Super Turbo -
Cited as being a 7/10 difficulty for Ryu.
Most recent tier chart cites it as 6.5+ Dhalsim.
SF4 -
YHC Mochi thinks 'Sim wins 6-4.
FChamp thinks 'Sim wins 6-4.
I've only cited SF4 and ST because they're the most comparable to SF5. 6-4 is not a bad matchup by any means, but it still a losing matchup. Ryu has to take risks to get in and can have a hard time sitting and throwing plasma.
Maybe things have changed with SF5, though I doubt it based on the footage I've seen as of late. Even if it was universally agreed that the match is 5-5, Ryu still has to take risks since Dhalsim's poke range can make one hesitate when throwing projectiles. Dhalsim takes Ryu out of his comfort zone no matter the matchup score.
If it were vanilla or Super Street Fighter IV, I could see why they consider the match-up 6-4, but for Ultra I can't help but disagree without further explanation to see what I may be overlooking objectively speaking. In Ultra Dhalsim's tools in that specific match-up were made less effective across the board with a myriad of nerfs up until that iteration of the game, with Ryu comparatively speaking not suffering as much. Less damage and range on his pokes, making his standing back LK a 4-framer instead of 3, not being able to use some other special moves anymore with a fireball already out on the field, weakening some of his (admittedly already) strong anti-airs a tad, lowering the damage on the comparatively scant few combos he has (with counter hits or EX required to keep up with older values) and so forth. I'm more inclined to believe it's more even in Ultra and players of that calibre just happen to
really comfortable against Ryu with how long they've been competing with that game. The risks Ryu has to take in Ultra are also overblown for a variety of reasons that have been largely remedied in V.
Ryu - Dhalsim in Street Fighter V is definitely closer to 5-5 however, looking at it objectively. Compared to older games, Dhalsim's pokes are slower, making it noticeably easier to whiff punish and by definition riskier to throw out given their relatively long recovery. By extension, Crush Counters add another layer as to why Dhalsim has to be more cautious than ever now with his limbs, because Ryu's forward dashes allow him to invade Dhalsim's personal space in no time at all, even if it isn't a hard knockdown with a sweep. Ryu is also one of those characters where the max range on Dhalsim's best long-range pokes does not exceed the distance of a well-timed jump-in, again different from older games. Grabs make it more difficult for Dhalsim to avoid mix-ups with a reversal teleport, since those only avoid strikes now unlike both in older games. The fireball game is obviously favoured to Ryu, with how Dhalsim is forced to use EX bar now. His standing fierce punch is nowhere near as braindead now as it was before to punish Hadokens from afar, since you need to have fairly precise timing in order for V's version to go under fireballs (even on hit) with its slow start-up animation. To compensate for this, his HK Slide is a safer way to react to a projectile... but this puts him at risk on block or when just out of reach since Dhalsim subsequently puts himself outside of his comfort zone. His Critical Art is nowhere near as effective as either a "get off me" or a chip tool compared to IV's Ultra 1, nor a desperate hail mary as any kind of reversal. Dhalsim's anti-airs (while still very strong mind you!) comparatively speaking require more second thought and precision than before, with a single slip-up leading to higher damage or stun on average than IV. Dhalsim still owns an aerial normal that can be used as an instant overhead, but the reach of it is shorter (still making it very punishable on hit vs Ryu like before) as well as it being the weakest button now strength-wise, with a floatier + shallower jump to boot. No invincibility frames on Dhalsim' backdash harms Dhalsim way more than it does Ryu, given the very short distance it travels in conjunction with the universal risk of counter-hit status. SFV Dhalsim is proficient at controlling air space, but Ryu has been given sufficient tools that allow him to focus on the grounded game to cope with Dhalsim's style of play until he gets past that mid-screen hump.
Does this make Dhalsim weak in this particular match-up? Fuck no. Ryu has also been similarly toned down in a number of ways alongside other bugbears (for example: IAT + FP whiffing on Ryu thanks to his miniscule hitbox in IV) being made more consistent, and Dhalsim has been compensated in numerous areas to even out the scale with how the underlying game itself also created some new universal (and unique) tools to accommodate his preferred approach. It's just that by the end of the day, the tweaks translate into less lopsided match-ups across the board to the point
legitimate hard counters don't exist anymore in Street Fighter V, even against those where in the past Dhalsim could typically press his advantage harder.
Not sure if this is old, but this just happened:
Dash can low profile stuff. I wonder if there's anything else.
This might explain why some (non-Bison) dashes occassionally travel 'through' a couple of Dhalsim's long-range limbs, even when in hitting range. Hmm.
Uh, absolutely not. This is online ranked, not a tournament. That's fine for BL, but that's not the philosophy behind Ranked and it shouldn't be.
The philosophy behind Ranked is one-off gimmick-y Wild West garbage, so the suggested alterations would make a big difference.
So Dhalsim gets out of meaty pressure for free with teleport? Or did I time the meaty wrong 5 times in a row? I was using Vega and trying to meaty with cr.MK (claw on).
Not for free, no. Dhalsim can indeed escape meaties with a teleport and only as a reversal, but the recovery is insanely long plus he's still prone to being grabbed. If he does avoid a meatie, it's not difficult for Vega to punish on-reaction: some versions of the wall dive and roll depending on the distance, his HK slide, his Critical Arts (also distance dependant) and his V-Trigger can all connect in time before Dhalsim is allowed to block. Merely walking or dashing forwards also suffices, given Vega's high movement speed.
That shit is so gimmicky in tense situations like that. Really difficult to respond to it and occasionally a Vega player will mix things up and go for the grab instead so just sitting still and blocking might not necessarily work out either.
You'd be surprised how easy it is to stuff the EX wall dive with an air-to-air after a neutral / backwards jump.