I feel like getting the hang of Sims’ AA is so important. I’ve been using him a tonne lately and I REALLY hit my stride once I anti aired consistently. Feels like cr.mp has a wonky hitbox so learning at what ranges it will AA is important too. After AA cr mp I really like cancelling to jab yoga fire, sets up a mixup of sorts; you can slide after and push em back into it for a full combo, and once people catch on they’ll start panic pressing buttons at random once the fb comes out. Here’s where you can really mix things up, as I like to throw in IAT to catch buttons, or forward v skill to float over, etc. Since the FB is on screen I still get my combo, too. Raw aa cr mp into do nothing is also good, as they might panic reversal or jump to escape the mixup they think is coming.
I’ve also been getting a tonne of mileage out of post st.jab AA setups. Not so much setups, but where it leaves Sim is really nice as you can do so much. St.jab aa, lk slide will set you up for a nice meaty that they will land into. Meaty gale, meaty cr.hp, it’s your choice really. Throw is also a threat too. The aa itself does pitiful damage since it’s a light, but the consistency at which it works, and the momentum you can get after make this AA super solid, imo.
I feel like drill spacing is important with sim. People love to mash cr jab and they will mash that shit 100% after every drill on hit and block. Knowing when your drill is + on block/hit and knowing at what ranges drill will hit to be positive is very important, something I’m still working on.
I also have been experimenting with IAT (kicks version) for pressure lately when up close. Haven’t tested anything yet, but aa cr mp to IAT j fierce might catch people off guard as it lets you land right in their face, and even be plus? After st jab aa too, this might work, something like; st jab aa, lk slide, and IAT (kicks) to land in front, and avoid reversals? They might be able to jab you out but I’m gonna experiment a bit more and see if I can find anything
Regarding max damage; I see Art and others going for IAT fierce, cr fierce, flame, or w/e, when that’s not optimal? On a stunned opponent, Sim can land; v skill, j.hk, cr.hp, b.mk xx mp flame, meterless and more damage. This MIGHT be character specific as it seemed to not work on Dictator, and I’m sure there are others it will not work on (maybe due to character heights or how they reel during stun?). Another punish I see a lot is the b.fierce xx fierce flame combo. I don’t think this is worth it, maybe in the corner as it gives you a reset?
Also, regarding V Reversals; I feel like Sim is really good at blowing up VRs. Mp flame on block might be the only real worthwhile VRable thing sim has? I was doing TK gales and drills in a set lately against a friend, and when he VRed, I could land and block; drill has little to no recovery and I was able to land from gales in time, too. It looks like VRs are useless against these moves. Sim is able to land and throw people, so they really have to respect tk gale and drills I feel.