From: justin@seas.smu.edu (Justin Anderson)
Subject: Re: SFII: HF info [Dhalsim uses, and more ;)  ]
Organization: School of Engineering and applied science; S.M.U.; Dallas, Tx
Date: Mon, 11 Jan 1993 22:22:48 GMT

In article <1993Jan11.101409.25103@mercury.unt.edu> jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:
>
>Dhalsim:   The new GOD of SF!  As a Dhalsim player I couldn't have asked for
>  anything more.  The *only* Dhalsim flaw was always "I wish I could get away
>  when this guy invades my personal space."  Well, he can now just teleport
>  away withouth problem.  His extended throwing range now makes it much easier
>  to beat many opponent who were harder before.  I will give details below.
>
>Uses for teleport:   [since many have actually said there are none]
>
>  1) Escape close in flying opponents.  Much like others dp a jumping opponent.
>    Dhalsim can now simply leave the area and be back in his advantage position.
>  2) "The sucker move".  Very fun and very cool looking.  I often walked up to
>    a fallen guile - just outside sac throw range, but inside razor kick range.
>    Since I was walking in he would razor - but POOF, I was flickering just then
>    .  I reappear in time to throw him from behind - very fun in the corner.
>  3) "Another sucker move".  For an unknown reason (yet), when you teleport in
>    front of the opponent you sometimes wind up about 4 body lengths in front -
>    instead of right next to him (probably range).  Anyway, the opponent will
>    often be executing a move to get you as you reappear - simply throw them
>    from it or hit them as it retracts.
>  4) FB throw.  If you correctly anticipate when a Ken (and Ryu, but harder) is
>   going to throw a FB, and teleport *right then* you can appear behind them
>   and throw them before they turn around.  Really messes them up because they
>   must be carefull about countering your FBs with FBS of their own.
>  5)  Can teleport away from all Bison's moves, and tag him from behind while
>   he is in his brain-dead "end of move" delay time.
>  6)  Its faster then walking up to combo stunned opponents.
>  7)  Overall, just really fucking cool.  And definitely gives Dhalsim a new
>   dimension.  For any Z/Ken player the move is easy (DP,lariat).  Just a
>   great addition.
>
>Playing DHalsim will no longer be boring - but more of a game of cat and mouse
>as you tickle your opponent to death ;)
>
>Ciao...
>
>
>                                                        - Jason
>
>  

    Hate to say this, but for a Dhalsim master, teleport, as we know it now, is
    not very useful.  Offensively, it sucks, the fireball/tele thing works, but
    against any half-good opponent, they will start footsweeping as soon as you
    tele, or move and prepare to combo.  Defensively, and situation that Dhalsim    is on the losing end(with opponent coming in), he could get out of by using
    jab(Da chop!), followed by a fierce to push them away.  If they werent that
    close, then a fierce or short(standing) would do the trick.  Im sorry, but
    from what we know of the tele now, against good players it is of no use.

    Though I do do teleport fakes(appearing in front of them), and as I appear,
    some do roundhouse, and then I get a free fierce.  But after a few games of
    it, I might only get one a match. (*shrugs helplessly*).  But the HK of Ken
    and Ryu is easily countered with Dhalsim.  If its Ryu, wait until he is on
    his way down and standing fierce him.  With Ken, forward kick him in the air     
    BTW...What do people think of the new and improved honda?  Seems much more
    playable now that he has him Kamakazee attack!

    Justin
    justin@seas.smu.edu
Newsgroups: alt.games.sf2