DhalsimBot v2.0

Difficulty Moderate

Focus Options at Range, Delayed AntiAirs and A2A


DhalsimBot's second version is almost entirely an improvement over the first, but should not be used until the player feels mostly comfortable fighting both Dhalsim CPU and DhalsimBot ver. 1. Not only is this bot considerably more difficult to input, small errors or 'drift' in timings can cause the bot to be even less effective than DhalsimBot v.1 in terms of its reliability as a training partner. The bot also has multiple variants, and for some characters, customized timing may be required to get a bot that is sufficiently challenging to learn from. Therefore we suggest using this bot only for practicing with your main character, or at least your main character for this matchup. Technical knowledge of Dhalsim as a character is also required in order to make decisions about which variants to use. 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 still primarily 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 beyond that which is offered by version 1.0.

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 improve their calm, timing, and accuracy.


Gauge Settings

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 - "Normal", CA Gauge - "Normal", V-Skill: I. This bot functions acceptably with either of Dhalsim's V-Triggers.


Goals

Completing each action gives 1 point. Try to get to 10 points without dying.

Points System

Difficulty Levels

Variants

DhalsimBot has multiple variations, but only three main suggested combinations for them. In a throwback to the olden Days, we will refer to these as C-Groove, A-Groove, and P-Groove. Each is suited against a particular character or playstyle. A brief description of each is given here, before the inputs, since the inputs themselves, while they have markers for which 'Groove' a particular variant can be used for, do not necessarily explain how to make sure they all work together.

C-Groove can be considered to be the 'standard' form of Dhalsim players at the lower to mid levels, whose gameplans revolve around zoning, retreats, and keeping the opponent away. This version of the bot should generally use blockstrings and spacing meant to maintain safety for Dhalsim, and teleports generally will be for escape or evasion.

A-Groove is meant to help learn how to fight a Dhalsim player who is aiming to take more risks and be somewhat oppressive with their setups and spacing. Teleports are generally used to switch sides and keep the opponent frustrated. Blockstrings are less important than finding weak points.

P-Groove is about defense and holding specific spaces on screen, shutting down the opponent's options with repeated attacks due to the opponent not having a good way to close the distance. Teleports are used less often but are often retreats, and there is less air movement, more projectiles.

Players should choose which one to use based on whatever Dhalsim players they normally encounter at their level, if any. Otherwise, choose using the following guidelines.

Action #1

Variant #1

(P-Groove, maybe A-Groove)

3LP, hidden [1LP], 5MP (hold until end), end recording immediately

Variant #2

(C-Groove, maybe A-Groove)

3HP, hidden [1LP], 5MP (hold until end), end recording immediately

Variant #3

(A-Groove only)

3MP, hidden [1LP], 5MP (hold until end), end recording immediately

When replayed by itself, the timing should usually cause Dhalsim to do a crouching LP followed by a standing MP. In the best rhythm, he should never visually do the first move again after he manages to do a single 5MP, and he usually should not just use 5MP repeatedly. Variant #1 is for when you definitely intend for DhalsimBot to be able to use L-Yoga Fire, and Variant #3 is to help act as an antiair when you choose to have the bot use no Yoga Fire at all (this is determined by choices you make for the input of Action #5). Variant #2 is basically just for blockstrings and for use against characters who have to 'put up with' H Yoga Fire and generally spend more time at fullscreen vs Dhalsim.

Action #2

Variant #1

(P-Groove only)

FirstFrame 6MP+MK, (6)3214 end recording instantly

Variant #2

(C-Groove only)

FirstFrame 4MP+MK, 63214 end recoring instantly

Variant #3

(A-Groove, maybe P-Groove)

5MP+MK, 63214 end recording instantly

Dhalsim moves forward during his V-Skill more, using Variant #1, and uses more close range normals with Variant #2. Variant #3 is a comfortable default. Since this input is simpler, using the FirstFrame recording method (See Glossary) is not absolutely necessary, but may help.

Action #3

Variant #1

(C-Groove, usually P-Groove)

FirstFrame 1KKK(hold until end) 62369 (or 96236 depending on skill with this character) end recording instantly

Variant #2

(A-Groove, occasionally P-Groove)

FirstFrame 1PPP(hold until end) 62369 (or 96236 depending on skill with this character) end recording instantly

Variant #3

(Only works if perfectly input, in C-Groove, in combination with Variant #3 of Action #4)

FirstFrame 1PPP+KKK(hold both until end) 62369 (no option to use the other form) end recording instantly)

When this replays into itself, in combination with Action #1, it should do a negative edge teleport if you used Variant #1, or do it when you replay it with Action #4 if you used Variant #2 and the A-Groove input for Action #4. Otherwise, Dhalsim should jump forward repeatedly and do nothing else, if this was done correctly (played by itself with no combinations with other Actions). Due to specific leniency, this can also activate backward teleports in combination with Action #2 sometimes.

Action #4

Variant #1

(C-Groove)

4MK 7896 end recording instantly.

Variant #2

(A-Groove or C-Groove)

1MK 47896 end recording instantly

Variant #3

(P-Groove or C-Groove)

4HP+LP(hold the HP until end) 7896 end recording instantly

Variant #4

(A-Groove or C-Groove)

2MK 14789(6) end recording instantly

Variant #1 is required to make the Action #3 teleport work if it was done using Punches, and to suppress it if it was done using kicks if you feel Dhalsim should teleport less. Variant #2 is similar, but leads to Dhalsim catching the opponent's legs more often at close range and gives the M-Drill from the air. Variant #3 is for EX Yoga Fire if the Teleport in #3 was done with Kicks and you feel that Dhalsim should use this teleport often. Variant #4, once again, enables the Punch teleport and suppresses Kick teleport, but changes Dhalsim's spacing occasionally using M-Slide and still adds the M-Drill, but suppresses Yoga Flame and Gale a little if you can avoid pressing the final 'optional' 6 input, for some players with less than perfect inputs otherwise.

Action #5

Variant #1

(All Grooves Ok)

FirstFrame 3/2HP+HK, hidden [1LK (short delay) 5LP+LK] 5MK (hold until end) 236 end recording instantly

Variant #2

(A-Groove only, disables ALL Yoga Fire)

FirstFrame 3/2HP+HK, hidden [1LK (short delay) 5LP+LK] 5MK (hold until end) end recording

Variant #3

(P-Groove only)

FirstFrame 1/2LK, hidden [2HP+HK 5LP+LK] 5MK (hold until end) 236 end recording instantly

Variant #1 is a useful standard, only use the other two if you either want Dhalsim to never use Yoga Fire, or if you want to heavily limit the amount of H-Yoga Fire and H-Slide he uses. Variant #3 can also help change which downward drill he uses from air from H to L. Note that for various reasons related to animation timings, he may have access to L-Drill anyway with Variant #1 (due to an interaction between the animation time of his V-Skill and when he can make attacks). Try to get the timing so that the throw is a threat. It is generally acceptable if Dhalsim sometimes loops 5MK and whiffed throw.




In-Depth

Still in progress.