Mochi vs. D! [Dictator]
Check out 1:33. First time I’ve ever seen that.
Mochi (?) has a few other matches on Niconico that haven’t been posted so far.
This thread is great.
Mochi vs. D! [Dictator]
Check out 1:33. First time I’ve ever seen that.
Mochi (?) has a few other matches on Niconico that haven’t been posted so far.
This thread is great.
That was too sick. It appears that the HP Drill when done in the air guarantees another followup juggle. I remember hearing David say that he discovered a similar combo where Dhalsim does a HP drill and then juggle the ultra. First time actually seeing something like that on video.
Just out of curiosity are there are meterless followups to an air HP drill? I can see that if an air HP drill ever hits it can be deadly.
There is a lot that can be learned from that video actually. A standing short can tick into his throw. Didn’t know that before.
He also used the Yoga Tower to counter M. Bison’s slide. I wonder if this could be apart of a mindgame. Maybe you can bait sweeps with it.
Overall that was some really nice Sim action. I do wonder why this Sim didn't really try to zone Bison though. He wass close range for most of that match. Based on this vid, it also appears that when Dhalsim gets Dictator in the corner, he attempts some sort of lockdown. Seems like alternating standing shorts/standing forwards into Yoga flames could make getting out of the corner difficult for people.
Added more vids and players.
questions on wakeup tele to escape a jumpin or an opponent whos getting into that dangerous zone for sim in all games (too close for sim to long distance poke and too far for sim to use slides, jabs, back+moves safely)
[media=youtube]K3mLOt5PPr8&feature=channel_page[/media]
so at 2:50 is the teleport upon wakeup generally useful when reacting to a jump in? i mean obviously he took a hit when he landed in the new location, but from this situation, it looks like its a way to avoid being vulnerable to a limited meaty.
ditto for 2:55 - he jumps and it looked like to me he reacted to rogs ex by just teleporting back. at least it looks like he reacted correctly to me.
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for this blanka vid at 1:17-, when he starts doing the usual jump blanka shenanigans, could sim teleport back safely from this position?
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at 1:52, it looks like that the crossup is just way too fast for sim to tele on reaction. am i correct? 3:52 looks like a SICK escape.
watching these sim vids really makes him feel like sf4’s jumpback safety cable, though i really cant tell how safe the teleport is in using it defensively. obviously throwing it in unexpectedly with a jab fire looks like his main offensive weapon/mixup. and then integrating teleport after training the opponent that youre going to jump, float, fierce punch seems so sick for scaring them…after doing this a few times it looks like theyll hesitate to dp a jump, float, fierce.
and where are the ultradavid vids??? your knowledge and analysis are sick and it seems like you have your theory down well. just thought itd be interesting to assess your own gameplay as a shared learning experience
Teleport back on wakeup can be good, it really depends on how far away from the side of the screen behind you. If you’re pretty close like Iyo is when he does it at 2:50, you’re not gonna move very far back, so you have to pay attention to where you are in relation to that. You also have to pay attention to your opponent’s character, since characters with fast walk speeds or projectiles can punish you. But even when you get hit, it’s usually with nothing too serious. So here Iyo trades a bit of damage for getting out of a potentially more dangerous up-close meaty situation. Air teleport when someone is doing something laggy is a lot safer. At 2:57, there isn’t really anything Aojiru can do to hurt Iyo at the end of Iyo’s teleport.
Yeah, looks like he probably could. But there’s not much reason to. It’s not that you want to be running away all the time, you usually just want to set up a zone defense, and that’s what Cole could have done here. He lets the Blanka off the hook in terms of antiairs a couple times.
The teleport is kinda weird on crossups. Sometimes you can teleport under the opponent and all the way to the side of the screen on the side he jumped from, and sometimes you can’t. It seems to depend on which side of you the opponent is on when you actually press the buttons for teleport, but of course that can be pretty hard to see. If you mess up, you’ll just teleport right next to the opponent, and that’s a surefire way to get yourself punished. Not really worth the risk in my opinion.
The teleport is fine on defense, but you really don’t want to abuse it. Moving yourself backwards all the time is a really bad idea, cause that just leads to you getting cornered without dealing much damage to the opponent. It’s good for an occasional escape, but what you really want is to zone the opponent out, because that way you’ll keep your ground while damaging them. In my opinion the teleport’s more frequent uses should be moving around in the air, setting up traps, and punishing. And yeah, you’re right, if you jump at them and teleport back on any sign of a dp/whatever, they’ll definitely start to tone down the antiairs.
I don’t think there are any vids of my Sim out there, which is good, because it’s not very good. I’ve played 3-4 times total in the last 2 months, (been too busy), and only a couple times have been with Sim, so my Sim has gotten rusty on top of already being pretty weak. Gonna practice up soon, though.
Iyo [Dhalsim] versus Tomono [El Fuerte]
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This has to be a 4 - 6 matchup for Sim
I uploaded Tomono vs. Iyo from Street Battle 5 (5on5 tourney after SF4 Japan nats)… vid is here:
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In the cole vs peachy matches, I noticed when Blanka would whiff an up ball, cole would just walk in for a throw which got teched pretty much every time. Is the recovery just that quick when he hits the ground or did cole mistime those throws? It seems like it’d just be easier to yoga flame him on the way down for a guaranteed knockdown.
What combo does Iyo do at 1:16? He air teleports > B + HK > B + MK or B + HK? > Light Yoga Flame. Or does he?
In Which video?
Yeah, the recovery is that quick, like with lots of things. Where possible, you should always try to actually attack the opponent, ie hit him out of the air or immediately as he lands, because going for throw and getting your throw teched is a total waste of an opportunity.
Could have sworn I put it in there. I meant this [media=youtube]8hqHMyM3dfk&feature=channel[/media].
Looked like he did air back+strong into back+MK xx Flame.
are all those players pro’s with dhalsim…
Wow, ironically that made me want to pick up Fuerte! :lol: Was that just his standing lp or something he was pressuring with?
Two great VS Sagat matches. The second is intense.
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Standing LP and MP Standing MP with the Chef has got a weird property where the hitbox kinda ‘hangs’ in the air for a while. That clip shows some pretty awesome play with him - I really want to like him, but I keep getting mya arse handed to me when I use Fuerte
You guys need to see this Dhalsim, man, this guy is good. Check it out.
Street Fighter 4 - Saqs(Rose) vs Pajaromayor(Dhalsim)
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Watch Dhalsim in the last round. He makes one of the biggest come backs you’ll ever see. It’s awesome. Great Rose player too, wow
I like that dhalsim, he plays quite aggressive.
First time i actually saw a rose really use her airthrow.
sigh
if I can only do the iat hp, b.mk. yoga flame. super combo consistently, back to training mode!