Focus Closing Distance Safely, Air-to-Air Awareness
DhalsimBot is relatively lenient on most inputs, but requires some technical knowledge of the character. We suggest at least trying a few of Dhalsim's Trials in the Challenges Menu of the game to get a feel for him before attempting to input any actions. This bot should be used by players who are not comfortable against Dhalsim's teleport mixups or aerial movement, or just those who need to develop a muscle memory reaction for air-to-air attacks and followups for those attacks.
Successful play against this bot is relatively straightforward once the player gets used to it, but certain nuances of their own character or the matchup can be discovered through effort and consideration. Unlike many of our other bots, the player is not likely to get the maximum benefit from simply following the point system progression and focusing purely on surviving/winning. They should try to find small advantages to optimize, and use DhalsimBot to get a better feel for their new character or secondaries they are trying to learn.
As with all bots, 1P Health should be set to "Normal". 1P CA Gauge should be set to "Normal", and 1P V-Gauge also set to "Normal".
Settings for 2P are Health - "Auto-Recover", V-Gauge - "Auto-Recover", CA Gauge - "Auto-Recover".
Completing each action gives 1 point. Try to get to 10 points without dying.
- A - Use a grounded Anti-Air Normal/Command Normal on Dhalsim during Action #1 (no points for Anti-Air of #2, player should track this themselves)
- B - Dash in and Throw or Command Throw Dhalsim when he activates his V-Trigger
- C - Use an EX Move at the end of a combo to knock Dhalsim down
- D - Use an Air-to-Air Normal on Dhalsim during Action #1 (no points for Air-to-Air of #2, player should track this themselves
- Easy - Points given for ABCD
- Medium - Points given for BCD
- Hard - Points given for B and D only
- Extreme - Points given for B and D only, juggle or hit Dhalsim immediately on his wakeup after the Air-to-Air of D to get the actual point (Air Target Combos with no ground ender do not count for juggle points here)
- See the notes on Action #5. Players who create or discover new potential hiddens for this input can let us know (along with any point systems related) and we will add them here with Twitter creditation.
7 until jump, hold 2MP+MK (or 1MP+MK), 623PPP, end recording just as he reappears from the teleport.
When replayed by itself, the timing should usually cause Dhalsim to teleport repeatedly after any action that triggers him to teleport without jumping first, if he is uninterrupted after that. The player can vary the height of when they press the V-Skill according to their preference or whatever makes it harder to do.
5LP hidden [5/6HP], 63214HP, hidden [5HP+HK, 5HK+LK] 5MP+MK, end recording as soon as he is airborne.
5LP, 63214HP, hidden [5HP+HK], 5MP+MK, end recording as soon as he is airborne.
You can use 6MP+MK instead of 5MP+MK.
Using the Variant makes it easier to get incorrect points, i.e. where the player reacts to Dhalsim being in the air, but as this is action #2, no points should actually be awarded. Use it to focus awareness. It can also result in stronger mixups when DhalsimBot is on the 'offense'.
2HK, hidden [5LP+LK up to 3 times, 5LK] 5LP+LK, hidden [5LP+LK up to 3 times, 5HP], end recording
In the case of this one, there is some leniency with what the inputs are (random light buttons and so on instead of successful throw inputs in the hidden block are ok). However there is no general leniency with the speed of the inputs. Make sure nothing is visible after the whiffed throw, and that the last input is 5HP.
5HP(or PPP), hidden [236MP] 236PPP (Mash PPP) until you get EX Yoga Fire, hidden [236LP], end recording before he recovers.
5HP (or PPP), hidden [236MP] 236PPP (Mash PPP) until you get EX Yoga Fire, 236LP, end recording before he recovers.
You can mash MP+LP instead of PPP for the EX Yoga Fire. This increases his keepaway ability slightly, but players who aim to learn to whiff punish 5HP should not use this variant.
Even for the Acceptable version, try to hide the 236LP, as it is generally easy to do and doesn't technically 'work' anyway due to the restrictions on 'on-screen projectiles' The 'Acceptable' vs 'Perfect' version of this is therefore only easily visible in interrupted playback. This is left to the player's judgement and preference.
4HP, hidden [236PP, 236MP] 236MP, hidden [mash various punches and/or LK until he recovers], 5MP+LP, stop recording just before 5MP recovers
Due to the high leniency on this input, the first set of hidden inputs can be reversed if the player is fast enough to switch back and forth between the MP, PP, and non-hidden MP versions.
Due to the high leniency on the commands of this input, the second set of hidden inputs can be practically anything the player wishes, or whatever happens to be pressed while they are 'mashing'.
As detailed in the Variants section above, the leniency of this input is high and the player can use it to customize the bot more. Unlike most bots where a particular input (often #5) can be completely replaced for Modification purposes, we strongly suggest keeping the opening 4HP no matter what, and less critically suggest just using the hidden blocks for player modifications.
Still in progress.