True, but I still find trading while using cr.MP is better than trading with b.MP, as the opponent wont land as close to you. St jab is always an option vs pesky jump ins in certain matchups. Hell, even slide to avoid the AA and then back mk xx flame is good too, seems to work a lot.
I’ve been practicing the s.LP AA all day. It’s still pretty tough at my scrub level. If I go from the AA to c.LK I’m so negative from the whiff, and the opponent is just mashing their combo anyway I still get punished.
It seem there’s a couple ranges where you’re just so vulnerable. Midrange to jump in front of you trades with c.MP at best, usually they land over it, and s.LP whiffs. And close up cross up range, where s.LP is 50/50. The pressure from all these jumpers at my level is overwhelming at times, especially if they’re smart enough to mix in grabs.
Sim just doesn’t have anything to deter jumpers, at least at my level. I’m working on my aggro skills so I can rush down the rusher at this point.
I use B+MP more against Ken in his jump in range to deal with his jump in tatsu since it can make AA jab whiff.
Sim has much more trouble with jumpers in this game imo. Against those up close narrow jumpers, lk slide to escape is your best bet most the time. Because his backdash is so weak now and his walkspeed is terrible still, its much harder to move yourself into the right position to anti air I find. I hope they improve his backdash distance in future patches, obviously doesn’t need to have invincibility but it should go further than that tiny hop he does. A walk back speed increase would help also.
So how does trip guard or whatever work in this game? I’ve swept people out of the air several times and was wondering if I’m just getting lucky. I feel like maybe the tip of sweep can low profile some aerial moves but I have no idea.
It can and it definitely works but I believe the window for trip guarding is much smaller in this game. Trip guarding with Sims sweep in 5 is way harder compared to SF4 (and it was already difficult in that game too).
Got bored and decided to make a list of buffs I think are sensible. Any moves that aren’t listed are moves that should remain unchanged.
Not sure if he would need any nerfs to compensate for these buffs. Don’t think all of this would necessarily make him ‘too good’.
Watching Art’s stream, I noticed that he does IAT j.MK a lot.
Is he using it instead of HP because it starts up slightly faster (frame data says 6f instead of 7f)?
I have no secret discord access Kappa
Yeah I assume hes using it for that reason. Probably a bit easier to keep people in check in certain setups where its not clear if you can punish sims teleport or not.
I think it hits low and he’s using it as mixup when they start blocking the cross up. Need to test it out though
Edit: It doesn’t. Not sure why you’d use it over lp in that case
I gotta say im having alot of trouble opening fairly good players up as Dhalsim, especially since teleport is pretty much moot (most players know to jab++ it by now… only way is to setup with fireballs etc). If I go for drill pressure people can block and late tech throw all my options, IA gale catches people sometimes though. Getting combos outside of punishes (except for CH jab stuff) are almost impossible I feel. Feels like im getting extremely little reward for hell of alot of work and execution. Any good sim players that can give me some tips?
- Also another thing: I see alot of people not doing optimal stun combos when going for damage (and not slide to pressure after). Optimal combo is float/or jump on tall characters (float doesnt work on big ones) HK - cr.HP - bMK - flame, 279 meterless (303 with ex flame), with meter the most optimal is ex fireball - teleport HP combo for 309 (if you have space for it).
Do you feel that the new rush down Sim is the only viable option these days?
I loved Sim in 4 due to his defensive nature and the ability to keep people out
Do you feel that you can play the lame defense game in V?
I’ve been playing Sim on and off since release and IAT’s are no problem, same as IGales for meaties but the age old mix up seems to be common knowledge now and I rarely get any off as its jabable and the gales just get me grabs then its back to the ranged game. I’ve tried to implement the Fchamp drill heavy style but always seem to get countered.
I’m still a scrub, but if the opponent is just pushing buttons on me and I sit and block, I’m going to lose that game the majority of the time. Granted, I’m still trying to figure out how I should be punishing the cast, but it’s so hard to punish people at my level, even though I end up reading them like a book. c.HP or b+MK is either out of range from the push back, or everything else is too slow. What options do you have? For example, played a Laura recently and they just spammed LP Bolt Charge, s.lk while I was blocking. Basically, the only thing I can do is jab jab EX Flame, or Jab b+MK, MP Flame? It just seems so dumb, but I guess that’s the game at my level right now.
If I can get a knock down some how and start my meaty mixup game and get aggressive the match flips heavily into my favor.
Sim doesnt have normals in this game that naturally help to push people out at close range like he did in SF4. B+mk is your best bet but the range isn’t great. V reversal can help alot in those situations. Don’t forget that you build v gauge by blocking Medium and Heavy Normals so sometimes you can let your opponent push a few buttons until you have a v reversal ready. Its more tricky when a character has a good command grab like laura though.
I have a hard time against command grabs. Even when I read there’s a command grab incoming I jump but the jump is so floaty I get punished anyway. Is it possible to do a IAT from wakeup as a reversal? Would it take longer than a normal jump?
IAT is your best way to punish command grabs. I haven’t messed with the game too much since they added a frame to pre jump, but before that the jump/tech/teleport OS relied on using jump frames to escape command throws.
Also keep in mind back dash has throw invincibility if you don’t like having to try jumping. Either option loses to strikes, but hey, that’s the rock paper scissors of this game.
Actually, there are a lot of active frames on the sweep and it REALLY brings his hitbox low to the ground to dodge moves. I think trip guarding against those obnoxious jump ins that seem to beat c.mp or trade often with it is the solution (think laura j.rh or ryu j.lk). It is possible for the opponent to time some moves very late and tag you, but they have to hit the button so late a standard AA would win. Also, nothing wins against mika splash, it has a silly hitbox (a really well spaced b.mp does, but it’s super risky). I really think people should look into this more, the risk I should highlight is that if you empty jump you can block and punish the sweep.
J.mk is actually used for a few reasons. There are a few setups where you need the extra frames over j.hp to stuff wakeup 3 frame AA normal. The misleading thing about j.hp’s frame data is that it says 6 startup, but the hitbox that strikes downward doesn’t actually come out until 8 or 9, I forget. Either way, the 3? extra frames makes the difference in a few places. J.lp simply doesn’t combo on IAT’s and should really only be used in “oh shit” situations and for overheads.
Nitpicking, but s.lp is a 3 frame startup, but ONLY for that hitbox you linked to, the 4 frame box is the only in front of him and the one used in combos, etc. This is why in a 3 frame normal v sim’s “4f” s.lp situation you never get counter hit, just beat clean, because the move has technically already started.
I know this was three weeks ago, but I always think trials are good to be able to do. Even if they’re not useful they help overall execution and are always related to the execution of the combos you want to be doing. When sf4 first came out I took the time to do every character’s trials, and it’s a skill that stuck; I now find it easy to learn almost any combo with any charter. Plus in sf5 it’s easy fight money! I think I got about 150k doing the trials - it was the first thing I did before going online.
Is there a good reason why Capcom has stuck with HCB as the input for yoga flame? I feel like the cancel from B.mk is a major barrier to entry for new players (let alone cancelling flame into a QCF×2 super). Why can’t flame be QCF+K? I’m hoping there is a real design choice here…
Do we know who the other 6 Yoga Masters are?