SF4 Biweekly TACV 04: Dhalsim
Even having recorded more clips for Dhalsim than any previous character, it still feels like i’ve barely scratched the surface. You could give his ultra to Zangief and he’d instantly become a combo monster. I have a feeling we’ll all be finding new Sim combos after every other Street Fighter IV character has been exhausted.
0:11 At maximum counterhit B+HP xx LP Yoga Fire range, the fireball hits late enough to give Dhalsim enough time to recover and link B+MP. Then the LP Yoga Flame xx LP Yoga Inferno cancel is delayed as long as possible in order to allow Balrog to pop up higher, to set up the Yoga Catastrophe at the end. This combo only works on Balrog because he actually rises inbetween Yoga Inferno hits, whereas other characters stay in place. Nothing can be done after the ultra because it only creates a juggle state when it launches a grounded opponent.
0:21 About half the cast can be hit by Dhalsim’s j.D+HP drill as they’re lying on the ground following Focus crumple. I went with Cammy because she’s not a very useful combo dummy otherwise.
0:29 Surprisingly enough, Dhalsim has difficulty generating massive damage because attacking inbetween ultra hits rapidly accrues heavy reduction penalties. The most effective configuration i found against Seth dealt 702 points of damage. Adding anything extra actually lowered that number, but considering Dhalsim’s versatility, i’m sure someone will find a way to break this record.
0:39 Rufus’ EX Galactic Tornado interrupts Dhalsim’s LP Yoga Fire recovery while pulling him closer. Then Rufus dashes backward via EX Focus Cancel, and whiffs c.HP to reach into Dhalsim’s range. Here’s the interesting part: There are no simultaneous hits in SF4. Instead of getting hit by both Dhalsim’s Yoga Fire and lvl1 Focus Attack at the same time, only the lvl1 Focus Attack connects (as counterhit), allowing Dhalsim to dash forward and slide while the fireball catches up to Rufus. Sim’s DF+MK has 11 active frames and normally yields -5 advantage, which becomes +5 advantage when it connects on its last active frame – barely enough to link into B+MK.
0:48 C.Viper’s vertical j.LK trades with Dhalsim’s lvl3 Focus Attack, which creates a free juggle state. The Focus Attack causes way more hit impact freeze than a normal light attack, giving Dhalsim plenty of time to connect an LP Yoga Fire. Dhalsim’s j.D+HP has a juggle potential of one, so it connects after LP Yoga Fire puts C.Viper into conventional knockdown state. Yoga Catastrophe has very high juggle potential so it connects on its own, but doesn’t set up a free juggle state since Viper was already airborne. Therefore the HP Yoga Fire shouldn’t have connected, except every hit of Yoga Inferno creates free juggle states in addition to having inherent juggle potential. The MP Yoga Inferno connects first, enabling the HP Yoga Fire to juggle as well as the c.LK at the end.
1:00 Balrog’s fully charged (Final) Turn Punch deals 560 damage; more than enough to recharge Dhalsim’s Revenge Gauge in one shot. The last hit of the first Yoga Catastrophe is avoided in order to keep Balrog grounded. Once the second ultra launches Rog, Sim follows up with lvl1 Focus Attack xx dash forward, LP Yoga Inferno, DF+LP. Unfortunately, none of his fire specials can be used during this combo because the first ultra remains active on the screen. This double ultra setup has an insane amount of potential, and i’m sure we’ll see a lot more mileage out of it before SF4 is done.
This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.