Yeah, that’s another point is nobody has seen Champ’s attempts at playing Sim. He might just be using far MK/HK/MP/HP for most of his game.
It’s not like he’s getting paid to respond to people’s SF5 grievances on twitter. His tweets are his own, and UltraDavid isn’t even a bad player. But he’s also a lawyer so he knows how to use careful language. And I think he’s way more objective than you think he is.
Reading that twitter thread, Ricki Ortiz says “His air normals have really low hit stun, so even at the lowest flight restriction you can’t combo into anything.”
Now this is all implying that Sim SHOULD be able to combo from his floated air normals. But I think that’s totally wrong to think. In 4 it made sense because you had to use teleports to get those combos, and the utility of teleport for combos was extremely limited. Here, Capcom has given him a aerial poke game that surpasses what his SF4 version was. In that, the only way his air zoning can be balanced is if he can’t just tack on extra damage with combos into standing normals. So if anything, we should ask for more damage on his air normals if they actually prove to be too low damage. But I think since he has such a new move set, it’s going to take some time to get comfortable with it is all and break the habit of incessantly poking ASAP. Surely this is something that other Sim players can agree with.
Did I miss something here why are people disregarding champ so easily? I can see the sim and from the videos I can’t see him being good without some major tweeks, I think the design is fine , but he don’t look good at all
F.Champ is known to be a pretty stubborn player. He seems to take a long while to change his mind on anything, so if he’s already grieving and contemplating changing characters for a game that isn’t out yet, he’s pretty much already removing himself from Dhalsim as a character.
Arturo and Ultra David were struggling with him as well, but I believe they are more open minded and will open more up to the character later. This is not the type of character where you’re going to be able to assess where he really is in strength without a lot of lab and spacial work.
I really don’t believe he’s a character you can just play for a little bit at some tournament or watch some videos and go “good/not good”. He’s too abstract to quickly judge compounded by a game that doesn’t have a fleshed meta.
You guys keep saying that Sim is too abstract to be judged from some videos and early testing. He’s abstract to people that haven’t mained him for years. I’m not saying that my word or any other Sim players word is law, but I see glaring holes in his gameplan that I don’t think non Sim players can really conceptualize (I’ll get into that later). In short, I don’t see a new character. He’s definitely remixed, but the remix ain’t as good as the original.
SFV Sim, at his core, isn’t that far removed from SFIV Sim. His teleport and mixups are the same, but much less effective for various reasons. His ground game is essentially the same, but much less effective overall, he just has new animations and less moves to cover different angles and ranges. His anti-air game is quite different with B.hp and Cr.mp. B.mp appears to be less effective as an AA, but st.lp looks really good. His close game is maybe a wash. He can now chain lights into EX Flame, but he has no lows into anything. Short.slide cancelled to (EX) flame, was really good in IV, also comboed into EX flame on CH. Db.mkxxflame was a great mixup out of teleport mixups. He doesn’t have any of those in V. His air normals are a mixed bag. His Yoga sniper is much worse, but his j.hp looks pretty damn good. J.mp and j.hk are pretty much the same, j.mk covers the angle j.lp used to. No back jump normals for faster startup.
Now, somebody please tell me how is he supposed to keep opponents off of him? If his ground game is insufficient
to zoning people out and his close normals are inferior to the rest of the cast, he should now be able to take to the air to do it right? But if air normals at the lowest height restriction of Yoga Float leave him neutral or negative on hit,** what’s to stop people from either taking the hit and dashing in or, even worse, just blocking it and dashing in? Keep in mind that he still has giant hurtboxes on all of his limbs so you’ll still have to contest against counter pokes and DP’s. Teleport shenanigans out of float is a gimmick at best. It won’t work against patient players because they’ll know Sim will be at disadvantage on air normals and they’ll know how to counter teleports. This is why we keep saying the height restriction on YF needs to be lowered, able to be cancelled out of from ground or air normals, faster or invincible startup on the leg, etc.
With every bit of new news, I just don’t see how Sim is supposed to set up any type of gameplan. He is overall much too slow and predictable.
Yeah Metro, he should have a demon flip. In your own words you say that he is a new character, so why not give him new tools.
Well put! It does seem like a lot of non Sim players see an interesting character and therefor think he might be good, but I share your thoughts. I have tried to make arguments, but someone always shows up and say that he just needs to be played different than SFIV and that his air moves will save him. I am not saying they won’t, and I agree he has an interesting design, I just want the new tools to be working properly for what they are meant for, and it seems they are lacking still.
I am hearing conflicting reports on his air normals out of air v-skill though:
UD says he can combo j. Lk to st. Lk from low air v-skill, while Ricky and Champ says he can’t combo from ANY air normals out of lowest v-skill (but it might be grounded v-skill). It might be that Champ and Ricky are playing a newer build though.
One thing is sure… His grounded v-skill NEEEEEDS buffs… At this point there is absolutely no reason to use grounded v-skill, since air v-skill does everything better.
For me it’s just too early to tell what “needs fixed” about him because of him being so changed. His changes are way less straight-forward than how Vega or Ken were changed. It’s not like anybody is saying “you can’t play SFV Sim like SF4 Sim” as if it were less effective, it just won’t work the same. Call it a rude awakening. You can’t do f.HP unless the other player throws a fireball. You can’t throw your own fireball with the other player in neutral unless they can’t do anything about it.
I’m going to prefer to play a runaway game or a close-quarter game as Sim. But that’s just because I’m a Necro player and I want to see if anything comparable to Necro’s game plan can be applied. Not that I’m going to do drill into drill or much throw mix-ups, but I want to get comfortable with his short limb game so I can actually play with it and not just go into panic-mode if I’m getting rushed down.
That’s my deal, is I’m not concerned with keeping players off of me, as much as I want them to be concerned with keeping me off of them. I’m saying in general, with Sim as a new character, your approach should be different. He doesn’t need any new tools, he needs a new approach.
Hey I decided: Let’s have an interesting discussion.
Let’s talk about match-ups. For everybody who’s seen what Sim can do, I want to talk about what I anticipate to be one of Sim’s worst match-ups. Rashid. I see no viable way Sim could just “keep Rashid out”. Even comparing Rashid to SF4 Sim, I feel like Sim would have a hard time against Rashid’s ways of getting in. Seems similar to Rolento in a lot of ways.
But anyway, Rashid probably has the best mobility of any character in SF5 right now. I’d say Bison or Ken comes 2nd with Nash not far behind. Traditionally, Sim loses to characters with good mobility. And this is part of my whole concept of matching that aggression with aggression. Rashid might have moments where he’s too fast to react with a poke, or too far at that. But he won’t be too fast to evade. Rashid vs Sim will probably be a chase-heavy/read-heavy match up.
I think Sim could get away with a few fireballs in neutral that could shut down Rashid’s mobility options, except for Rashid’s V-skill. So in that, it’ll be a match up where neither character does anything big for long periods of time because they shut down each other’s options. The real advantage Sim has is that Rashid has to go in. But the disadvantage Sim has is that he might have a hard time keeping Rashid out. Rashid’s options get better once he gets in, and he can do his own brand of zoning to limit another character’s mobility in terms of escape and reversal options.
I’m thinking even Rashid’s jab pressure will be really good against Sim because I’ve heard Sim’s V-reversal is the slowest of all VRs and you can block in time after the VR flash if you’re doing quicker normals. Rashid just seems to have so many ways of locking a character down, but watching for V-Skill and his dive kick move will probably be the more major concerns.
What are sim’s cancellable normals from what we’ve seen?
S.lp, b.hp. b.mk, b.mp, c.lp? c.hp?
Any of his crouch kicks (slides) are cancellable? Speaking of which, it’s really odd that he doesnt even have a regular crouch kick… I wanna say he seems overly gimped upclose considering that his keepout game is definitely not as oppressive as it was before (at least in his current state).
Ultra David made it seem like most of his grounded light normal were cancelable. Which he said was something he really liked considering in nearly all SF games Dhalsim normally can’t cancel lights into specials for combos If anything he made it seems like his close game is easier to implement than the other games. I’ll type what he quoted on his UltraChen show.
Even up close he has better tools. His stand short, crouching jab and standing jab all chain and combo into EX Flame. Which puts him at this excellent range. That’s something he’s never had. Chainable, hit confirmable combos or buttons.
Crouching kicks all being slides most likely follows their philosophy of less wasted normals and no proximity normals. They want all normals to have a purpose and not have too many normals that you only use once in a blue moon because it’s close only that just add to the list of normals you have to remember or generally be stored within the character. They probably found a way to have have his standing normals and crouch punch normals work where they can consolidate all the crouching kicks to slides.
I think Rashid will indeed be a pain in his curry ass. Rashid’s light spin attack is so damn fast and puts him in a good spot afterwards. The pressure will be hard to handle for Sim. And I think his Eagle Spike will beat every poke that Sim will throw at him. Would be interesting to know if Sim can slide under a Eagle Spike. Don’t forget that a Whirlwind shot will take down a levitating Sim. A Sim that wants to win against a good Rashid player needs to know when to teleport. Yoga flame will be pretty imported cause I think it will beat Eagle Spike and his light spin attack.
What matchup is next Metro? I also used to play Necro back in the days. Maybe that’s we why look at this Sim differently.
One of the main reasons Dhalsim wasn’t a good choice in IV was the focus attack. It took away his tools because people could dash through and beat the next hitbox with a special. I can’t wait to get my hands on Sim in V. The start will be painfull and full op losses but I do think it will be worth it in the end. I also think Capcom will give him some buffs. It’s crazy that his V-Trigger completely fills the V-Trigger of the enemy.