Yeah, something tells me he’s gonna suck again and Capcom won’t give a shit about it. I fear all they’re gonna do is tweak some of his moves, but give nothing for him to be playable at high levels. :(((
“he doesn’t play like same old sim therefore he sucks”
well to be honest i’d rather they complain now then say he’s good.
i definitely see the point with the fireball reactions though.

“he doesn’t play like same old sim therefore he sucks”
This is mostly the vibe I’m getting from players and this thread. If you approach him like old Sim you’re not going to think he’s good obviously. Just like Vega and Gief, you will have to play him more abstractly and not as traditionally. Then when people figure that out I say it would be easier to actually assess how good or bad he is. He may have some nuances that allow him to play without a traditional fireball now.
I do agree that his normals do look a bit slow and he looks terribly sluggish on the ground, but I’m not sure if that’s because that’s how he’s designed or there is just stuff that people haven’t figure out with him yet (or both).
His anti air based fireballs and V Skill makes me figure he is designed to spend a lot more time in the air and using things that attack towards the air. His new b+HP aiming at a 45 degree angle and being a crush counter also dictates this. His V Skill seems to work where he can basically avoid every regular fireball in the game any ways. Doesn’t seem like there’s much need for a regular fireball if you can basically just float over all over the regular fireballs. Seems Capcom wants him to occupy an area that normally is only really relevant in anime games.
Kind of reminds me of the angles Cinder occupies in KI or Nova does in Marvel. Super Skrull also. We’ll see where it all goes. @“Cheech Wizard” you finding any coincidences in this?

As much as a I love Darkstalkers, the best Sim can’t be Anakaris because of this dude :
But KI is on a useless system and thus does not matter (until the PC port exists)

“he doesn’t play like same old sim therefore he sucks”
I don’t know about that. He is more air based, but he lacks a safe way to advance on the ground. A straight projectile would make walking out of his VT much riskier too. He lacks a way to make the opponent jump outside of VT, which is going to make anyone with a good walkspeed a problem.
He doesn’t need a godly fireball or even a good one. He just needs faster normals and a way to keep a hitbox in front of him. Part of the reason Art did so many V-Reversals was because he couldn’t really keep them out of his weak zone too well.
I really doubt they’re going to give him a straight fireball when he has an anti air one that covers a ton of horizontal distance. That was definitely put in for a direct reason and a direct goal they want him to accomplish. Especially if straight fireballs are relegated to EX. If he gets a regular fireball they will pretty much have to remove his arced Yoga Fire. No way that will stay otherwise.
There most likely is a way you have to play him early in the round to keep from getting rushed from the ground, but once that’s learned he’ll most likely be occupying some new, unique angles that will make him tough to approach or defend against.
The redesigned Sim is hot fire! He looks pretty interesting and to have options for a much more aggressive play-style. The real mystery is how he keeps his beard from catching ablaze!
The anti air fireball is cool but it looks so slow on startup and recovery its not worth it. It doesnt really look like it could be used as an anti air outside of a pure read. The only thing like it that I can compare it to is Hawkeyes exploding arrow in MVC3. But how often did that end up hitting? An arc like that is cool in marvel because you could just cover the ground with an assist. I just see a massive blind spot to move forward or attack Sim before that fireball gets anywhere near you. It will be great vs characters with bad mobility like Gief I guess.
We’ve all come to the conclusion that hes now meant to be airborne most of the time. He looks like he has all the tools to avoid fireballs (v skill,slides, teleports), so im not complaining about losing fireball wars (not like theres really going to be any fireball wars in this game anyway lol). I do however think he has nothing to force people to come to him which is the design of Sim I like the most. Like doing crazy stuff in the air looks interesting but I don’t see what it accomplishes? After the V Skill float you can do a yoga flame which doesnt seem useful. Or you can do an air normal but it doesnt look like any of his air normals have any reach this time? He doesn’t have Yoga sniper anymore which sucks. So all its good for is air to airing if you predict a jump or harrassing in the mid range if youve managed to keep your opponent still for long enough. Both of which doesnt seem to amount to much damage and carries risk (you cant block in the air and youre gonna be punishable on the way down).
His grounded anti airs are apparently trading or getting beaten alot which is a big problem. The white health thing was the biggest thing going for him in this game, so I would’ve thought they’d make him a poking machine. But from what I’m seeing all his pokes look slow and risky to throw out. The blockstun on them looks terrible and hes missing a few of his older normals to cover anti air spaces. Granted hes got some new normals too so maybe they’ll make up for it.
I’m not saying his current tools can’t work but it looks like they’d need to tweak frame data and other properties to make them actually good. Take this all with a grain of salt as its still day 1 of any type of Sim gameplay. Im just worried because all the top Sim players seem to be saying the same thing. I feel like a Combofiend breakdown of the character could quell our fears but honestly I dont know if Peter would really get a character like Sim. He actually thought SFIV Dhalsim was ‘fine’ when balancing Ultra. Thats why I’m worried he’ll slip through the cracks in this game also.
What’s his move list so far?
I think people are just struggling to figure out Sim right now and it does look difficult to figure out how he should be played now given his tool set. I don’t see enough people using his df+Short as much since that seems like his go to far ranged normal. It also looked like Sim’s s.Fierce low profiles fireballs in that video vs Ryu.

The anti air fireball is cool but it looks so slow on startup and recovery its not worth it. It doesnt really look like it could be used as an anti air outside of a pure read. The only thing like it that I can compare it to is Hawkeyes exploding arrow in MVC3. But how often did that end up hitting? An arc like that is cool in marvel because you could just cover the ground with an assist. I just see a massive blind spot to move forward or attack Sim before that fireball gets anywhere near you. It will be great vs characters with bad mobility like Gief I guess.
We’ve all come to the conclusion that hes now meant to be airborne most of the time. He looks like he has all the tools to avoid fireballs (v skill,slides, teleports), so im not complaining about losing fireball wars (not like theres really going to be any fireball wars in this game anyway lol). I do however think he has nothing to force people to come to him which is the design of Sim I like the most. Like doing crazy stuff in the air looks interesting but I don’t see what it accomplishes? After the V Skill float you can do a yoga flame which doesnt seem useful. Or you can do an air normal but it doesnt look like any of his air normals have any reach this time? He doesn’t have Yoga sniper anymore which sucks. So all its good for is air to airing if you predict a jump or harrassing in the mid range if youve managed to keep your opponent still for long enough. Both of which doesnt seem to amount to much damage and carries risk (you cant block in the air and youre gonna be punishable on the way down).
His grounded anti airs are apparently trading or getting beaten alot which is a big problem. The white health thing was the biggest thing going for him in this game, so I would’ve thought they’d make him a poking machine. But from what I’m seeing all his pokes look slow and risky to throw out. The blockstun on them looks terrible and hes missing a few of his older normals to cover anti air spaces. Granted hes got some new normals too so maybe they’ll make up for it.
I’m not saying his current tools can’t work but it looks like they’d need to tweak frame data and other properties to make them actually good. Take this all with a grain of salt as its still day 1 of any type of Sim gameplay. Im just worried because all the top Sim players seem to be saying the same thing. I feel like a Combofiend breakdown of the character could quell our fears but honestly I dont know if Peter would really get a character like Sim. He actually thought SFIV Dhalsim was ‘fine’ when balancing Ultra. Thats why I’m worried he’ll slip through the cracks in this game also.
It does seem as if someone who has less experience with Dhalsim would actually be able to have a more open approach to the character than someone who’s a hardened Dhalsim player. He definitely doesn’t have much traditionally available to him other than his normals, teleport and floaty jump. The rest of him is pretty much a completely different character. Which even then the use and approaches for his normals seem rather different also.
It definitely makes a lot of sense if seasoned Sim players are having problems with him. He obviously has some fundamental issues that will most likely need to be tweaked, but even if he seemed stronger I think they would have trouble just even making him work. He’s just that different. Will be good to see how much the players are right and how much is Combofiend or someone else being necessary to show his new approach. Gief is a lot like this as well. He lost his green hand and emphasis on long combos, which does make him more traditional and falls in line with SF2/Alpha/CVS2 era Gief (barely uses green hand other than negating fireballs and focuses more on just poking and grabbing). Then he has all of this new stuff that makes him completely different at the same time.
It will also be nice to see Sim apply his normals in a game that no longer has focus. I really feel focus was too much of a catch all against his pokes. Now he can poke and only worry about being negated by character specific parries that have counter hit status on whiff.

What’s his move list so far?
I think people are just struggling to figure out Sim right now and it does look difficult to figure out how he should be played now given his tool set. I don’t see enough people using his df+Short as much since that seems like his go to far ranged normal. It also looked like Sim’s s.Fierce low profiles fireballs in that video vs Ryu.
Definitely some more stuff that needs to be explored. It seems his game is more about applying his fireball game less in fireball wars, and more in a way to exploit the fireballs by maneuvering around them and then applying his fireball game after. He’s definitely designed more to navigate around them than engage in wars with them.
More Sim gameplay
Is it just me, or did Round 2 seem to go like this?
Was just about to post that vid. I liked it! First match vid I’ve seen so far where Sim actually does cool stuff. That Ryu looked like he was just sort of letting things happen though. I don’t know how safe all this teleport/vskill movement will be. At the end you hear Art talking about how he needs a horizontal fireball.
Yoga Float to air Yoga Teleport looks really good. That’s going to piss people off. Being able to avoid a lot of the standard grounded neutral game and then just appear behind someone as they whiff anything.
s.HK also crush counters.
Right after beta too, Ono, oh you nigger you
Does anybody know why he tends to use V-Reversal in all those videos more than all the other characters? Does he build V-Gauge faster, is that it?

Does anybody know why he tends to use V-Reversal in all those videos more than all the other characters? Does he build V-Gauge faster, is that it?
No. I think its just an effect of not knowing how to move with Dhalsim. If you don’t use Yoga Float and Yoga Teleport you are literally stuck in place with the character. Walk speed is very slow, doubt he has a quick dash, floaty jump and slower normals. He doesn’t seem to have a standard reversal so V Reversal was opted most likely as a reflex to lack of knowledge in that area of his gameplay.
You’ll notice that he never had to use a V Reversal vs that Ryu player as the above options were used much more.
I feel like being able to choose between the arcing fireball and a more traditional straight one would be a step in the right direction. Three different angles all doing the same damage would be a really good change.
I don’t think he really needs a non EX horizontal fireball. What I, and many Sim players feels that he lacks is one more good normal designed to control the midrange portion of the screen. He currently lacks good mid range pressure.
In IV, st.lk is an essential button to control the midrange. St.mp, st.mk, st.hp, d/df.lp, d/df.mp, d/df.hp all had their uses in the midrange as well. In V, they are either gone or replaced with something not as good.
In V, he has: st.mp (good); st.mk (slow); st.rh (slow); st.hp (slow). His hk.slide seems much better, but I don’t know how safe it is.
Now, let me say that I don’t give a fraction of a shit about what Capcom intends for Dhalsim. Their intentions have turned out to be shit all throughout SFIV with the unwarranted nerfs and shitty buffs through every version of SFIV, except for USF4 1.04. -1 frame of recovery on b.lk. Yay wooo.
When they gave him a 2 hit st.mk in arcade USF4, he finally had what he always lacked; a solid way to deal with focus. He was well on his way to being a good character. But it was taken away and no replacement was given. Fucking Capcom.
Myself and others (I almost wrote many lol) see a glaring hole in Dhalsim’s offfense which is the control of the midrange. The midrange is too essential. I don’t give a shit about theoretically controlling the air. I don’t trust Capcom with theoretics. Give him a solid way to control the midrange and still being able to react to jumpins. His current buttons are too slow. A SFIV st.lk replacement is necessary.
P.S. Like I said earlier, make st.lp a whip like attack that matches SFIV st.lk. I wanna whip some niggas like my name is Boss Thurman.