I would only tentatively call Sim a zoner in this game. He has ranged normals, to be sure. But he is missing certain important zoning normals from his other games, like st.LK, st.MK, and the crouch stretchy punches. His ranged normals are all very slow as well. Thus, Sim has some glaring deadzones in his spacing game that can easily be exploited by aggressive characters like Karin, Nash, and Vega. We’ll have to learn how to protect those deadzones as part of his steep learning curve.
I’m having a lot of trouble adjusting to SFV Sim for this reason, especially after coming from Alpha 2 Sim. He’s definitely reliant on his teleport to give him mixup, and anyone with half a brain will be able to jab/headbutt/whatever you out of it if they see it coming. In Cammy’s case, Cannon Spike outright beats j.HP (Helmbreaker).
The part where I’m especially having trouble is with jumpers. Sim actually has a lot of great anti airs: st.LP, cr.MP, b.MP, b.HP, his fireballs, EX Flame (to an extent), and his critical art. You have to know exactly which ranges they hit at, though, and he still has a bit of a deadzone juuuuust slightly in front of the top of his head, which cr.MP can’t reach. Sim also doesn’t seem to be able to combo off his AAs anymore. In the betas, you could combo off a b.MP into fireball (which is his go-to AA combo in A2). Now the fireball just goes through them and they land on the ground. So you need to follow up AAs with Yoga Flame to keep yourself at advantage, as it will meaty them right as they hit the ground.
b.HP crush counters. I’m not sure how to follow up from it.
st.MK is an excellent poke. Good move to use at round start and during lull times in your neutral game. Be aware that st.MK doesn’t have quite the range it seems to have, though. The front of his foot doesn’t seem to have a hitbox. st.MP is pretty decent too, though I prefer using that to keep people in flame carpets because it seems to have a bit more blockstun and can catch people jumping.
Playing around your V-Skill (flame carpet) is critical to Sim’s gameplan. As mentioned above, st.MP is great at keeping players inside of it. A lot of players will panic and jump out of it at you, too, which you can stuff with a cr.MP. V-Trigger (float) can be used to add another layer onto your carpet footsies, wherein you can throw out a j.MP to achieve a similar purpose (be extra sure your opponent isn’t going to try to jump at you, though, because you’ll get blapped out of Float). Vega and Nash are issues, though, since they can get out of the carpet with teleports and dives.
Stun combos: probably just combo into critical art if you have the meter. Otherwise, his optimal stun combo seems to be b.HP > L or M Flame?
Meaty options: TK Gale is a great meaty option in the corner. It raises you off the ground, which prevents the opponent from trying to grab you on wakeup. It beats mashed jabs as well. I can’t get it consistently yet, but I’ll keep practicing it.
As far as zoning goes, though, back teleport > j.HK is an amazing snipe. It covers a lot of screen real estate and will stuff anyone who tries to mindlessly jump at you from full screen.
For new players: Arturo’s Twitch and YouTube channels will likely be our main source of tech.
https:// www.youtube.com/user/FGCSabin/videos (auto-embed breaks the link)
Happy Yoga-ing!