I really would like to hear some opinions on the following:
-Improved Blast/EXBlast NEEDS to be done, and it would be nice if it could pop the opponent up as if they were getting hit by an SRK because lets face it, blast is hard as hell to land.
-These changes combined with a quicker forward dash would mean making this possible:
yoga blast, FADC xx ultra.
Would giving Sim the ability to pull off this combo make him overpowered? I don’t think so, but it would definitely move him up a tier considering the door would now be opened to other combos as well.
i know this likely wont happen but sims ultra command should be changed to either backwards fireball motions instead of forward so if i fuck up the command slightly then at least i teleport away from danger instead of appearing at the other side of the person and getting twatted. other characters dont have to worry about fucking up commands (cough shotos cough).
my point is at least an srk can actually do some damage if it connects. ive seen many a person fuck up a SRKxxFADC into ultra and get another srk instead which is not even that big of a deal.
you knew exactly what i meant before so quit being a dick about it.
I agree with all of those buffs, Ultra David. I don’t main Sim, but a good buddy of mine does. He’s pretty good with him, but that low stun of his and crappy up close normals just really kills it.
I know the point of playing Dhalsim is to keep them out until you can safely combo… Then run away again… But damn, folks are gonna get in on the poor guy. He could have slightly better normals.
Does anyone plan on putting all the good ideas on the first page?
Honestly, we don’t really know if Super will be a rushdown game, more offensive or any of that. Yes, there have been some statements made that it will be more offense-oriented, but really that could just be referring to the large amount of rushdown-type new characters they are adding. If they don’t do much to change the system itself, not much will change and most of the new characters just won’t be very good.
The fact that Killian mentioned Dhalsim as a character that could be really good, and that in his breakdown of the new characters he lists Sagat and Ryu as potentially tough matchups against pretty much all of them, suggests that the system will probably remain largely the same as in 4.
I think that Dhalsim should have some buffs that would give Balrog and Chun Li a reason to fear Dhalsim or at least better options to escape close range like a reversal that does no damage but puts you and the opponent across the screen.
I would trade giving Dhalsim extra health and more damage for more control over the teleport.
By making it only require two buttons, the two buttons pressed put you in different areas of the screen and the 3 Button could be the EX escape.
If he gets that then just keep his Stamina and Damage Weak. I think doing this will make for a lot of offensive mixup opportunities. As of right now his offense is very one dimensional and if easy to turtle against Sim once you have the lead. I wish I could consistently make a lot of weak unpredictable hits.
One thing that could be interesting or over powered is being able to hold down the teleport buttons to adjust the timing of him reappearing for a for up to a second. If the opponent catches on they can mash jab and you lose, but if they do something unsafe like SRK or let Rufus whiff a Messiah Kick you could delay re appearing and punish.
I’m not a Dhalsim player, but fixing the drills would help him tremendously. Other than that, here’s what I suggested before about him in another thread: EX Yoga Flame launches from the ground and finishes where it does now, thus it needs to be blocked while crouching. And EX Yoga Blast launches from where (EX) Yoga Flame finishes and goes up, still hitting if the opponent didn’t block while on the ground. To make the latter even better, EX Yoga Blast gets a function like Ryu’s c.HP, where the opponent is forced to stand up if s/he’s crouching and hits crouching opponents. Don’t you guys think something like this would help him with his wake-up game? Or does that sound too OP? These changes would add a Alpha series Yoga Inferno feeling to both these attacks and I personally don’t find them to be OP.
Small glitch that needs to be fixed, his rh slide doesn’t work during fa crumple. Example I fa and backdash and then slide for the knockdown but it will never connect, whereas every other char can sweep any part of the crumple iirc
While it is my fault, it is frustrating when you hit someone air-to-air and most of the time **they **get a free hit when they’re on the ground because of Dal’s super slow decent.
I was a longtime 'sim player back in II/HF/ST days and hadn’t played him again until A3, but only casually at that point.
Now with SF4 I’m getting back to playing him, and while I don’t think 'sim needs a lot, there’s just a few things that I miss in his bag of tricks from other incarnations.
db.MK -> LP Fire… just one close link from crouch to push opponents back a bit would be great. I don’t mind that I don’t have a lot of up-close options, but there’s almost nothing to even push with to get a modicum of distance. Would be a good tester for canceling the LP fire into an Ultra or Super too… maybe that’s too powerful?
More stun generation on ranged attacks landing, please. I remember a day that if you actually got a 4 or 5 hit chain of med/heavy attacks with 'sim because of insane foreknowledge of the other player’s patterns, you could actually stun someone. Shocking!
Drills that had more than fireball changeup escape usage would be nice.
I’ve got it about 70% now, but the damn b.MK -> LP Flame is just silly in terms of its technical demands compared to other character’s normal to special links, especially shotos. I liked the QCB suggestion for flame mentioned earlier. This is bnb stuff for 'sim in 4 and the barrier to entry for it is stupidly high. 'sim is already a hard character to play well. I don’t understand why joystick input needs to further complicate that for him… in this one case. Given the time it’s taken to get to 80% reliable, I certainly respect those that can 100% it on demand, every time!
Stun wakeup: 'Sim used to be insane in how fast he could wake from stun. A perfect mash made it almost instant. It’s was a nice trick to have in your arsenal. Seems like that’s completely lost now.
All of course, just IMO from an old timer playing anew. I’m certainly looking forward to how he evolves in SS!
I’m by no means a Sim expert but I do think something like this (comparable to Ryu’s c.MK -> Hadouken) would be awesome for him. I don’t think it would be overpowered if it could only cancel into LP Yoga Fire since it doesn’t do much damage. Even on block this would be a useful tool for Sim, correct me if I’m wrong… Just trying to learn the game
It’s not a matter of its damage that’s important, it’s if Sim had a way to get them back out to a range where he could re-establish zoning, the pushback and block stun of LP fire being guarenteed after a 1mk would be great for him.