So how does fchamp combo two gales?
Is the first just really meaty? Also does he use medium or heavy?
And I’m assuming he ends in light gale.

Are there setups for meaty gales?

Creditit goes to Deathology about 5 boxes up -

Here’s some old notes because this sub-thread is pretty dead.

After landing MP Flame, you can IAT behind into LP gale. If done as fast as possible it will meaty backroll but trade with 3 frame normals on quick rise. However, this trade will be in your favor, both in terms of damage and because you will recover in time to do another IAT behind into LP gale. This second gale will beat quick rise 3 frame normals and still catch back tech. So the opponent is still forced to block an IAT Gale.
+If you IAT into nothing, or whiff j.MP, you’ll recover in time to block 3 frame DPs.
+If you knocked the opponent into the corner, you can IAT in-front instead of behind to maintain positioning.

After landing IAG: dash, LP IAG will meaty backroll and beat 3 frame normals on quick rise.

After landing EX Flame: dash, dash, LP IAG will meaty backroll and beat 3 frame normals on quick rise.

After landing MP flame in the corner: whiff s.HK, B+MP is a frame perfect meaty against 3 frame normals on quick rise and backroll. You can cancel it into EX fire, for advantage on block and combo into s.LP xx EX flame on hit. It’s useful because it will cover both tech options but won’t lose to projectile invincible moves like the standard meaty flame/gales. Unfortunately, it’s only an option when you land the MP Flame close to your opponent, you could walk/dash forward then do B+MP raw but that’s a 1 frame timing. Whiff s.LK, dash, B+HP xx (EX Fire/MP Flame/Ex Flame) is another frame perfect option that is a true meaty for both techs and will work at a farther range, but it will whiff on wake-up crouching normals (so it’s meh :expressionless: ) .

Only bought the game a few days ago so very new to sim, but just been messing around in training mode trying to work out the best ways to combo into super. What I came up with:


j.HP > c.HP xx h.fb xx super > s.hk

Damage: 489
Stun: 455

If you hit with fireball first you get 479 damage and 505 stun, although on smaller characters the fireball needs to hit on the opposite side of the opponent to where you IAT (to push them towards you) or fb will whiff.


Also as a counter, you can:


c.HP > c.HP xx fb xx super > s.hk

Damage: 507
Stun: 485



c.mk > b.mk xx hp.fb xx super > s.hk

Damage: 422
Stun: 360

Works anywhere on screen but it’s a one frame link against some characters (if you do b.mk on the second frame then hp.fp will whiff on characters Ryu size or smaller). As one frame links go, the timing’s not too bad though.

Drill > b.mk etc. obviously works too and isn’t strict on timing.


These seem to be his highest damage combos and best way to get into super since cancelling into fb instead of flame doesn’t initiate a juggle state so you get the extra hit at the end and a reset (as well as the option to xx V-Trigger).

edit:
On crouching opponents the above only works on Gief and Birdie.

So the super combos I posted above do about 8 more damage if you combo straight into super without fb I’ve realized, but you lose out on stun (and push your opponent further back) so it’s still better to do the combos with fb generally I think. The exception being if you’re worried fb may whiff based on range. You can also xx v-trigger after the above s.hk’s if you like (won’t combo), or c.hk if you want a knockdown next to your opponent.

I’ve now been looking at some setups. In the corner:


b.hp xx h.flame > c.mk

Seems like a pretty good meterless reset you can meaty c.hp, or whatever you feel like from (seems like you get 5 frame advantage).

Another good mixup is if you punish with:


c.HP > b.mk xx fb xx super > s.hk

midscreen you get a reset in which you’re the exact distance to hit your opponent with the last active frame of c.mk (giving frame advantage and allowing you to combo into b.mk xx v-trigger etc). With a fb > j.hp to start off the previous combo you’d be doing over 900 stun too which is pretty good, but fb spacing is quite specific (has to hit their feet) so I’ve not managed it in game yet.

Don’t know if anyone’s finding this useful since the thread’s dead, but meh, there you go.

I’s also trying to work out Sim’s longest combo, could only come up with 11 hits; is there anything longer I’m missing?

edit:

Few more:

With the opponent near the corner, back throw, hk slide put you in perfect range for an mk slide to hit on the last active frame so that’s another easy mode setup. People normally expect Sim’s slide to be unsafe too so you’re probably more likely to catch people with followups too, though I’m yet to try in practice.

Also I see people doing b.hp (crush counter) xx hp.fb a lot, but turns out you can get a juggle going with:

1 bar:


b.hp (crush counter) xx ex.fb > IAT > hp.gale

278 damage, 430 stun

2 bars:


b.hp (crush counter) xx ex.fb > IAT > ex.gale

310 damage, 462 stun

3 bars (pushing opponent to corner):


b.hp (crush counter) xx ex.fb > IAT > ex.flame > ex.gale

392 damage, 598 stun

You can also slide from b.hp for a meterless reset for the same damage/stun as xx hp.fb (with just a slightly shorter range).

More c.mk (last active frame) > b.mk > etc. setups:

Corner:


c.hp (counter) > c.hp xx mp.flame ... backdash, c.mk > b.mk > etc.


forward throw (away from corner) ... c.mk > b.mk > etc.

Midscreen:


s.lp > s.lp xx ex.flame ... c.lk, c.mk > b.mk > etc.

There are also plenty of blockstrings that lead to this setups, but I’m not sure how useful any of them are as they seem pretty situational.

I’ve also found that after a hard knockdown mk drill crosses up with frame advantage for jab pressure (can fake out with hk drill), although I imagine this is already know (just haven’t seen it in matches).

Hey Hawkins,

Thanks for doing this stuff. The sim forum section seems quiet but every little info helps.

No worries, just hope it’s useful to someone.

i’ve been using tele.mk as a meaty from medium yoga flame.

it has to be low to the ground.

if they don’t recover: you whiff j.mk and can IA gale if you want.
if they normal recover: if they don’t have a reversal or upper body invincible, it’s **free **. It also beats 3frame attacks.
if the back recover:: the j.mk whiffs and it’s **safe **.

If they back recover and reversal, you recover in time to block (even if you input b.mk, it won’t come out). I haven’t tested the whole cast’s reversals.

You can also get a low low low IA tele.mk and you will recover in time to be **safe ** - even to normal recovery reversals. this is only useful for baiting out reversals.

I’ve added this to my game, but have only really just begun testing it’s safety against reversals.

edit: if they don’t recover: you can also do a second AI tele.mk and it can be made safe as well.

For clarification (because I’m trying to practice it), this should or should not loose to quick rise SRK?

It should lose to quick rise DP but beat 3f jabs. Should beat Mikas ex wingless and ex peach.
However, if you do mp flame, empty IAT you should be able to land and block the quick rise DP in time.

I need to do more testing on specific reversals though. I’m fairly sure you can’t do mp flame, IAT j.mk with safe jump timing to beat Ryus DP while getting it to connect on just tech, but could be wrong.

This setup is really strong against characters like Laura and Mika with no reversal options. They just have to take it if they don’t have super.

An addition to this technique if you read back tech is to IAT behind and gale. It should trade or beat 3f jabs but give you a good setup after.

I was practicing gales in training mode earlier and accidentally comboed a meaty mp gale into an lp gale mid screen without a fireball > teleport setup. Is it known that this is possible? I’ve not been able to replicate it, so I’m guessing it’s quite timing/spacing specific.

Worked it out. Easy against big hitbox characters like Birdie, but found a way to get it consistently on all characters now (if they don’t quick rise):

mp gale knockdown > mp gale (whiff) > hp gale (hit) > lp gale (hit)

Works midscreen or in the corner and also against crouching opponents. Not the best as you’re broadcasting the gales, but there’s hopefully a better way I can work out to combo the gales without any weird setup. The important thing is for the last active frame of whichever version of gale you’re using to connect on their rise.

Edit
More usable setup: After mp gale knockdown > hp gale (hits quick rise and can be juggled with mp gale)… if they don’t quick ruse hp gale whiffs so > mp gale (hit) > lp gale (hit)

Edit 2
Quick Recovery (won’t work against back recovery):

Delayed Recovery:

Can also link super:

Sorry for crappy quality, not used plays.tv before.

Edit 3 (last one)
After meaty gale, fb xx super connects and does more damage and stun than straight super.

After meaty gale, ex flame > ex gale also connects in the corner.

Against tall characters (tested on gief) hp gale > hp gale works, just as in other double gale setups.

Also instead of going for the second gale you can lk drill cross up meaty your opponent, although I’ve only tried this in the corner so far, but maybe it’ll work mid screen.

what would be the best DP punish ? cr.hp cr.hp yoga flame ? (ex if u have a bar)

The best with no bar is when you block dp: walk a bit to him s.hk(CC) walk again a bit cr.hp b.mk m.flame.
The hardest is against cammy because she gets distance when you block her dp…but still you can dash and do the punish i posted but it requires timing!
Use your bar only for some extra stun or some chunk of damage to kill(ex flame).

Has much changed in the way of Dhalsim in season 2? I’m thinking about picking him up but don’t know where to start.

In a big way man. Now’s a good time to be picking him up.

He’s much more able to keep people out thanks to buffed anti-airs and + on hit limbs now, so you can play the zoning game in a way that he kind of struggled with last season because of unga rushdown. Slower grey life regen is a big indirect buff for him too. 1F throw invincible teles mean he can escape the mika/laura blender a little easier now as well, where in the past you could only pray.

Just watch fchamp, yhc-mochi, and sabin/arturo to pick him up. Try to avoid panic sliding (and relying too hard on v-trigger to get you out on block) and overusing teleport, both will get you blown up.

I thought teleport was still throw able on frame 1? I have no access to the game for another week due to travel, but had a pal test it in training for me. Did he fuck up?

It was working against a gief. I will test it tonight, but i think it’s actually throw invincible.

Did cr.HP becoming 9f instead of 8f make the stun combo of V-skill j.HK, cr.HP, b+MK xx hcb+MP impossible? Or was I just messing it up?

I just checked. It’s still possible, but you have to let the float run out and j.HK as you fall to the ground. Easier to tele or jump into the j.HK.

That said, a better meterless stun combo is j.HK, b.HPxxHP.flame, s.HK. Does 306 dmg and 550 stun instead of 268 and 470. never mind, i’m retarded

j.HK, cr.HP, b.MK is the better choice once you’re prepared to spend meter though (both for 2 bar to do b.MKxxEX.flame, j.EX.flame and 3 bar to do b.MKxxMP.flamexxCA).