@spyx
first thing is non-character specific stuff:
learn to use c.lp, s.hp as a hit confirm instead of that c.lp, c.lp, c.mp stuff off jump-ins (especially demon flips and command dives). It will add a good little bit of extra damage to your combos.
You went straight to chip damage to end all of your block strings. Try mixing it up and doing something like jab jab (stand and move forward a TINY TINY bit) and do a c.mp. In other words, add some broken block strings to fish for counterpokes. On top of that make sure you can Land either a sweep, c.mp, or s.hk consistently after getting that counterhit.
I assume the demon flip slide was a button error… right? Hope so. No slide…on anyone…
You HAVE to follow up those throws when you land them. Dash dash demon flip or cross-tatsu basically every time. And if you are up for it OS demon a cross tatsu and you’ll have covered every option he has except for actually blocking correctly.
Character specific:
don’t use shaku very often if ever in the actual on the ground fireball war as if he isn’t already using a fireball at that point he can iTeleport for a punish.
If you are going to focus a poke… don’t hold it. Either dash dash forward to get in or dash back to get out, the choice depending on if you are close or far away. And at a kinda middle far distance just don’t both as it has no advantage to it, just a chance to lose double the poke damage.
Too much air fireball to get in. If your friend was better he would have been consistently doing a slide and punishing with a bnb or a throw EVERY time almost. Instead try to get the sim to come to you at the start of matches. You should be able to punish every single teleport he does to try and get in, and having a life lead on sim is important to the match-up and being able to keep your composure. Only if they have shown they aren’t going to teleport in on you for a free punish do you have to start moving in. At a middle distance air fireball works to help you get in, but once you are in a slide~throw range you can’t use anything but a very low EX to get closer. At this range you should work on inching your way in, using command dive kicks, cross tatsu if at an ambiguous range, EX fireball, and moving forward with c.mp to counterhit pokes (as well as FA-ing through pokes and fireballs, but being ready to have to tech a throw possibly right afterwards).
don’t use demon flip dive kick often except as an option on wake-up. But for wake-up its generally going to be better to use OS-able moves (either a hk or a demon flip palm) so you can punish some of those inevitable attempts to teleport out. On top of that, a general strat against sim is to push him to the corner where his teleports no longer actually get him out anymore so you can ALWAYS punish them hard.
Talking about wake-up… you can use tatsu sweep on him (and the timing is VERY easy compared to some other characters). His wake-up is very poor so keeping him in a vortex makes the match that much easier. Once you get him knocked down you shoud come away with around 1/3 or more life every time before he can get away… so no more ending with HP SRK unless you can set him up for a chip kill right afterwards or something.
during sim’s poke strings up close, try to learn the point at which he goes for a fireball or a flame. Learn to FA through the final part of the poke and punish with a throw or a c.lp into something. Don’t ALWAYS do this, but it puts fear into the opponent so he will not be as aggressive when trying to push you back off at clsoe range.
sorry for the long post.