I thought up a new one, I don’t know if you guys will agree with this: Make the recovery on Air teleport shorter. Sometimes I can jab people out of IAT>j.HP.
I don’t know man… Sim was high tier in many of the SF2 games, including Super Turbo (where he’s actually the best character along with Balrog, O. Sagat excluded) and yet he was probably the least-played characer in the whole series. He’s just not visually appealling to most people…plus he has a high learning curve. And look at Rufus: he’s top tier but sees little play outside higher level competitive enviroments because people don’t want to play a fat fuck. They’d rather play crappier characters like Sakura or Vega.
Oh, and another tweek has occurred to me; I can’t recall if anyone has mentioned this, but Shoto hurricane kicks shouldn’t be invulnerable to Sim’s Ultra. Shit’s retarded.
Hurricane kicks are immune to projectiles so you should be expecting that. Catastrophe should be used in other ways against them.
Would be nice if Flame < Hurricane < EX Flame < EX Hurricane just so it has some usage, just not universal use.
yeah but they have their pivot leg twirling straight down. how does that work against catastrophe? The only time tatsus should evade catastrophe are in the air, or if they’re Sakuras.
But Dhalsim has near immediate recovery on catastrophe; so knocking em out of the tatsu and into ultra is completely possible.
We shall see.
Interesting thread with many valid points.
Whenever I fight Dhalsim online with soemone who can use him reasonalby well I usulay get done in.
Its this teleporting about in the air then landing a combo that gets me every time.
Longer throw range would help him offensively. Also very much defensively, since it would be hard for them to hang around close range.
Speaking of his ultra, what if he could throw fireballs while the catastrophe was still out:
Basically you could use upflame, EX upflame, and yoga fire to tighten the possibilities for them to escape the ultra. For example, throw yoga fire after the ultra. Now they can’t try to jump the ultra since they would land on yoga fire and then get knocked into the ultra (I’m just playing with it in my head here). I could more give examples.
Also it would mean more chip damage. And higher damage combo options, especially in the case when they evade the ultra completely, like when they EX uppercut through the ultra, you can’t even BnB them currently.
It would be fun to play with. What do you think, too broken? lol. Maybe they blocked that out for a good reason.
Considering you can combo into super off iat>j.hp, it should be that way. It’s a high risk/high reward move. I use it when I know my opponent will perform a certain move. For instance, when I know a fireball or seismic hammer is coming, iat time.
Dhalsim is broken
It also depends how high of the ground you did the iat… if you’re really fast, the hitstun is enough to get you on the ground before they can react. Learning iat at the perfect hight to combo it seems fairly ciritical to high-end play.
I like fire/flames during ultra.
How about backthrow being able to throw people into the ultra?
imo these are real good ideas
What about fixing that thing where people can just throw you during a point blank ultra, or is that down to the Sim not to ultra at super close range?
respectfully david, i dont really know the reasoning behind some of these buffs. something like making his jabs and shorts faster would probably help him immensely, but something like turning the recovery on his backdown round house from 20 frames to 16 would just be turning a 100% shitastic recovery move into a 90% shitastic move. the reason its only used as a punish is because 20 frames (or 16) is still PLENTY of time to punish him for doing it randomly with any BnB or super or what have you. those 4 frames wouldnt give backdown any newer usefullness or improvements.
also giving his crouching/standing/air normals all the same amount or stun/damage sounds great, but it just doesnt seem right to me. to me it seems that part of the developers reasoning that standing normals do more stun than crouching or air normals is because they are easier to block as a trade off, where the other options must be blocked in one of the two positions. i’m sure theres some thinking along those lines in terms of the damage as well. probably alot of other things we havent considered.
i appreciate the amount of math and work you put into your post, and lowering or raising numbers across the board might SOUND like a great way to buff sim, but i’m not sure it would work out that way at all in actual gameplay. i think there are some factors that the developers take into account that we just dont think about outside of the simple math of 16 is lower than 20 and that is an improvement.
One minor point, has anyone noticed, when you connect his FA from max range (at the very tip of his hands), you can’t dash cancel it. I don’t know if any other characters have this problem. It’s a glitch for sure and should be fixed.
That happens because Sim has no invincibility on his ultra. They’re throwing you while you are recovering from the ultra. You just have to know when it’s safe to throw the ultra, i.e. not point blank range while the opponent is just standing there.
^ thats still pretty stupid, being srk’d… head butted, green hand,dash punched basically anything done mid screen is unacceptable.
Typically if they try something from midscreen they will just trade with the ultra. Catastrophe is not a wakeup move. It has 10 frames recovery, so you want to do it while they are recovering from something like a knockdown or antiair, otherwise make sure there is enough distance between you.
Your telling me stuff i don’t already know. I’m just saying its unnecessary for it to be like that, he would be that much better if his ultra could be used for pressure without a setup. Still not close to being OP but slightly better. if i could use it for a AA when im pressured in the corner or just for wakeup. That would be something thats not major that would help sim out.
His ultra IS an antiair. Actually, if you added invincibility to it, it would be WORSE as an antiair.
Meh, maybe 1 ultra bar would be a fair exchange for a guaranteed escape. His ultra is safe on block, so i could wakeup ultra then teleport out every time. I like that better than the EX teleport idea.
My only concern is that he’d be losing one of the things that makes him unique. Not every ultra needs to have invincibility or be a wakeup option. I like being forced to be aware of when it’s safe to throw out ultra and work for that, i.e. require some sort of setup. It’s one of those things you pick up with experience and adds to the depth of the character.
It’s like some of the complaints about Honda’s headbutt in HD Remix. While it doesn’t make him OP, he requires less thought to play.