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).