df+Fierce/Medium gets stuffed. Back up and yoga fire. Not sure if jab yoga flame would work. If all he’s doing is jb.mk, wait til he lands and then do s. mk/rh. j. RH is nice too if you predict a jump in and shes higher than you are in the corner
I think it might be more accurate to say he has so many anti-airs. However, the anti-air you use is case specific. You need to think about which attacks beat which jump-ins and learn those well first. Then once they become second nature, you just need to work on your reaction.
There are 4 scenarios to consider:
- DeeJay does jumping attack such that he cant hit you.
Here you have a few options:
c. Fierce. Prob best option. He has to “land on your limb.” If you do it too late he can block it. I think j. jab might beat this, but I’m not 100%.
s.Rh. If done early enough it’ll stuff him clean. Anything after apex of his jump and it might trade.
jf. Rh. Also viable. Experiment with the timing.
- DeeJay does a jumping attack such that if you block it, there would be around an 1.5 inches of space between youafter he lands
c. Rh. should beat it. (not sure if j. jab beats your slide though).
jb mk. Take advantage of Sim’s floaty jump. Depending on distance, jb Fierce might connect as well.
s/j. Rh. Experiment with timing.
- DeeJay does a jumping attack such that if you block it, there would be around less than 1/2 inch of space between youafter he lands
A bit trickier. Depending on which attack he does, you could try crossing him up with a slide. A better option would be to anticipate it and then do jb. Fierce/mk. b+jab/lk/mk might work, but if he does sth like j. Rh, you not only lose the trade but he’s still closer than he was before.
- DeeJay jumps over you
b+mp can work
walk underneath him. If he attacked, then his recovery time will be longer than if he didnt attack. Go for the noogie. If he didnt attack you could try for the noogie, but he has shorter recovery time. Another option is to just lk slide underneath him to reset the situation.
You should really learn to anticipate jump-ins and responding with jumping anti airs like j. RH, jb. MK/Fierce. Another option is c. RH slide, but certain moves can beat this and plus, it gets guile closer to you, which is what you dont want. If he jumped over your FB and you’re getting out of the recovery, and its too late to jump back, then you may as well do b+mk since you didnt anticipate it in advance and hes going to be close to you anyways.
If theyre backfisting/flash kicking every time you hit them with b+MK, you’re getting predictable. Try to read the situation and apply other moves to push him back, such as s.lp/mp/Fierce when an oppertunity presents itself. Also, if you know hes going to flash kick, just block it in anticipation, and noogie. If hes going to sonic boom, if you’re up close, sliding is an option, but then it gets you closer to him. From further away, you can either yoga fire, or just block it so it pushes you back and hence gets you further away from him.
c. rh knocks down if they jump closer to you. From farther away c. mp/fierce. s. Rh can also work if done early enough.
The answer is: you dont. Blocking an air hurricane kick leaves you in block stun longer, so its easier for Ken to throw you. Its a legitimate tactic, so I wouldnt call the Ken player a scrub by virtue of that alone.
Depending on distance, you can c. rh if hes further away; b+ mk if hes closer, or you can always c. short/mk slide underneath it depending on distance. mk leaves you in recovery longer so experiemnt with this.
No. You always want to anti air Blanka and Chun. Its a question of which anti-airs will work depending on the situation. Regarding Blanka, if Blanka jumping from full screen away, j. Rh works well; a little closer than that, and j. Rh works, but you have to anticipate it eary. A better option is jb mk/fierce depending on distance. If after they jump attack they will be less than an inch away from you, early lk yoga blast will work. b + mp/mk might trade depending on distance. b+ lk/lp is a really crappy option because you take worse damage on trade. anti air slide might work if they did jumping jab, but prob wont work if they did j.rh and will lose to late c.fierce. If hes right on top of you/trying to jump over you, b + Mp will work; walking underneath him and noogie works better, esp if he attacked.
I think the reason why you lose is because you dont know what anti-air works in which situation. Again, its not about being overwhelmed with choices as it is knowing what works in each situation because this narrows your list of choices down to only one or two (three max). You can surpass your plateau by memorizing ahead of time which options work and the scenarios they work in. Thats why I like Sim: hes top tier, but hes not brainless. You really have to know each matchup, which anti-airs work, and how to keep them away.
Dont get too frustrated about Chun. Its a pretty bad matchup. It could be worse… it could be Honda
When you play online players that dont know how to fight Sim, think of this as an oppertunity to experiment with what moves beat their moves. Play the match as though you are playing someone who is competent, but play the match to learn from the experimentation, and not so much with the motivation of “this guy sucks, so if I lose, I suck even more because I lost to a scrub.” Above all, dont be predictable.
Of course you are frustrated. Sim has a high learning curve :looney:. Learning from your mistakes is the biggest favor you can do for yourself though…