Dhalsim - YOGUH!

Imho:

Chun, honda, blanka, cammy and claw are negative for Sim (in that order, imho).

Akuma, Ryu, deejay, fei, thawk, gief, boxer, sagat, are in Sim’s favor (no order there), I think.

Bison, Ken, and Guile are relatively even. I am up in the air on Ken - he’s either losing or even, but I can’t tell which yet.

I’m having second thoughts on Blanka being “negative”. Its a hard match for sure, but Sim does have an advantage. The only downside is that it requires so much concentration to keep the little fucker out, but Sim does have the tools to do so. Blanka basically can’t do anything unless he gets lucky or the Sim messes up, which happens a lot…

I mostly agree with what you said. However, I would rate Boxer as more evenly matched. If he knocks you down at the beginning of the round, it can be pretty tough to get out of the corner with his rush down. Plus once he gets his super bar things can get rather dangerous. Also, people tend to choose Boxer when I play Sim for a while.

I dont know about Cammy being a bad matchup though. Yea she can mix up Cannon spike/drill/hooliogan, but outside of better recovery for her blocked drills and an easier to execute hooligan, I dont know if this warrants her being a tough matchup for Sim now.

Oddly enough, although Chun is a bad matchup for Sim, I enjoy playing it!

Nah man I think Sim just destroys Boxer (or has a strong advantage if destroys is too harsh a word seems people are pretty literal in here heh), and Sim can take Claw you just have to really be patient. Also I’ve read a lot that Cammy beats Sim, but how exactly so? I haven’t had much trouble with her.

IMHO, from my POV.

I am normally very careful when using these types of lists. Much of match up depends on the person you are playing against and thier SF fundementals and match up knowldge.

I think Sims only real Bitch fight is against Bison. Many of the tools Sim needed to win that match up have been removed or heavily altered. I think that is the only heavly disadvantaged match.

I am still up in there air with Guile. I konw there has been much debate on this one. So time will tell. Its easy enough to beat average and above average guiles. But playing agaisnt a Guile exclusive player such as XBL Brian’s Guile and Wolf’s (FrankDux) Guile is tuff and a workout.

The other match ups are still is close enough for me to condiser ~about~ even. If you play a high level player, you better give any character they pick respect. They’ll know all the match ups enough, that any match set you play is still going be close.

in st i think it’s 10-0 in sim’s favor
in hd i think it’s 9-1 in sim’s favor

lol

From my scrubby point of view, I’d have to say that’s pretty dead on.

Die Bitch Die!!! :rofl:

Just here to defend these a little. Please bear in mind I am speaking of only at the high end of play here. If you’re dealing with rushdown chuns, you’re playing people who are too shitty for this to apply. Chun does not beat sim with a rushdown.

Chun, honda, blanka, cammy and claw are negative for Sim (in that order, imho).

Akuma, Ryu, deejay, fei, thawk, gief, boxer, sagat, are in Sim’s favor (no order there), I think.

Bison, Ken, and Guile are relatively even. I am up in the air on Ken - he’s either losing or even, but I can’t tell which yet.

  1. Chun. Chun won in STHD, sim lost noogie traps which was his only real path to victory, sim loses worse imho. Chun’s impenetrable zone is just as bad or worse.

  2. Blanka. I feel Blanka wins this matchup. Very slightly. But there are some good points out there that if Sim is played perfectly, Blanka has no real relatively safe options to get in. The thing is, Blanka can just repeatedly do jumpins that trade and will win the match just on that in a lot of situations (j.rh does a TON of damage). he doesn’t have to obsess over being safe since almost every move he does outdamages Sim and often trades. And if he gets in, lights out!

  3. Cammy wins this matchup now. It was 6/4 Dhalsim before. She won, when she won, by having a very safe jumpin (J.Str) which is now a little worse. However, she can still jump over fireballs then immediately do a neutral j.str for the safety, to advance. Plus cannon drill pressure, easy hooligans, and the backfist, I think she wins. She also has a ridiculous ambiguous crossup that does insane combo and dizzy. She has a slight edge, however, if at all, due to the aforementioned j.str nerf.

One thing that seems to possibly throw the Cammy up in the air, is that her cannon drill for pressure seems to lose clean to db.lp now. If this turns out to be reliable (as it has for me so far) Sim might win this matchup at medium range by sliding the jumpins and punishing hooligans with Rh drill, and so forth. Maaaybe.

  1. Bison. I think Bison is pretty even now, but has a slight edge. It’s a very hard matchup, but Sim wins in a lot of areas. The problem is, the deviation is LEAPS AND BOUNDS higher than it used to be.

It used to go like this: Sim tries to score a knockdown or a throw, corner Bison at medium range with drills and high priority block chains ending in fireballs that push him into the corner. Once in the corner, prison sex.

Now it goes like this: Sim tries to zone as best he can, eventually gets Bison into the corner, and Bison devil’s reverses out, resetting the match. Sim may win on his feet on paper, with st.strong, st.mk, db.jab and db.mk, and being able to beat all of Bison’s jumpins with a combo of b.short and b.jab, and punishing blocked psycho crushers and all that jazz.

However, if Bison gets a knockdown, it is light’s out. And Sim is much weaker to the tick throw now due to not being able to safely piano two throws.

I wouldn’t go that far at all. Like a lot of these match-ups, against scrub~decent boxers sure, I think Sim can win pretty handily. But against really good boxers, I think this match-up is either even or just slightly in Sims favor. I think this match is slightly easier in remix because boxer’s nerfs hurt him here more than sim’s nerfs. But I don’t think it’s a huge change.

Lol. I don’t think you’re giving Guile enough credit. I’m not sure if this match is still cleanly in Sim’s favor in remix, but I certainly don’t think it’s a 9-1 blowout.

Maybe this is a play style thing, but I don’t see it this way at all. Sim can still do multiple noogies and/or cross her up with slide + headbutt. Sure, you can’t MP throw from max range anymore, but if she counter throws you out of a loop, you can still tech it and go right back to trying to throw her. I don’t think that part of the match has changed all that much. The big loss in the throw game, IMO, is that the nerfed range of the MP throw makes getting the first throw harder to begin with. This makes drill into throw harder.

Honestly, I think this match has gotten easier. When she had meter in ST, you had to be worried about a ~80% combo destroying you. Now it does like ~50%. Sure, that still hurts, but it’s not the uh-oh game ender it used to be. Also, while it’s not a *huge *change, I do think Sim’s new up-flame helps in this match a little bit.

I think the biggest negative change in this match is sim’s nerfed super. It’s not clear to me yet how much it affects the matchup though. Also, potentially her new SBK’s could help her. So far, I don’t see anything too scary about the ground based one. However, I think the air SBK might have some potential though for hit-n-run games. I really haven’t seen anyone use either of these effectively yet though, so who knows.

I basically agree with what Ryu1999 was saying above. I think Blanka’s gotten better in this match-up, but I think Sim still wins it. It’s often a really tense and grueling match though.

I don’t really feel like there’s much of a mid-range match here. So, I’m not sure why you think he can trade with j.rh. In my experience, Blanka’s either on the other side of the screen or he’s right on top of you. I think both of these have gotten slightly worse for sim.

From far range, it’s slightly harder to punish blocked blanka balls as consistenly. It’s also a little harder to detect fake blanka balls into bite. That changes things, but not much.

Up close, again I think sim’s nerfed MP throw range and nerfed super hitbox hurt him a bit. But, in most cases, I think these effects are minor. The super definitely seems like the bigger nerf to me here. For the most part, you can play this the way you always would. B.mp and mk slide still work just as good (if you can call it good) to get around his j.LK cross-up set-ups.

I also think that Blanka’s easier electricity might help him in this match, but it’s too early to really tell on that. My theory though is that he can use this to trade with random pokes/drills and hope to hit/trade to get a knockdown.

SweetJV, thanks for weighing in. The chun match, I feel like in the previous version, once I got in on chun I tended to win. Not a lot she could do to escape the noogie shenanigans. I’d say that it feels a lot less devastating to actually break her zone. The upflames do help. However, the super nerf is super gay here, as you point out. The lessened damage on her super is nice I guess, but I don’t feel like it makes the match easier as I never lost to that anyway. It was just max range zoning. Not much you can do really. If you’ve got tips I’d love to hear them.

With Blanka, the super nerf is super gay again. Once you’ve got meter, blanka can now jump in safely whereas before he’d eat flames - now he trades a j.rh.

I’m glad I am not the only one feeling the nerf stuff.

I would say in general, Blanka got more shenanigans, and more ways to score trades/knockdowns, and the ability to throw random balls out and hope for the massive damage. I admittedly don’t know all the tricks. But I feel like once blanka gets in, the match is roughly the same as before. However, he seems to have a much easier time getting in.

The big problem I have against blanka in general is fullscreen. I just can’t keep him there. I throw a fierce fb, he walks up and jumps the next one into shenanigans. If I don’t throw the next one, he does something for free (walking further up, random balling, etc).

Maybe I just need to spend more time waiting in that match though :slight_smile:

I’m pretty turtley in the Blanka matchup, almost pure reaction, only throwing maybe 2-3 fbs a round, depending on how jump-happy the blanka is. Basically my main tool(s) with dealing with Blanka are far cr. mp and far st. hp. Any time Blanka jumps from a little closer than full screen, far cr. mp will beat almost every jumpin clean. I’m not sure if its J. hk or jump hp, but one of them will beat it, but you can tell from the animation what to use. After they get hit by the cr. mp, its pretty much a mixup which you have control.

Most of the time, such as if the blanka had been pushed to between 3/4th screen and 1/2 screen distance by the cr. mp, I just followup with a far st. hp (as per fatboy’s vids) which pushes Blanka back out. This will also counter if the Blanka tried to jump again after getting hit or tried to walk forward even slightly. The next hit is a dizzy if the st. fierce in the sequence hit. Most of the time Blankas arent charging for a roll when they jump from the distance listed above, but rolls will hit trade with the st. fierce if you’re getting it blocked from max range. If you are at st. fierce’s max range, you would throw a fb instead in anticipation of the roll, discouraging Blanka from trying to do it again. You get a free st. mk if it hits anyways and you send him back to square one, and he has to guess again.

From farther out, where the st. fierce would whiff after the cr. mp, generally throw out some st. mks to discourage the blanka from jumping, and after you’ve trained him to expect a st. mk, you can start throwing fbs and start the game all over again.

The only thing keeping this fight fair is that Sim does so little damage individually, and Blanka’s is an all-or-nothing kind of character who gets damage in quickly

I’ve yet to have someone do jab/strong rolls into throws, so I can’t comment on that,

You need to go play Gishdeath on XBL :stuck_out_tongue: All about the whiffed ball into bites. That guy needs to get herpes or something.

You know what, something struck me. I think we should all add eachother on 360 and have a study/session on the matter of upgrading sim, a hands on approach will help more than just talkin bout all day.

Lets try out some theories this friday weekend. Any takers?

As far as sim vs. boxer goes, i’d give it 9-1 or even 10-0 in favor of sim.
All you gotta do is zone out with spammed slow yoga fires, watch for the hop over attempt and capatize with a standing roundhouse. And when he does that buffalo crap to try to get past em’ just do a standing fierce when he’s about to land and reset. And should he get in on you, teleport out of that corner and start zoning again.

I take it you’ve never played a good Boxer before. All he needs is one knockdown and its potentially over with his excellent rushdown game. Also, if you try spamming yoga fires, slow or not, when he has super, there goes half your health. As for teleporting out of the corner, there is the teleporting glitch to contend with… although there is Ryu1999’s unconfirmed (as far as I know) theory that if your in the corner and you teleport in the direction of the corner, then you can somehow negate the glitch, but that has yet to be verified.

Bottom lining it: Theres no way its 10-1 or 9-1 Sim. Its much more even than that.

Go youtube Afro vs. Cole. Take with a large glass of clue juice. Call me in the morning.

I just LOL’d.

It doesn’t fix the situation. Its just another glitch where you teleport in the wrong direction if you’re near (but not actually in) the corner. It is useful if you’re not in a reversal situation though!

Why even bother giving Sim a teleport if you cant use it in clutch situations like this? Sigh… I guess if you ever want to make use of it, you’d have to anticipate when your opponent wont be attacking you…

Although… now that I think about it… DOES anyone even use his teleport? I’d be interested in hearing people’s tactics with the teleport.