His crouching punches and slides work exactly the same as they did in ST. You can still far cr.MP Sagat’s jump-ins or use slide to anti-air shoto jump-ins. As far as throwing goes after a slide AA, it depends on how close you land. The FP throw still has the same range so you can always use that. You can still noogie, but you have to make sure you land close enough to them. Another option is to link close cr.MK after a slide AA.
I’m still having a lot of trouble against vega; it seems like the only way I can get damage in is predicting and upward flaming or a rare instance of using back+mp to stuff a claw attack that is too close. Other than a random drill kick or head (trying to get closer using drill kicks gets stuffed by vega’s s.lp)… I don’t get much done. Advice? I don’t think I want to learn another character specifically for this matchup only but if I were to… what would be the recommended character? I think I read Deejay got someone’s vote earlier right?
Tick throws, db jab, standing strong, standing jab/back jab, db mk. Upflames.
Also, standing fierce if he sky high claws you – wait a sec, step forward, st.fierce - free punishment whether he hits you or it’s blocked as far as I can tell.
I recommend learning the matchup though, this is definitely a winnable match. It’s just rough. Much, much less lame than Honda or Chun.
I play Vega with a mix of rushdown and keepaway. Usually, the long distance game isn’t enough to take off their full health, but it gives some extra damage that can add up over a round. Similar strategy with Chun Li.
If you anticipate Vega is going to jump, you can jump back fierce, roundhouse, or forward kick, depending on the distance and angle. If you expect a wall dive, early jump RH can hit it clean if the spacing and timing are right (have to stuff it early). If they get off the wall, up flame if you have the time. If you don’t have time, either block or back jab. It will get hit sometimes, but it’s your best desperation move. Teleport is another option, but much harder to pull off in a tight situation. If Vega corners you and jumps on your head, forcing you to block forever, I try to teleport, even if I eat some damage. I don’t like playing that game.
My main strategy at some point is noogie shenanigans. Drill or slide to get in. If they’re playing footsie from midscreen, down back forward is a decent anti-poke. If they slide, drill into them and noogie. If they’re sticking too many things out, fierce fireball to knock them down, then drill shenanigans on wake.
Once they’re in noogie, RH drill -> noogie again, RH drill -> short slide -> noogie, back jab -> noogie, down jab (far) -> noogie, back short -> throw, yoga flame -> throw in the corner, etc. If you don’t go for rushdown, the Vega fight is nearly impossible. If they’re trying to razor kick you, slide under it.
Ah… Thanks guys I’ll use all the jumping pokes.
Noogie shenanigans are not really safe anymore. He can counterthrow the noogie just like chun can. You’ve gotta go for fierce throw if you want it to be safe, then walk up meaty standing strongs for the pressure. At least that’s what I do. Or do a whiff drill to close to bait a flipkick then walkup throw
I didn’t say it’s safe. I still think it’s the most effective strategy when fighting Vega/Chun though. Noogie range is reduced, but if you fierce throw instead, it resets the trap and you have to re-establish spacing (unless you’re in the corner). I think it’s better to take your chances with the noogie than go through that whole ordeal of getting in again. I offered a bunch of different ideas to mix it up, so your opponent won’t know when to try a reversal attack or counterthrow.
The only times I use fierce throw are when I’m counterthrowing, they are low on life to the point it will kill them, or if I’m doing a throw set-up where I’m not quite in range for noogie but have to do something (e.g., walk up throw).
Meh, with Claw, it’s certainly safer to reset the trap and then do wakeup games on him when you throw him. Getting thrown once by Claw is asking to get thrown like 3 more times with his retarded jump and walk speed
With Chun, I feel it’s the same. If you get counterthrown out of a noogie by her, you’ve just given her a potential lead in life that you won’t get back since she can just turtle down. Better to throw her then do a meaty st.fierce or something, into full screen zoning again.
Go find Beefbowl online and let me know if your noogie trap strategy works on his chun =P guh.
I’ve been ironing out my dhalsim since I last posted, and the biggest issue I have are the matchups and planning my game vs each character. The vega matchup seems especially odd, since every Vega I’ve encountered seems to buckle under pressure if I’m not getting crossed up to hell and back. Now I assume this is the players fault, since I am fairly certain Vega has the tools to escape Dhalsim’s pressure. Are there any reversals I need to look out for? When I try to bait the flip with an early drill, they never throw it out. What should I be baiting? What should I be wary of? How should a Vega player react to dhalsim, and what will they be doing to try to get me off them?
I’ve patched up a lot of bad habits and refined my good ones, but overall I feel I need more work in my spacing and reaction. If anyone wants to get some games in over XBL, just send an invite to Colorspray and we might get some games in this weekend.
Just started using sim… Man I’ve had so much abuse/3rd round quits since I started using him. Cries of no skill etc because they arent seeing massive combo’s, just good zoning keeping them away.
Having a couple of match-up problems though if anyone can help. First off is Ken. If I try and keep him away with FB’s he jumps over with j.RH hurricane kick to get close, if I try and poke using normals he spams jab DP. I can teleport out when he jumps in but that just resets it to the above.
2nd is gief, I have trouble with players who sit back and green hand, it hits all the pokes and takes away fireballs, if I get close he eats a throw.
Still learning but I’m winning most of my games
I’ve also got some questions.
I’ve recently picked up Dhalsim and when should I use a fireball over s.hp or c.mp (or the other way around). Also, when is Yoga Flame most useful. I’m just looking for general tips.
All thanks in advance.
For the most part, when you get close to Vega you want to mix up between: 1)Slide throw 2)Bait flip kick, then throw 3)Do an attack, then go back into drill/slide throw. The better you can anticipate how your opponent will react, the better you can keep the pressure on. Just make sure to mix these options up and you can stay on them. The tough part of this fight is when you’re not up in his grill.
If he does a hurricane kick to get close you can usually do a throw, a slide throw, or cr.mk after he lands. When he lands he’ll probably try to either DP right away or walk in throw. Look out for these and wait or respond appropriately.
If your pokes are getting DP’d then you need to mix up the timing and use of your pokes to fake him out more. Throw out fake attacks by doing the close version of LK, MK, LP, then when he does a DP hit him with a MK on his way down or just toss a fireball out to push him back.
Good gief players will try to green hand all your fireballs and trade with your pokes to knock you down. Again, the key here is to mix up the timing of your moves. If you mix up the timing of your fireballs you can nail him with one during the recovery of his green hand. And if you use the LP fireball, you can often combo a move(MP, MK, or FP) while it’s hitting him.
Mixing up your pokes is also essential against good giefs. They’ll try moves like cr.HK to trade with your poke to get better damage and knock you down. One thing I’ve been trying to do more lately is this: Use a fake move, like back + MK, and wait for them to do their cr.HK. Then, you can hit them with far cr.MP during the recovery of their kick. It’s a little tricky, because if you mess up the timing you’ll get nailed. But if you successfully do this a few times, it’ll slow them down and allow you to put more pressure on.
In general, fireballs are mostly used the same way anyone uses fireballs. You throw them out to make your opponent react. If they jump towards you, you anti-air them with a kick, slide, back + MK, back + LP, etc. If they block it, you move towards them a bit and try to push them into the corner. You also use them to cancel opponents projectiles or to try to make a jumping character land on one.
The flame’s use is often situational. For example, if Ryu expects you to throw a fireball he might do a hurricane kick to go over it and hit you. If you anticipate this, you can throw out a flame instead and hit him clean. The flame is also, really, really good as a meaty move. From max distance, you can do the flame to almost anyone when they’re waking up, as long as they don’t have super meter. From this distance, if they try anything on wake-up they’ll get hit. If they block you can begin pushing them back again.
The flame also works really well as a corner trap against many characters. Again, start with a meaty flame from max distance as they’re getting up. If you expect them to jump toward you after that, you can nail them with an up-flame and reset the trap. If you expect them to sit there you can throw out another flame, do a fireball, slide in throw, or bait an attack and counter. Basically, keep trying to knock them down so you an reset things and start with a flame again.
Speaking of Hurricane Kicks, I had problems with Oski H’s Ken. He was doing aerial hurricane kicks, and they kept clipping me on the way down. How do you stop that? I think I had some success with duck and then punish (similar to the ground version of the hurricane kick), but if I tried to slide or hit them with a normal move on the way down, that thing seems to have really strong priority. Also, once he’s in close and the psychic uppercut/knee bash fun begins, it’s hard to keep track of what’s going on.
Can somebody type a quick writeup for Dhalsim? I’m sorta interested in learning him =P
Yoga Flame is amazing. Once you start to read people’s jump in patterns it just shuts people down.
It hits at an angle where the up flame doesn’t so it’s great to use as an AA if you anticipate their jump in.
No such thing.
Yeah, honestly you really just have to play him to get a feel for things. So much stuff is situational and there are so many different options in different situations. Getting my AA game consistent is a task that still eludes me. :sad:
^Thanks for the tips Johney. I’ll try to put them to use next time I play.
Ugh, getting beat by Fei Longs more consistently now. If they mix up the chicken wing so you don’t know when they are going to do it, it’s very hard to beat them. Fei does so much damage, it’s ridiculous. He’s like a faster version of Bison.
Chicken wing has incredible priority, and it has invincible frames I think; it goes through my moves regularly. If I don’t stuff it in the startup animation frames, it’s going to beat anything I throw out. Once you block a chicken wing, they can either lock you down with chicken wing combos, a la Bison in the corner. Or they can throw, flame kick, super, low fierce, or low jab into another chicken wing. If you guess wrong, you’re losing 1/3 of your life. If you guess right, they take a standing forward. Am I doing something wrong? Occasionally, I’ll have success fireball trapping Fei from a distance, but eventually, Chicken Wing hops that, then it’s all downhill from there.
Also, Cammy is a dirty little whore in the hands of a good player. Psychic uppercuts, combos into hooligan, cannon drill, and jumping strong that beats everything.
-DB round house beats it. Just take a half a step back then do it as she lands. (Like a shoto on Honda (ST))
-You can now slide under it much easier now.
-Jump back fierce once Sim is higher on screen.
-Jump back drill.
-Teleport to the other side.
- Up flame
I have very little trouble vs Cammy’s jump-ins now. Its her ground game that is scary. I agree with you there. It is especial hard on-line. The littlest bit of lag or roll back makes her HC way good.