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- From: bodom@silver.ucs.indiana.edu (Brian Odom)
- Subject: Dhalsim Strategy Guide (3/3)
- Message-ID: <By23CI.4u3@usenet.ucs.indiana.edu>
- Sender: news@usenet.ucs.indiana.edu (USENET News System)
- Nntp-Posting-Host: silver.ucs.indiana.edu
- Organization: Indiana University
- Date: Sat, 21 Nov 1992 07:55:29 GMT
- Lines: 304
-
- **********************************
- * Strategies for fighting HUMANS *
- **********************************
- in alphabetic order:
-
- BALROG
-
- I'm sorry that I can't provide much here. The basic strategy is to stay in a
- crouched position and play reactionary. If you see Balrog charging towards
- you (turnaround, uppercut), give him a good fierce slide, and possibly head
- butt him. I have yet to play against a good Balrog player, so I don't know
- what to expect. Seems like I would stay out of the air and keep him at bay
- with a barrage of fireballs. Basically, stay low, and throw fireballs and
- hit him after he jumps your fireballs.
-
- BISON
-
- Cheese, dripping all over the place!! The most important concept when fighting
- Bison is your opening move. Many Bisons cheese to begin the round. If you
- fireball at the beginning, you will burn Bison, but with his penetration, he
- will hit you afterwards, and you will take more damage.
-
- You want to jump back for defensive purposes, then drill him when he pours
- on the cheese. Afterwards, keep him at bay with fireballs (preferably slow
- ones) that way it'll make it difficult for him to cheese. Beware of the
- head stomp!! Haphazardly throwing fireballs can be dangerous!!!
-
- When at far distance, sling fireballs and play reactionary (i.e. if you see
- a head stomp coming, jump back and roundhouse)
-
- When at medium distance, stay in crouched position. Bison's slide is vicious!
- Block this and throw him. If you see cheese coming, just crouch punch.
- Yes, crouch fierce punch!!! Works MUCH better than trying to slide under it.
-
- A head/foot drill, then head butt is a good combo to use against Bison, but
- only use head drill as a defensive move (foot drill can be used as both),
- because of cheesepedo.
-
- Avoiding the cheesepedo:
- 1) jump over it (obvious)
- 2) block (well, that takes damage)
- 3) slide (preferably roundhouse) (I don't do this that often)
- 4) crouching fierce (yes, this works, and I would use this if you can't get in
- the air fast enough)
- 5) jump over and then head dive
-
- Hitting the cheesepedo:
- 1) fireball (obvious)
- 2) flame (I don't know. I haven't tried this. Knowing the priority of Bison's
- cheese and the low priority of Dhalsim's flame, I wouldn't be surprised if this
- didn't work)
- 3) foot drill (head drill don't work)
-
- The scisssor kicking Bisons are the ones that give you trouble. Slides won't
- work, and because it's so fast, it's tough to get a fireball out in time. The
- best way to stop this is to jump back and either fierce punch or medium leg
- kick. If he cheeses, then foot drill him. Staying in the air a lot isn't
- a bad idea. Most of Bison's damaging moves occur when you're on the ground.
-
- BLANKA
-
- A real trouble maker. A good Blanka player can really challenge a good Dhalsim
- player. Blanka's number one move is the jump forward kick, or jump claw.
- This will hit Dhalsim's limbs just about every time. I wouldn't try the old
- yoga fire, kick combo against Blanka. What I use to stop Blanka is to "read"
- their minds. I'll try and hit them with a (delayed) fierce punch upon landing
- from a jump. I say delayed because Blanka can kick your arms VERY easily.
- Usually, Blanka will block, then jump again. This time, I'll use a jump back
- roundhouse. It's a real pain fighting Blanka, since you have to play SO
- defensively. The best thing to do is to try to attack Blanka many times, thus
- forcing him to block and preventing him from jumping a lot. What I mean is try
- to sneak in a lot of middle kicks and punches. Drills don't work to well.
- If Blanka balls at you, simply block, and hit him with either fierce or
- roundhouse when he recoils. Blanka is probably the toughest opponent for
- Dhalsim (IMHO), since staying back doesn't work especially well, and fighting
- at close range doesn't work too good either. What really pisses me off is that
- Dhalsim doesn't take as much energy as before when he counter attacks Blanka's
- ball. But don't despair, because you will in the long run, take off more
- energy than Blanka. Seems like it's a little tougher to hit Blanka when
- recoiling than in classic. One neat trick I know for reading minds is if you
- throw a fierce punch and when Blanka blocks. If you hit him with the tips of
- your fists, try to yoga flame. really. Usually Blanka will kick right through
- the flame, but if you hit him with the tips of your fists, that leaves you
- enough distance where Blanka will land helpless into the wall of fire.
-
- CHUN LI
-
- To beat Chun Lis, you have to keep them back. A lot of sneaky medium kicks
- and a lot of jumping back kicks (forward or roundhouse) should suffice. I
- wouldn't throw to many fireballs though, since she can easily jump over them
- and come down with the lightning kick. Most Chun Lis jump a lot. Frustrate
- them with timely defensive jumping kicks. To play Dhalsim effectively against
- her, right after you see her jump, you jump back too, but if the distance is
- right, you will nail her, without trading blows. Jumping roundhouse works
- much better than jumping forward. To hit Chun Li out of her lightning kick,
- head drills are recommended. There is a bug in the game and it's against you.
- If Chun Li does her cheap-kick-in-the-back-and-you-have-to-guess-which-way-to
- block kick and you're in the corner, you will be unable to block. real cheap.
- A good Chun Li may use her spinning bird kick against you. It's works better
- than you may think. Yoga fire isn't recommended too strongly, because her
- legs are so far spread out that if you do manage to get a fireball off, more
- often that not, you'll trade blows which will result in you losing more energy.
- Someone told me that you can do a crouch strong and it will knock her out
- of her spinning bird kick. As to countering the neck kick, it's a crap shoot.
- She can after you block it:
- 1) throw
- 2) lightning kick
- 3) do another one
- 4) crouching roundhouse (irritating) more on this later...
- 5) jump straight up and roundhouse or fierce
-
- really powerful (cheap) attack. After blocking that kick, basically you have
- 3 options:
- 1) throw
- 2) noogie
- 3) head butt/knee blow
-
- I strongly suggest to not go for the throw. Many times you will miss. Seems
- like she will win this throw the majority of the time. Also, if she does a
- jumping roundhouse or fierce and you go for the throw, you will do a head butt
- and she will smack your head. The crouching roundhouse can be irritating
- because you have to block that neck kick high, and by naturally tendency you
- want to counter throw, but she'll hit you. After blocking the best move to
- do is to crouch immediately. If she jumps straight up, you must be patient
- and block her attack. The best way out of this is the noogie. Go for the
- noogie if you see her going for the throw. After noogying, jump back to gain
- some distance on her.
-
- DHALSIM
-
- Dhalsim has finally met his match!! To provide a strategy guide to fight
- Dhalsim would be useless since the other guy can do the same thing, so it
- would be best to provide do's, dont's, and reminders.
-
- 1) Remember, Dhalsim can slide under fireballs.
- 2) Avoid using standing kicks when close to opponent, because other guy will
- roundhouse slide and knock you down.
- 3) Remember, you can hit Dhalsim's limbs. Foot slides work good.
- 4) If involved in a fireball war (happens a lot), try sneaking up after
- throwing a fireball, and slide under opponent's next fireball.
- 5) Jumping back and head drilling works well, provided that when you land,
- according to the distance you are from your opponent, you know what to do.
- 6) Also, you can crouch punch under Dhalsim's fireballs (but, not a sonic boom;
- weird, very weird). This can be a very good surprise attack.
-
- One really good tactic for fighting against Dhalsim is what we call the "pull
- up noogie" While you are noogying Dhalsim, keep the joystick held in the up
- position. When Dhalsim breaks free from the noogie, both of you are in the
- air (he broke free and is flying away, you are executing a jump). Immediately,
- do a head dive. You will hit Dhalsim, and it is impossible for Dhalsim to
- block this, since he is airborne. This is useful against other characters, but
- not guaranteed to hit. Another good tactic is jumping around and kicking with
- the forward kick. Works wonders.
-
- GUILE
-
- Those pussy fighting Guiles!! Hate 'em, always have.
- I like to start the round with a forward kick, that way I can hit them before
- the sonic boom comes out. Sorry to be obnoxious, but Guile is a weenie.
- Against "pussy" Guiles (slow booms, jumping kicks, fierce fierce sonic boom
- combos, etc.) try to throw fireballs a lot but vary the speeds. Throw a slow
- one, if they block it with a sonic boom, make the next one be fast, e.g.
- What you basically want to avoid is making a mistake. One badly timed fireball
- is it's Guile combo time. I have learned when and what distance to fireball
- from. Takes time and patience. A REALLY good strategy is to FAKE a fireball,
- that way they'll jump in at the wrong time, and you kick them back. Also,
- some Guiles will fall for the roundhouse slide under sonic boom. Many of them
- just throw slow sonic booms and walk in. Another good thing to try, is don't
- always block the slow boom. Try jumping straight up. Get Guile to follow his
- sonic boom, then give him a forward kick to the head while you're still in the
- air. With the right timing of fireballs, you actually can control the destiny
- of the fight instead of Guile.
-
- Against other Guiles, fight them like Chun Li; jump back and kick when they
- jump at you, sneak a lot of fast forward kicks, and keep pressing them with
- fireballs. The key is don't let him get close. You DON'T want a combo in
- your face.
-
- HONDA
-
- Can't say much here, since there aren't many good Hondas. A good strategy is
- to play defensive. Let Honda come to you, and you counter. Avoid jumping
- unnecessarily because a fierce slap hurts. Honda's disadvantage is his
- slow jumps. Take advantage and pour on the slow fireballs. Here's something
- that I use on computer Honda which should work.
- Get a good distance between Honda. Throw a slow fireball. If he jumps towards
- you, just do a standing roundhouse where your heel hits his head. Honda
- can't effectively get "in" on Dhalsim at all. The only way a Honda can get in
- is to use the high priority moves. A good Honda will belly dive or do the
- squat move because he can hit Dhalsim's limbs very easily this way. Beware
- this move and keep the onslaught of fireballs coming.
-
- KEN
-
- Many prefer Ken over Ryu, but I rather fight against Ken instead of Ryu since
- Ken does less damage, and his hurricane kick is weaker. One situation you
- want to avoid is when in a fireball war, and your fireball doesn't come out
- as planned, beware when you jump back, because if he threw a slow one, you
- will get hit unless you dive which takes incredible timing, because it's easy
- for Ken to throw you after you foot drill him, unless you hit him in the knee.
- I like to get in fireball wars, and inch up and sneak in a roundhouse slide.
- Against "triplers" (those who know the triple and even quadruple dragon punch)
- you must be careful when you fireball, since Ken may sneak a hurricane kick
- in which can spell trouble. Flame can burn him, but he just floats over yoga
- fire. Against these people you have to have good reactions. I like to fake a
- couple fireballs and when they jump, I just jump back and kick him (either
- roundhouse or forward). Also, against these characters, when I stun them, I
- would throw them AWAY from me (not in the corner) that way you have your
- distance. Sometimes when in a fireball war, I play offensive. If I suspect
- a fireball (ha-dou-ken), I'll give them a head-drill (to hit them a float over
- the fireball) and depending on which part of the body I hit them with, I'll
- go for a double head butt or immediately jump back and kick.
- Also, a really good tactic is if Ken does a fierce dragon, misses, and is close
- to you, walk up and give him a double head butt on the way down, then do a
- middle (not roundhouse) foot slide. (You'll be surprised how often that
- middle foot slide will connect). This results in a stun.
-
- RYU
-
- Play him like you would play against Ken, but don't try to sneak in too many
- standing middle kicks (because Ryu can knock you down with his hurricane kick).
- Even if you trade blows, Dhalsim falls down, and Ryu approaches Dhalsim
- preparing for a trap. Use more jumping back kicks against Ryu. If Ryu does
- a dragon punch and you jumped back and he missed, hit him a foot drill (if
- you hit him with a head drill, it'll be easier for him to throw you when you
- land). Also, beware of the "sucker" punch (where Ryu does 2 consecutive jab
- dragons). If you see Ryu/Ken purposely do a jab dragon from a distance away,
- don't try to hit him on the way down, because he'll do nothing but punch your
- arms. Don't fall for it.). If Ryu traps you in the corner, it's pretty
- obvious to use your slide to get out of there.
-
- SAGAT
-
- A really tough guy to fight against, since he takes off big damage while
- being able to fight like Ryu/Ken. His uppercut is particularly devastating
- and his fireball speed is only matched by Ryu. Don't try sneaking in a lot
- of long distance moves while both of you are on the ground because that can
- spell trouble for Dhalsim. Jumping kick don't work too well, since Sagat
- doesn't jump too far when he jumps. When I play against Sagat, I play
- OFFENSIVELY. When a fireball war begins, I match a couple of them, then
- I like to jump and head drill him. Hits him real good if you hit him as he
- was doing a low tiger. Just a little tougher if he was doing a high tiger.
- If you matched a couple of his fireballs, you can bet he'll throw another,
- since his fireballs are faster. When I say head drill him, I mean jump
- an inch and dive at him. Don't hang in the air too long because you'll
- give him ample time to get an uppercut off. That's the whole purpose of
- fighting offensively. Hit him during his delay after throwing his fireball,
- and depending on where you hit him, react accordingly. If you hit him in
- the "knee" area, go for a head butt. If you hit him in the "middle" area
- (just out of his throwing range), block because he may go for an uppercut.
- If you hit him in the "head" area (after you head drill him, you land in
- his throwing range), try to beat him to the throw. If you're up against
- a Sagat who doesn't throw many fireballs, then play defensively. Let him
- come to you. If he jumps at you, you roundhouse slide him when he lands, e.g.)
- I admit Sagat is a tough character to fight against, so it will take some
- time. I wouldn't recommend sliding under fireballs because 1) he can crank
- out another one, before you even recover from a (roundhouse) slide and
- 2) you can't slide under a low tiger.
-
- VEGA
-
- Boy, this prissy punk is made to kick Dhalsim's ass! I fight Vegas very
- similarly to Sagats, try to fight offensively. If you fight primarily
- defensively, you'll give Vega time to charge for the screaming eagle, and we
- all know how SLOOOOOW Dhalsim is. If you see a screaming eagle coming, about
- all you can do is jump back and execute a perfectly timed roundhouse.
- Do not roundhouse slide, for you will get hit. Vega can pick you up and slam
- you in the middle of a drill, which (IMHO) is very unfair. The only thing I
- do differently against Vegas and Sagats is that I throw fewer fireballs
- at Vega. If you must throw a fireball, I would throw a slow one. If Vega
- is crouching ready to defend this slow fireball, I usually follow that slow
- fireball with a head drill, that way I keep the press on Vega and he doesn't
- get to charge up so easily. Actually, staying back from Vega can be hazardous
- because of the "take-1/4-of-my-energy-screaming-eagle". If you're up against
- a master screaming eagler, (the kind who can do screaming eagles consecutively
- because they know how to charge up for another while backdropping you), it's
- pretty tough to escape. If he's backdropping you while you're in the corner,
- a jumping kick will go right through Vega sometimes, so a well-timed drill will
- be needed to hit him. Also, against Vega, try to sneak a few standing kicks
- and punches to catch him off-guard. Also, a standing jab can knock Vega out
- of his screaming eagle. Does piddly damage, but if done correctly, it'll keep
- Vega off of you.
-
- ZANGIEF
-
- Thank god, I haven't seen a human Zangief as good as the computer (well, he
- cheats!). But, basically the same rules apply here as in classic SFII.
- Sling many fireballs (I recommend varying the speeds) and keep him back.
- Remember when Zangief jumps over your fireballs, time your punches where he
- wont kick them. You can hit him with delayed punches (hit him right after
- he lands) and you can sneak a lot of standing kicks and punches. Dhalsim
- is made to eat up Zangief. Be careful, though, not to throw a fireball when
- you and Zangief are at about medium distance. (e.g., you throw fireball,
- Zangief jumps over at SPD's you.) Only throw fireballs when at a great
- distance away, so when he jumps over them, you'll be out of range of the
- SPD. If you want to sneak in a kick, don't middle kick 4-5 times in a row,
- because he'll just crouch punch your leg. Lots of fireballs, and vary your
- attacks. Drills are NOT recommended, because you DON'T want to approach
- Zangief at all!!
- --
- Brian T Odom
-
- "We are all manufacturers -- some make good, others make trouble, and still
- others make excuses."
-