From: jnishina@nyx.cs.du.edu (John Nishinaga)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: Re: Turbo SF2 - changes
Date: 21 Jan 93 05:34:39 GMT
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
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bodom@silver.ucs.indiana.edu (Brian Odom) writes (in partial):
 
>In <1993Jan20.194029.11291@seas.smu.edu> justin@seas.smu.edu (Justin Anderson)
>writes:
>
>>In article <C148GG.AvM@panix.com> sieh@panix.com (Nutella) writes:
>>>In article <kfKexXq00VAu5P7Uh3@andrew.cmu.edu> guest26+@andrew.cmu.edu
>>>(Guest Account) writes:
>>>
>>>A couple of other thoughts.  I'm almost certain that Dhalsim's grab range is
>>>much greater than every character except Zangief's.
 
Honda's is slightly longer, at least on CE it was.
 
>>   Also, D has a good fireball trap against most all players.
 
Most all characters?  I think not.  I don't know any character on HF that can
be trapped effectively with that ol' Fireball - Foward Kick thing, save Guile.
 
>>   It works the same as ken/ryu, except when they jump up to get out, you can
>>   always hit them with a ducking fierce or roundhouse slide. The obvious
>>   exceptions are ken/ryu hurricane kick, and hondas kamakazee attack that
>>   goes above and beyond D's fireballs.   Other than that, you can pretty
>>   much adjust the trap as needed, and decided whether a roundhouse, round.
>>   slide, fierce, ducking fierce is the right move to hit them when they try
>>   to get out of the trap.
>
>That trap doesn't work too effectively.  Maybe, the people in your area aren't
>used to fighting against Dhalsim.
 
Sure sounds like it.
 
>Here's how you get out:
>
>If they jump straight up, you better not fierce punch them on their way down,
>but after they are down because they can easily kick your arms.  (Maybe, the
>competition you play against don't know this.)
 
Every character can at least trade with a standing Fierce.  However, only some
characters can hit a crouching Fierce, namely Blanka, Guile and Chun Li. Chun
Li can down Foward Kick, which can be followed up with a Foward Kick or
whatever Chun Li has in mind.  Blanka and Guile are a little different -- they
can hit depending if Dhalsim screws up or not.  Blanka can Roundhouse and Guile
can Fierce, but only if it hits the fist part.  If Dhalsim can get close enough
or start it early enough so that the fist goes behind the opponent's hit area
while still being far away so that the opponent won't hit his body, Dhalsim
will succeed in the hit.  Otherwise, Blanka and Guile will hit the crouching
Fierce.
 
(I think Balrog maybe able to Fierce/Roundhouse it as well, but I'm not sure.)
 
Against opponents that can hit Dhalsim's crouching Fierce, it is suggested that
you keep options open.  Other than crouching Fierce and standing Foward, a good
one is Foward Flip/Jump + Fierce/Foward/Roundhouse.Foward, but be sure to know
your distances. If you do it from too far the opponent will have a free shot of
you floating in the air.  Use these different attacks as a surprise, never as
an absolute.
 
IMHO, Dhalsim is a very difficult character to play because of the damage ratio
versus most opponents.  In other words, you can't afford to make mistakes, so
play conservatively.
--
John Nishinaga - jnishina@nyx.cs.du.edu