Alright, so Dhalsim confuses me. He has a lot of similar moves, and I need help differentiating them.
-three slides
-c.HP vs. s.HP
-what is yoga tower for?
-rdp.PPP vs. rdp.KKK
-the game doesnt list all his command normals for some reason
-general tips?
-basically the short slide is to avoid fireballs at mid-far range and have a lot of time to return with your own fireball/poke. the rh slide punishes fireballs at closer range and gives you a knockdown to setup a mixup or create space.
-cHP hits low but sHP hits further away and has slightly better frame data. sHP is good for trading with fireballs at long range.
-yoga tower avoids fireballs and low attacks so you can punish or gain advantage in a lot of situations.
-KKK version travels farther. it just lets you have more control over picking your spots. Creating distance is important, but you have to watch out for cornering yourself. Generally the air version is better, but it's important to note that you can cancel into a ground teleport off a close normal to get away when your opponent is pressuring you.
-he has command normals on every button standing crouching or in the air. it's basically neutral for long normals, back for close normals.
general tips:
don't use U1 on wakeup when your opponent is next to you. it has stalking flare startup time.
your basic mixup on U1 is crouching strong/jump back fierce at midrange, back jab/short slide at close range. U1 also gives you an extra chance to re-establish yourself at midrange when you're being pressured and is a great trade anti-air.
your anti airs are back strong and back roundhouse for standard jump ins, super and ex upblast for scarier situations which gives you a knockdown, medium kick and roundhouse kick for neutral jumps at midrange, jump back fierce and medium punch are your air to airs
don't forget you can air teleport behind people when they commit to a jump or some craziness just like with dormammu.
be really patient and focus on blocking if your opponent is on top of you, and look for an opportunity to slip a back short in between the pressure.
use the backdash sparingly to hold onto a range you like.
if you get a midrange knockdown you can throw a fireball and follow up with one of your air teleports for a simple mixup that also gets you away from the corner.
All you can really do about focus attacks is throw a lot of fireballs then poke them out of the focus.
Try not to get to angry against vortex characters.
Don't abuse standing HP too much, some characters can get pretty wacky punishes if they expect it.
You can occasionally use the HP and RH drills to escape the corner, and the LK and MK drills shorten your jumps for little baits or hopping fireballs.