Dhalsim - YOGUH!

hmm i think it’s just because of vega’s weird hit box on his crouch jab, i’ve seen it whiff at close range against several moves.

As far as grab recovery, I think it’s just one of those THINGS like example If I hit someone with kneebash then sometimes I can walk under them and sometimes I can’t but I don’t think it has anything to do with the game being changed at all.

in regular st sims super would beat that clean regardless of range, i know the move whiffs generally. =/

as for the grabs, yes the ken kneebash stuff is def different situation, you can get crossovers thru that in several diff instances…but with sim it seems to be happening more than it usually does idk i guess ill test training mode? but i would need someone to help countermash with me lol.

brian, yeah sure ill add you

I WISH the training mode was more flexable. Like… Calibur 4 and SF4 got it right. This game, not so much. Oh well. It was only a 15 dollar game or something. Looking at the change list though, all that was changed was the motion and the overall damage.

Dude, tell me about it. I was playing Nelson’s Sagat when the game first came out. He was able low tiger my super start up and kill me.

I have been hit low out of the damn thing so many times. :annoy: I am not sure if it is due to the “roll back” of if the hit box is just glitched.

I don’t mind the new hit box on his head, it just means you have to be tighter on the execution timing. But the damage Nerf was not needed. It wasn’t anymore powerful than any one elses upper. Check yoga book hyper it will show you…

Don’t get me started on this… I should just leave well enough alone. :wasted:

I know yoga flame AA is for claw but I still have a hard time zoning a good claw that knows how to take advantage of sims limbs.

^^^ I’d love to give you some input. But, you need to be more specific with your question.

What do you anti-air Guile’s j.mk with? I usually trade with b+mk but wondering if there’s a better option. Slide doesn’t seem like a choice because j.mk hitbox is pretty big and I don’t want to risk a stun for a reward of a possible throw. Not so far that c.lp works, so should I try b+lp? Or maybe even b+hp? lol

I have never once beaten goukiccm because ALL HE FUCKING DOES is buttstomp repeatedly into walk up hp throw. Coupled with playing from Mexico and it’s un-fucking-beatable. Half my yoga fires hit him and then it does that rollback lag crap and he’s already halfway up in the air with a buttstomp, and all I can do is block. And then voila another squeeze grab. It takes a lot to not drop on him.

anyway

How do you deal with this tactic when there’s no lag? Is there anything that beats buttstomp other than a psychic yoga blast? and I should counter throw with hp, not mp because it has more range now, right?

Lastly, how the fuck do you fight cunt li? I can’t be specific because there’s NOTHING I do that works against her. Every single one of her jumping normals beats every single thing I attempt. Jump short, jump mk, jump strong, jump hk, I can’t anti-air anything. She just takes to the air all match and I lose. Her fireball is too fat for me to lk drill over. Should I make her land on d/f hp, or what? She can just jump backward with mk and it stuffs everything. Then she wall jumps and she’s way too high to anti-air. I can get a lucky yoga blast, then I get what? One blocked yoga fire. I try another and she jumps and then I’m back to square one.

Basically I guess, how do you deal with airborne chun li? I haven’t tried sliding under her… but I remember just getting crossed up and stunned because her j.mk has a nasty hitbox like that. I would main dhalsim if it weren’t for this match-up. I tried jumping normals this past match and I still ended up getting so frustrated I just set my stick down because I didn’t want to drop. Should I just higher my hitbox with b+mp and throw when she lands after she hits me? I can only take so many hits with sim. Does lowering my hitbox with df+mp work?

Sorry I’m all frustrated, but I feel like an accomplished dhalsim player until I play this stupid ass character. I don’t even win a round. My secondary used to be Fei to deal with my problem match-ups but now he sucks. :sad: And it’s blind-pick anyway.

^^^^

Answer to guile’s jumping MK: Back + LP, Back + LK, {EARLY} Back+ MK, MK, HK, HP.

Honda: If he’s butt dropping you, you’re letting him get to close. I bet you’re throwing to many fire-balls. If the guy is closer than half the screen ducking, he is charging. Don’t throw a fire ball. If he is walking forward, don’t throw a fire-ball. If you do make sure it is a HP Fire-ball. Watch for the butt-drop or Jump-in and jump back + HP.

Chun Li: Go to le blog @ http://yoganoogie.blogspot.com/2008/09/beast-btch-i-am-currently-working-on.html

I have a hard time catching wall dives with anti air flame, rh flame only work when he’s right above me and I miss time it a lot, also sims basic mixup (rh drill, cr back mkX2, fb) don’t work against a claw who can flipkick me away.

Basically I just have a hard time playing sim aggressive zoning and space control game against claw who seems to have an answer for everything I do. Also the invincible hitting frames on hondas buttslam are hella annoying you’re article was right fb then wait for honda to react and then you react to hondas reaction to your fb should work but it just doesn’t lol.

st mk gets beat out by honda j fierce am I mistiming it?

I answer Honda’s buttsmash on my head with teleport (forward with kicks). It resets spacing very nicely and improves my survivability drastically. I’m sure I do it in some of my Honda videos.

One thing I will add though, I’ve fought goukiccm in lag and it’s almost impossible. Honda vs. Dhalsim is a finesse match. You have a counter for everything he does, but if your timing is off by a split second, you’re dead. if he’s teleporting around the screen, good luck trying to jab his super or teleport away from the butt stomp. I’ve fought him without lag, and I can beat him. The combination of a dominating character with huge priority on his moves, rollback, and big damage versus a fragile character is just a bad combination.

If Guile jumps on me with forward and I am coming out of the fireball recovery animation, I block. If I wasn’t doing a move prior, early forward kick (long) stuffs it before it comes out. If I’m reacting late, I use standing short (close). You don’t have to hold back to get the close range standing short. From a far distance, down back fierce (close) can hit his jump RH clean or trade and push him back.

I don’t try to zone Chun Li or Vega. I get in their face with drills. If you let them dictate the pace of the match, you’re going to lose. MK drill gets in on Chun and can hit her legs while she is standing. If she does the fireball -> fast legs tactic, I jump over with strong which clips her nicely. When she jumps on my head, back strong hits it clean or trades, but it gets her off of you. The drill barrage sometimes gets hit by her upkick, but sometimes it hits the upkick clean. It’s not an exact science, but I have the most success with this patchwork strategy. If she has super and is charging it walking forward, wait for it to whiff or take to the air. If you know she is going to jump at you from distance, jump back fierce can hit it clean… sometimes.

Unless, you’re noogie trapping. Drilling pressure is generally a frowned :sad: apon pressure tactic. Claw’s flip kick is to good. It combo’s for a three hit for a tone of damage, knocks down, and allows for a great wake up game with wall dive or wake up roll. Don’t give claw the opportunity to put you in that situation.

Sometimes winning a match isn’t about how much damage you do, but how much damage you can avoid taking. Especially with Sim.

The only time you should play super aggressive with Sim in this match is when have them in throw pressure/ traps. Don’t throw you body at them to often, as stated above the risk reward is not there.

I bet you are doing at least one (if not all ) of three things.

-Throwing too many jab fireballs.
-Throwing fireballs too close to Honda.

  • Just throwing fireball: no fakes or pokes between.

These are the most common mistakes. It see them all the time.

St.mk can beat out the Jump hp. But, it has to be done early. Back + MP can beat it as well, but timing and placement are VERY Strict… I wouldn’t use it, unless I had a rather sizable lead in life on Honda, and he had only 25-30% life left.

Thanks for the tips - I got the guile j.mk under control for the most part but I still can’t anti-air honda for shit. What do I do when I’m outside range of safe fireballs? I spam c.lp and sometimes jump back to try to hp a buttslam (which ends up in me landing on/trading with a headbutt). I need more variety. I don’t have too much luck with f.mk because I end up eating headbutts. My biggest problem is I can’t figure out an anti-air so I end up eating like 6 fireballs worth of chip from hands every time he jumps at me. Can I use df+mp or slides to lower my hitbox and dodge his j.hk (j.mk?)?

Oh and what’s the quickest/best way to punish a jab headbutt he’s used to go through a fireball?

Check out my Honda vids. I’ve gotten much better at the matchup. When Honda is in butt smash range, if you think he is going to torpedo, db jab. If he is waiting or charging for the butt smash, standing fierce (long) to push him out.

If Honda jumps with RH, slide with RH and flame at max range on wakeup. If he jumps with forward splash or short butt drop (not the butt smash, but jump short), you can hit it with jump fierce from the right distance. Back jab or back strong might work as well. Most Hondas jump with RH from far away.

Ya you have. I don’t even know what to do against you anymore. :blush:

Every match we have I think I’m in control then you come back and rock me. I know that match is winnable, but I cant seem to stay up in your shit!

Freakin’ stretchy…

slide if you have enough time, if not then standing fierce.

fatboy, i just experienced what you were talkign about in your last post to me abotu sim super…man…blanka slide hit me out of my super at point blank range, wtfwtfwtf

on the upside, sim having a reversal super in of itself is indeed awesome and a nice buff considering the minor tonedowns he got in general.

some other random thoughts (since i just started playing hdr a month ago)
sim goes 5-5 with guile now, at first i didnt believe it, butt he fact that he can match booms with yoru fb into backhand and the fact that you cant punch under booms safely unless its done at MAX range def makes this fight close to even if not more so. very grueling match.

i think vanilla st cammy has a better time against sim than HDR cammy (she still lost either way unless sim doesnt know the match), sure she has better cannon drills i guess but…since sirlin nerfed j. strong hitbox vs sim, thats kinda huge…you can pretty much antiair her for free now anytime she jumps whereas in ST it was a bit harder.

chun vs sim, thoughts anyone? i think it sa even, or slight adv chun maybe? in this matchup. noogie range being nerfed really hurts here. in vanilla st you could always get a noogie grab if you softened chuns throw (unless the chun player held up on the joystick after the grab, or sim was in the corner when he got grabbed and bounced weird after the throw soften. cant get it at all now cuz of the reduced range…sux =/ maybe i should try FP throw instead?

oh yeah lastly, Eggo are you going to Evo this year? ur pretty solid you should go if you can.

I think Sim has an advantage on Guile and Dee Jay since you can outfireball them. That forces them to jump.

I’d like to go to EVO. Mike Watson said I would do well there. But I might have to work since my project will be in crunch around then. It’ll have to be a last minute decision depending on my schedule. Is there a deadline for registration or can I sign up the day of?

Funny, so I did well against the guy who thinks Guile loses this match, and badly against the guy who thinks he does fine in it.

Sabin you think I’m playing the match wrong? Maybe I’m playing it too much like ST… namely with too much fear of low strong? One thing I think I need to do is throw more slow sonic booms when you’re closer in to prevent you from so easily spearing over them.

I also disagree with Guile being 5/5. It’s not free rape like it was in ST but it’s still in Sim’s favor. Although a smart Guile makes it seem pretty even, so I don’t know. I have a friend who utilizes hop kick (god that thing has nasty priority) and neutral jump fierce well, makes the match-up weird to say the least.

Hook me up on the pro-tips. I still feel like an idiot in this match.

I agree about it being even or maybe slightly in Chun’s favor. I keep going back and forth on that. I think I do pretty well against most chun’s if they go on the offense. It’s the quasi-turtle ones that only attack when they have super meter that I have the biggest problem with.

I know you can get the FP throw after you tech a throw. I forget if noogies work too. I think they do at least sometimes. One other thing I’ve been doing in that situation is this: Once Chun learns that she needs to jump out after a teched throw, i jump too after the tech throw. If she did jump, I nail her with HK. If she didn’t, I just drill back down.

JV,

How do you fare against MonGoloRoboKop’s Chun Li? I usually lose, but I win 2 of 5 rounds most of the time. It’s frustrating in that I have a strategy that keeps me in the game, but isn’t quite to the point where I can beat him consistently.

My current perceived mismatches for Sim in HDR:

Honda - 4/6
Chun Li - 3/7 or 4/6
Cammy - 4/6

The following I waver between 5/5 or 4/6, depending on quality of my opponent:
Dictator, Claw, Zangief, T-Hawk

I’m starting to think Zangief and T-Hawk beat Sim in HDR. :frowning: