Got freaking murdalized by a vega in a few sets it felt really rough, I got exposed back to the drawing board. Couldn’t figure out what to do at all.
I am getting so sick of rage quits in this game. I have such a hard time against Cammy and Karin and when I actually manage to beat one of them only to have the “disconnected” error pop up at the victory screen is such bullshit.
I swear, this game has to be the most infuriating SF of all time for me. I’ve played sim since like A2 and never had a problem with mashers, but this game holy hell. I’ll get hit out of the most random shit or anti-airs just whiff for what appears to be no reason and then I eat a combo that a 3 year old could pull off for near half my life. And dear lord THE JUMPERS NEVER STOP. Ugh rant over =/
Tell me about it. Back strong was perfect for anti airing those nutty jumpers back in 4 because the hitbox was so great. It extended much further behind sim so it would deal with people who would constantly go for jumping crossups at close range. Now in 5 anti airing those close jumps are near impossible (although standing jab is good the reward for landing it isnt great). Cr.lk slide to escape jump in situations all together is a better option than attempting anti air alot of the time.
YES! This is exactly my problem. Close jumpers really screw me over. I’ve just resorted to the slide instead of trying to guess if I’ll AA or not
Man, I’ve been getting a lot more ragequits ever since I switched to Dhalsim.
FChamp’s Dhalsim is gonna make people think Sim is fucking broken
Is it correct that his st.LP doesn’t get counterhit when out prioritized by a heavier normal? IE a 3f frame trap to a medium or heavy nets a hit, but not a counterhit on st.lp?
Same, if i try AA against close jumps is stun almost 100%.
It’s funny because it seems like everything is slower in this game except for the jumps. For close jumpers that you can react to, b.MP is great because it’s special cancelable, so you can set up a meaty flame as they land, or even back teleport to create space as they reset.
Yeha, i try b.mp has often as i can, but sometimes is hard to timing it well.
Don’t forget s.LP, I use this 80% of the time as it works almost all the time with close jumpers. You have to time it well though. The reward is not great, but it’s very consistent.
Having some trouble with Karin. Once she gets in if she’s doing a lot of neutral jumping shenanigans what should I do? I risk getting thrown, hit by an air, or mixed up when she lands with overhead or crouch. Should I just teleport out? Also should I be rushing her down or zoning her out? She seems to be hard to stop once she gets in. I watched the F Champ and Floe matches and he seems to go in quite a bit. Thoughts?
Yeah this seems to be my problem too. My lack of anti-airing is killing me. Glad it is consistent with many of you Sim players. It seems once they get past your medium kick and standing strong they can get in by jumping and crouching strong doesnt work, and if you cant guess properly back fierce doesnt work either.
Does anyone else think Capcom should cut the fluff with Dhalsim’s inputs in a later patch? Here’s what I’m thinking:
-Make Gale a QCF motion, so 2369+P works
-Teleport from the ground puts Dhalsim at IAT height automatically. There is no merit to doing the ground version over IAT, so they should just make IAT the default
-Make Yoga Blast a QCB motion instead of HCB; there’s no practical reason he needs it as a HCB, and it only makes his ground combos harder
None of this makes Dhalsim stronger at high level, but reduces the amount of finger-gymnastics needed to play him.
Does anyone else think Capcom should cut the fluff with Dhalsim’s inputs in a later patch? Here’s what I’m thinking:
-Make Gale a QCF motion, so 2369+P works
-Teleport from the ground puts Dhalsim at IAT height automatically. There is no merit to doing the ground version over IAT, so they should just make IAT the default
-Make Yoga Blast a QCB motion instead of HCB; there’s no practical reason he needs it as a HCB, and it only makes his ground combos harderNone of this makes Dhalsim stronger at high level, but reduces the amount of finger-gymnastics needed to play him.
I actually enjoy the fact that there are still some layers of execution within the game for some characters, Dhalsim and Chun-Li seem to be the two that retain some form of complex inputs in their combo/pressure game.
Something I’d really like to see is to move sims hurt box on b.Mk, so many times I slide under jumps, end up at just the right distance to hit with the tip of b.Mk, and I still get hit by their cross up.

-Teleport from the ground puts Dhalsim at IAT height automatically. There is no merit to doing the ground version over IAT, so they should just make IAT the default
There’s no merit to doing the ground version over IAT, but there are balancing reasons why it doesn’t default to IAT. Reversal teleports would be extremely good if it was airborne by default.
Accidental double post.
As much as I’d like to have an easier time with Sim, the execution barrier is what led me to this character in the first place