped in the corner: He can roll out after a knockdown and he can alpha counter. Also, his raw ground teleport seemed to have less recovery for me, but I am not sure about this. He also seem to be doing better when it comes to pressuring the opponent himself, which I will come back to.

    Normals: As has been mentioned, his stretchy normals are all command normals now. This is really annoying as I am used to his sf4 version, but I guess I'll get used to it! This also leaves Dhalsim's yoga sniper nerfed. You can still do it by jumping back/up, and immediately pressing forward + FP, but it seems to be way harder to hit with, and it's easy to get mummy in the air (down-forward+FP=mummy).

    As for his anti airs, back/neutral mp seems to be his go to normal anti air now. It seems to have a better hitbox infront of Dhalsim and you can cancel it into yoga fire that will juggle the opponent, and probably juggle with super too. You can also anti air with mp and juggle with dhalsim's slide sweep. Be careful to delay this slightly though, as you will get dhalsim's short version sweep if you are too fast, because mp chains into the short sweep.

    The yoga knee, that was godlike in sf4, doesnt seem to be as good anymore. It was beaten cleanly on several occasions from ranges that should be really good for dhalsim. This might be because of the other character's jump in normal that was very good, but this also seems to be the case for a lot of the cast (especially the tekken cast): They have a lot of air normals with tons of active frames and beastly priority. You are able to juggle with slide (mk or sk) after anti airing with hk knee, but I didnt test if you could cancel the slide into flamo or fire and juggle (this brings me to the next point)

    Dhalsim's stretchy roundhouse is ok in this version, but seems to have less active frames and range, and doesn't seem to be as good for pre emptive anti airs anymore. You can anti air with it juggle with standing mp though, so that is fun:P

    Dhalsim's standing FP, seems to go under certain fireballs now, so it might be even better in a fireball war now!

    All you guys that played Dhalsim in sf4 will be very happy to hear that his short slide is veeery good now!! You know how annoying it is to do short slide to fire or flame, only to have it not come out because you are too far away to cancel? Well, now you are able to cancel the slide to fire or flame from max distance!:D Also, dhalsim's heavy flame seems to come out much faster, so short slide to heavy flame is a good trick once in a while. I dont think slide comboes to flame or fire in this game either though, but I didn't test it very well, so I might be wrong (short slide counterhit comboes to ex flame though).

    Yoga Tower is in this version too, and the only difference I could notice is that it now has more startup before it can dodge fireballs. This makes fireball wars harder for dhalsim, but if his standing FP goes under all fireballs, this might be a good trade (I need to test this better)

    Special moves:
    Yoga fires seem to be about the same as sf4 (ex travels full screen)
    Yoga flames seem to work the same too, but you can charge them until super. Also hp flame seem to come out faster.
    Yoga blasts seem to be much the same too, and they seem to be pretty useless as anti airs still (except for the ex blast, that seem to be even better than in sf4, but doesn't cause hard knock down anymore). You can also charge the blasts until super, but it still really hard to anti air with them, even with the light version.

    His teleports seem to be very similar to sf4 too, but the recovery on ground teleports seem to be slightly faster, and it seems to be harder to get LIAT's (low instant air teleports)

    His drills and mummy seems to be very similar too, and they are punishable if you don't hit around the ankle area of the opponent.

    Dhalsim's front throw seem to be the same as sf4, but his back through throws the opponent farther away. This is good if you need to tag in your other character, but you can't do the fireball -> FP trick to punish the opponent for trying to jump over the fireball anymore:(

    Supers:
    I didn't like his supers tbh. the anti air super seem to have about 5-6 frames of startup and does minamal damage. The normal super can't be comboed after flame anymore (I think) so you have to go straight from air hp->b.mk->super now (BnB). I'd rather save the meter for your other character or for alpha counters or even limbs-> tag (you can press tag(focus) as you hit(makes the opponent block)with a stretchy limb to send in your other character pretty safely for one meter)

    That is all I can think of at the moment. Please leave questions if you want to know anything specific, and I will do my best to answer!

    PS: I only used the pre set defencive gems for dhalsim, and they seemed to be very good for him!
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • ioio Joined: Posts: 1,422 ✭✭✭✭✭ OG
    Standing fierce going under fireballs is niiiiice
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  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    More Dhalsim play today, and I'll try to write down some thoughts, even though I don't have them organized in my head as i start writing:

    Dhalsim's normals are way worse for anti airing than in SF4. They seems to be particularly bad against tekken characters, because they have amazing properties and active frames in the air. Dhalsim is still pretty good against sf characters, but seems "meh" even against them. As I mentioned in my earlier post, I think b.mp is his best anti air normal now, and I could juggle ppl into mp flame (on counterhit?)

    I feel like a lot of characters has fast and short jump arcs too, which makes it hard to anti air for dhalsim. You can't trip guard with sweep slide most of the time (atleast against tekken chars) because they have normals with active frames almost til they hit the ground, so sweep gets blown up.

    The Cross arts super (both characters) is really fast, so Dhalsim can use short slide and buffer in to cross arts as an OS for major damage. Be carefull though, as dhalsim's short slide can be canceled at any length, so make sure not to hit your opponent even with a toe (if he is blocking) if you want the OS to work.

    EDIT: I just had an idea. I am using Hwoarang as my second char, and he has ex hunting hawk that is a great wallbounce move. I have noticed that a lot of characters has super arts with long animation, while dhalim's supers are very short lasting. Now, my thoughts were the following:
    If I can hitconfirm into hwoarangs ex hunting hawk, and as the opponent is bouncing of the wall, activate pandora mode, dhalsim will come in with infinite meter. Remember how dhalsim could juggle opponents with super, infinitly in training mode in sf4? Now imagin if dhalsim can get the pandora boost and do the same? I imagin dhalsim could pull of 3 or 4 supers in a row before he dies from pandora. Might be enough to kill a character with quite a lot of life. Will test today or tomorrow!:)

    PS: feel free to ask me to test stuff with Dhalsim. Kinda sad that nearly noone cares about Dhalsim, but I can kinda see why. Zoning won't make Dhalsim top tier in this game. We will have to find some damaging comboes/team synergy/set ups with him to keep him up there IMO.
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • hagenNORKANOIAhagenNORKANOIA Joined: Posts: 648
    I care!

    what about speed gems? sim with a decent walkspeed should be good IMO
    still hope to team him up with blanka....
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    To be honest I haven't tried sim with speed gems yet.. I just think I will be put off if Dhalsim suddenly gets normal gravity, and no more floatyness. You might be on to something though! But would Sim benefit alot from "normal" walkspeed?

    Quote from Filipino Champ: "I'll play Dhalsim no matter what! I'll make him work!"
    That's what I like to hear :D
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • HoblinoHoblino Joined: Posts: 270
    I'm really excited to see how Dhalsim turns out. It sucks to hear that his anti-air game isn't as good, that was a big part of his game. But maybe he'll better up close now that he has some chains to do. I think Dhalsim could potentially be very scary when placed in this engine. We'll see.

    I'm also hoping that he makes a good partner for my main, Zangief. In theory, they should make a good team.

    Questions for SimSimIV: How good is Yoga Blast? Does it come out fast? Is it a more reliable anti-air now? And can Dhalsim still IAT?
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    Dhalsim is better up close, as he has chains now and his short slide can be canceled at any range. He also has better pressure in the corner. You would do meaty HP flame on opponents in the corner in sf4 and this is still useful in sfxt too, and if you don't manage to hitconfirm with it and do b.mk xx flame anyway, it will no juggle and hit (The opponent can roll out of the corner though)

    As for your questions: Yoga blasts seem pretty bad, but the ex one is even better than sf4 IMO (But doesn't cause hard knockdown). Instant air teleports are still in, and you can do them low to the ground for c.mk xx flame in sfxt too.
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    I finally did Dhalsim's trials today and this is what I found that is worth sharing:

    -You can do a combo into HP fire and as the opponent falls to the ground you can short slide and cancel into KKK super (upwards)
    -You can chain lk->mk xx ex fire and then do it over again til you are out of meter (pretty useless though)
    -You can do a ground link combo and combo into standing lk (the stretchy one). Not that it's usefull
    -You can link "back lk" after overhead, and chain that into magic series
    -You can now link standing HP (the headbutt) after mummy (more hitstun)
    -You can now combo standing HP (the headbutt) into heavy flame, and crouching HP can be canceled into specials too (Didn't check if you could combo it into heavy flame too)
    -You can juggle PPP super after hp flame mid screen and corner
    -New BnB is probably lp fire - teleport - Air HP - crouching HP (or standing) xx HP flame -> super (about 450 dmg if crouching HP xx heavy flame works)
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • Cee DizzyCee Dizzy The shit I don't like Joined: Posts: 3,408
    Finally, some feed back. Thank you SimSimIV
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  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    Btw, Dhalsim's tag in speed after a magic series is definitely buffed from fingercramp version (Which is the one I have played) and the one at cross assult. In the fingercramp version Dhalsim would barely be able to connect a short slide after doing a magic series in to launcher with your other character, but in the cross assult version I see Art has all day to connect c.mp->b-mk. That means Capcom has been paying attention to Dhalsim and that he needed some buffs, so that's good!

    Also it seems like b.lk->b.mk chain is safe on block, which means dhalsim has a safe 3 frame punisher and get off me "spam" move. Even b.lk->b.mk->b.rh seems to be pretty safe because of the pushback (It's minus on block though it seems)
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • Minic0uMinic0u Joined: Posts: 5
    Thanks for all the news that you are giving us :)
    i would like understand if the limbs are useful or now are totally useless...
    what about the j.mp(the long one)?
    What are the magic series?
    is it true that the throw is shorter?
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    Right, so basicly, if the opponent has pressed buttons and therefor has a move that is already active in the air, Dhalsim has a hard time anti airing. He will most likelig trade. You can still do stuff like standing roundhouse and jumping mp to tag the opponent clean however, because the opponent often hasn't pressed a button yet, so dhalsim is hitting a character with no active move out. Aso I think jumping mp has good priority no matter what (the issue being the short jump arcs that doesn't leave you with much time of reacting).

    Also, as I've said before, b.mp is still a good anti air, but it's limited in what range it can anti air from (It feels like it can hit more ahead of dhalsim than sf4, but is still mainly used to anto air opponents that are landing on top of your head)

    A magic series is the chain lp-mp-hp-hp / lk-mk-hk-hk that ends with a launcher.

    Throw range is soo much shorter. As Arturo said on twitter; just block with dhalsim now, it's not even any point in crouch teching almost.

    PS: I just think his anti airs is somewhat useless at times, his limbs, when used for poking and zoning on the ground however, are very good (But stuff like forward lk and mp seems to have more recovery etc, but I guess we should wait for frame data)
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • Minic0uMinic0u Joined: Posts: 5
    Can you use the slides like slide mk or slide hk as antiair?
    what about the drills? are they useful? Do they all bring the opponent in juggle orr only the mummy?
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    It seems like slides too gets beaten out a lot as anti airs because jump in moves seems to have amazing active frames in many cases. King's jumping fierce for example is impossible to anto air with slides/sweep, you will just get stuffed. I bet it works against other jumps though, but it doesn't seem to be particularly good.

    As for drills, they seem to be very similar to sf4, but because of the great air normals that many characters have, the drills seems to be beaten in the air a lot too. Same goes for mummy, but it gives you more hit stun on hit, so you can do better comboes after hitting someone on the ground with it. If you hit in the air, the drills gives juggle state only on counterhit, while mummy gives juggle as in sf4.
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • Vulcan HadesVulcan Hades Flea Stance Tea-bagging Joined: Posts: 1,842
    I think Dhalsim loses 3-7 to everyone in this game lmao.

    I don't know how Dhalsim will be able to survive against all those Tekken characters..
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  • MightfoMightfo Joined: Posts: 335
    I think Dhalsim loses 3-7 to everyone in this game lmao.

    I don't know how Dhalsim will be able to survive against all those Tekken characters..

    why? Because of fireball dodges that often have to be done in anticipation of fireballs?
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  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    The thing is, Dhalsim has probably the slowest recovering fireballs in the game, and even slower than sf4. I don't know how the game will develop, and I agree that Dhalsim seems pretty free for the tekken characters, but with roll mechanism, the alpha counter, the 3 frame short (I think) that chains into magic series and launcher, and is safe if you stop at medium kick (probably), and also comboes into itself now (short->short), Dhalsim might have the defensive options to keep himself away from the tekken chars after all. We will see when the game has been out a couple of months I guess.
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • Minic0uMinic0u Joined: Posts: 5
    I can understand that you can use the fireballs only for mixups, but you can keep the tekken chars out with the limbs, isn't it? i don't know, s.mk, c.mp and c.lp are there for this, i think...
  • TenguEggTenguEgg Joined: Posts: 1,152
    why? Because of fireball dodges that often have to be done in anticipation of fireballs?
    If Dhalsim plays anything like his SF4 incarnation ( not saying he does, I haven't looked into SFxT extensively, much less Dhalsim ), then it becomes quite easy to assume he'll be bodied by much of the rushdown cast. After watching some Kazuya and other rushdown Tekken characters, they're pulling out pretty simple 35-50% combos on -week 1 combos. Chip damage and spacing isn't going to cut it when you have 2 characters to keep switching around and regenerating life and they only need 2-3 openings to shut you out. Dhalsim might have the tools to keep you out but i'm fairly certain much of the cast will have better tools to get in.

    Although he might have some nice crossover tech or something, maybe toss him in the 2nd slot for that/good matchups for Dhalsim.
  • R-DR-D Joined: Posts: 970
    Most of the Tekken characters seem to be following the Dudley model of anti-fireball moves, which generally doesn't work as well against slow fireballs like Guile and Dhalsim as it does against the shoto type.

    I could see Jin being a problem for Dhalsim if he can use orbs to block both fireballs and limbs.
  • TenguEggTenguEgg Joined: Posts: 1,152
    I mean thats just a matter of timing on the players part, on paper and at the highest level, Tekken characters will be weaving through fireballs like its nothing. Not to mention some characters can just straight up step through Dhalsims long ass normals ( King comes to mind ) and close that gap real quick.

    On top of that, jump ins are real strong in this game, and some of the higher health characters are looking to be real strong as well. Not that this means he'll be weak or anything, its just that I don't think approaching Dhalsim like you normally would will be very effective.
  • R-DR-D Joined: Posts: 970
    No, I'm not talking about timing at all. Moves like Dudley's duck work against fast fireballs because the fireball gets to you quickly, so you can duck through it before the opponent has recovered.

    But with slow fireballs, if you wait for the fireball to get to you, you can't duck through it because Dhalsim has already recovered and will punish you with a normal. That's kind of Dhalsim's "thing." He doesn't throw fireballs when you're close enough for the fireball dodge moves to be effective.
  • TenguEggTenguEgg Joined: Posts: 1,152
    Im not entirely sure thats how it will work in SFxT, while some evasive moves may work like that, I have seen many that are quick but also move a considerable distance, possibly putting you past the fireball regardless of speed. The game isn't even out yet so we'll see.
  • SimSimIVSimSimIV 2nd. in command of the SFxT Defense Force Joined: Posts: 1,378
    Damage on Dhalsim's bnb into super:
    Combo: Light fireball -> IAT ->FP->c.FP xx Fierce flame ->Yoga Inferno
    464 damage. 2 meter.
    Am8AJq6CEAMJyGA.jpg
    UltraDavid: "yeah man i'd have you on my world all star tech team"
  • U-VoltU-Volt FOOL!! Joined: Posts: 460
    A friend of mine was at FR this past weekend and overheard a certain old-school Dhalsim player talking about how he thinks Sim has some broke stuff in SFxTK. From what he heard, it involves using the Auto-Tech, Auto-Guard, and Meter Build gems. Sim can combo off of his back throw in the corner I guess, and somehow this combination of gems really helps you get this setup (which I'm not understanding). Also, if the opponent hard tags you can just TK teleport and punish full screen.

    Sorry if this doesn't make sense or anything, I'm just relaying what I heard. I won't even have the game until tonight myself. Maybe those who do can test things out before then :).
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