Just learned the hard way that you can’t avoid command grabs by jumping. His jump is way too slow. Teleport seems to be the only way. I never played sf4 sim, so that might have been the case for him there, but it’s news to me.
This is a really weird character now. I haven’t played anyone as him I just have been practicing with him in training mode with my main char set to others.
Really notice the missing air j. mk from other games.
I had a pretty good run with him today. He’s definitely fun to play. I have no concept of whether he’s actually decent or not though as I mostly got matched with pretty meh players.
I was getting waaaaay too much mileage out of teleport shenanigans too.
Yeah I’m seeing Sim players getting away with 90% of teleports. Heck Sim in SF4 is top tier if no one punishes his teleports so I’m not surprised hes looking good in this aspect now. I’m sure a simple standing jab will beat his teleports every time just like SF4.
That’s not possible, you’re definitely just trying to jump too late. Jumps are throw invulnerable from the first frame. Simply hold up during a tick grab attempt or on wake up, whatever the situation might be.
I played against Arturo right before the beta went into maintenance. He was using air yoga flame alot and teleport. Rushdown Dhalsim.
He beat me and I was kinda confused on when to hit buttons. I jabbed him out of some ports but that wasn’t good enough. I placed him in some frame traps and he took some damage and some throws, but not enough for me to win. He played him solid and was able to escape and continue his game. (This was dhalsim vs laura)
Yeah it’s like everybody forgot to just hit a button when Sim teleports. I couldn’t even get into teleport shenanigans playing on pad. I used to be able to pull it off, but Hitbox has spoiled me. I’ve been running through prople just playing a poke, float, and trap game.
Sim’s new combo possibilities are pretty slick. Mk.slide can link into lights at max distance (it could in IV, but it was harder and could only combo into super). I think Lk.slide can too. Lights combo into lp.flame on CH (fuck yeah).
I was very skeptical of SFV Sim because of his weakend midrange poke game, but he makes up for it with VT, vastly improved close game (still needs a comboable low), improved drills, and float (needs tweaks).
Wishlist:
-Kick strengths for yoga fire and super. They follow a differnt trajectory to the punches Lk.fire lands between lp and mp fire, and so on.
-Lowered height restriction on float and air flame.
-float cancellable from air normals on hit and guard. Can only be cancelled once in the air.
True. I definitely don’t remember teleport being this fast in SFIV. Combined with yoga float it can be a bit weird to punish sometimes.
I played a bit of Sim and got bopped up right hard. Even vs other Sims who just yolo teleported more than I did LOL. His neutral game is going to take a long while to figure out, but that’s what I feel is about this character. More figuring out things than him not being good.
The one thing I noticed has a lot of potential is air yoga flame. The hit box on that seems rather strong/large and pretty much stuffs any normal while also being a stationary projectile. I’ll definitely mess around more and see what I come up with. Movement is gonna be key because if you let people get near you you just have to block and tech forever unless you have V Reversal. When optimized though I see him being tough to hit, but more for his movement than his previous style of wall of hit boxes.
Ah so his teleport is faster now? That would explain why it looked a little harder to react to. His new j.hp with its chop animation is probably better at dealing with people who are trying to anti air after teleport too.
I disagree. I think his neutral game is very similar to IV. All the fundamentals of SFIV Sim are present in V: knowing when to poke, baiting, trapping, fireball pressure, teleport mixups, anti-air, air to air, high-low mixup, the list goes on. He just has different ranges and angles to where he can apply his gameplan.
After a few rounds he just fit like a glove for me, even playing on pad. Just look at how Champ and Art are playing compared to anybody else’s day one Sim. I really suggest that anybody that wants to play SFV Sim sp3nd the next two playing USF4 Sim to get familiar with the character.
Seems like the biggest change Dhalsim got was exchanging his faster horizontal tools like the old fireball and his extended jab/shorts for his new V-Skill. You can’t really run him like SF4 Dhalsim because his ranged options are way too slow and punishable.
I remember reading that he has fairly good frames on st.LP, cr.LP, and cr.HP. If cr.HP xx HP Yoga Fire is a block string, you might be able to run a dirty frame trap into that.