I wouldn’t assume combo damage using existing numbers. The notes suggest wider-range damage changes than have been listed (more negative than positive overall) so it’s possible EX flame will still do more damage than other combos.
Ah sorry I dont have images, I only have video. And those images of Dhalsims flames are taken a few frames into the active frames. I checked out “Range on first active frame” and “max range”, and lp flame had better range on 1st active and same max range!
Sim will pretty much stay right around where he is now, tier-wise, imo. I’m a big fan of drills, and was really hoping for more ST-like drills, but no dice I’m super glad tower was unaffected. Also, that list doesn’t mention that meter gain was decreased, which is excellent news. Cr.mp x2 xx ex.flame is a welcome addition, and as mentioned above, adds to his OS arsenal. The damage reduction from 180 to 120 is natural due to its newfound combo-ability. I only try to use ex.flame as part of a combo or to chip an opp to death on wake-up. Super’s reduction from 350 to 300 hurts a little for sure. Backdash airborne invincibility is awesome news (so Abel’s change of direction and Akuma’s st.fk startup combos, for example, will no longer fully connect). Sim could have done better, but conversely, he could have done much, much worse.
I’m kinda torn about the changes. But like others have said, it could have been far worse.
Are the changes posted in the blog all-inclusive? Was that the case when SUPER was still in the works and they posted character changes? I wonder if these are all of the changes for the cast?
To me it sounds like they are making Sim a little more well rounded. I mean I’m assuming that this isn’t all of the changes because of the last comment. I would definitely trade some damage on my longer limbs for more combo ability.
Like others have said db.mp, db.mp to super sounds like an awesome hit confirm for sim and maybe I’m reading a little to far into it, but just by the wording at the end it seems that they are giving sim more up close ability in exchange for a bit of damage reduction on his limbs. I guess we will have to wait and see actual data, but as of now I am fine with what has been said so far.
Oh and yeah i don’t understand why you would use ex flame instead of lp for 10 damage. There must be some other change or something to ex flame.
True, but either way, it’s going to change the way we try to keep out chars like Bison, even if only slightly. I sure hope it isn’t a noticeable difference
To think, people in Japan are playing AE as I type this. weeps in jealousy
Oh, it’s a nasty nerf regardless. Short is one of my favorite buttons to press when playing Dhalsim and it’s an incredibly useful mid-range zoning tool, specially against people who spam FA to get in on Sim.
I wonder if they increased the startup, recovery or both.
Sorry, this is not the case. There are huge diffences in play style and ability. Sim has some crafty combo’s in SF4 but the lack of raw hit for hit damage and not to mention the less throw range, slower drills, weaker super, weaker punish’es, he a weaker character in SF4 (compared to HDR & ST) and there is only moderate overlap.
Hey everyone, I’m a totally new Sim player but I’ve been working hard to really improve with him. I’ve been looking around on the sim section but really don’t know where to start… I’m coming from a charge character background (Deejay/Honda) and definitely like to level up on a more serious level with sim…
Personally I think sim is one of the best chars in the game if you learn him inside and out, and so I’ll do whatever it takes to grasp him. Anyway, long story short where should I start?
imo, u should get used to NOT throwing fireball if your opponent is not throwing fireballs or isn’t full screen away.
After tht, you should work on his anti airs. sim has so many AA but they all depend on spacing. work to always keep a character out, and you can do that by using fierces when they are full screen. when they get to mid screen use more s lk, s mk, s mp and cr mp.
If you fail at spacing them out, work on blocking and teching. but dont tech everything. i think its better to get comfortable blockign strings and then countering with your own string. get used to blocking their mixup and then creating space with s lk or b lk , b mk etc.
once you feel “comfortable” with those things, then work on other things like yoga sniper, ultra 2 shenanigans, fireball IAT mixups, etc., b mk xx lp yoga flame xx super bnb etc