A simple example is vs blanka j rh from a mid to long range to sim’s cr b lp or mp it hits cleanly on classic…try that on hdr. Also vs gief not sure what gief jumps wit cause I don’t play wit gief at all but it trades or wins in giefs favor most often then not

Hey, Thanks for the post Pup. :karate:

First: Sims Cr. b+mp NEVER cleanly beat Blanka’s Jumping RH in classic ST. Never. His blue box extends well into his red box. So, the fact that it loses in HDR is expected. Therefore, there is no change.

Second: I use Cr. b+lp to beat Jumping HK, all the time. I use just as I did in ST. The whole length of his arm is invincible. It WAS invincible in ST and it is invincible in HDR. Therefore, there is no change.

I have attached to images for you to view and see.

Crouching B+ LP

Crouching B+ MP

^^^ Both moves are as they were.

If the photos don’t show up check my flcikr account.

Crouching B+ LP
http://flic.kr/p/8Gpq4i

Crouching B+ MP
http://flic.kr/p/8GsAAb

Ummm I don’t kno anything bout hit frames n hit boxes I just kno what works vs what n what distances…I can demonstrate. Also st b mp seems to trade a lot more now vs a jumping chun Li wit lk or mk

Ok so you can’t prove it, lol

dear sweet johnny v,

 teach me how to play dhalsim, he looks fun.

your fan,

moocus

@ Pup: I don’t konw what to say then. You seem to be the only person who thinks this. As for the the B+ MP, it works just as it did for me in ST as well. Maybe you’re just timing things a bit differently in each game. It beats the jumping LK and has mixed results with the jumping MK (depending on the Distance). All I can say is that I have played a ton of each game and never felt as if there were any differneces in his normals. I would be more than happy to make another photo compairing the B+MP in each game if you’d like to see it. :tup:

@Everyone else. Do you know why the my photos aren’t showing up when I ‘insert image’ in my post?

I agree. The moves in both games work exactly the same. What *might *be throwing pup off is the sprites. For instance, in ST I find it pretty easy for me to tell if I’m at the right range to beat Blanka’s electricity with something like cr.MK without trading/losing to it. For some reason I have a harder time gauging this range right in HDR.

Moocus: Sure! I’ll try to hook you up with some tips this weekend at Denjin.

@Moocus. I hope you have three years to spare… :razz:

That don’t prove anything

The absence of evidence is not the evidence of absence.

Hitboxes don’t lie bro. Especially when we can use HDR’s hitbox mode to look at the classic ST and O. character frames. It even has T.Hawk’s stray hitbox on his crouching MP!!

OK. I got the photos to show check them out! :china:

Ok iv been playin a lot more st more on ggpo lately. N got back on hdr n that cr.b lp definitely doesn’t work the same

Don’t know what to tell you buddy. You’re the only person feeling this. What character were you playing against. What situation cuased you to feel the move is different.

Gief. I’m not in denial

Do you know what proof by assertion is ?

OK, what situation are you specically talking about in regards to Gief… For the record, I am not rying to cuase trouble, I am actually very curious about waht you are saying. :karate:

Yawn. So this is what this board has degenerated to huh…

Rather than pulling teeth with CVital (who is a pretty decent player btw), why not develop strategy for our namesake character? For instance, Sim has a lot of antiairs. Why not work on developing what those are and what attacks they beat so as to encourage new players to pick up our character?

It’s been a while since I played, so feel free to correct me or to add on to what I say.

lp = jab; mp = medium punch; fierce punch = hp; short kick = lk; forward = mk; roundhouse = RH = HK
s. means standing as in keep the stick/pad in the neutral direction
cb. jab.mp means hold down-back then hit button
c. jab/mp/fierce means hold only down then hit button

Know your normals

This seems trivial, but it is not. Sim more than any character is a very situation specific character in that he has a counter for most things people can do, but you must know what he is going to do and what normal you can use to beat it/trade.

Outside of the typical 6 normal attacks, (lp, mp, hp, lk, mk, hk), Sim has extra moves. These are activated by holding the appropriate direction.

You MUST know the angle, distance, and speed of each of your normals. Also, you must learn to utilize the crouching version of the punches. That is, hold down, then press lp mp or hp. Each have their use. Of course you can go into training mode and turn the hitboxes on. Or you can go here:

http://kayin.pyoko.org/hitboxes/sim/

and study them yourself.

c. lp and c. mp are used to:

[LIST]
[] frustrate your opponent. As they walk forward, use them. Do not be deterred by the fact that they take nothing off your opponent’s life bar. This is not their purpose.
[
] push them back, increasing the distance between the two of you
[*] hopefully get them to jump (but most likely they will try something else).
[/LIST]
c. hp is used to:

[LIST]
[]trade with Guile/Deejay’s projectiles (or cleanly beat them in ST)
[
]punish jumpins by Sagat, Deejay, Blanka (except when he does late fierce or mk) and I THINK Dictator
[/LIST]

You MUST integrate these into your gameplay.

hold the stick/pad backward

Holding back on the stick as though you are going to block and then pressing a button while doing so allows you to perform 6 extra normal moves. These moves are not stretchy at all, but are vital in Sim’s arsenal and crucial to his gameplay.

[LIST]
[]b + jab gives you a move like Sim is swatting a fly near his head
[
]b + mp gives you a move like Sim is stabbing the air upward
[]b + hp makes Sim do a headbutt
[
]b + lk makes Sim do a quick kick upward
[]b + mk same animation as b + lk, but slightly longer in duration
[
]b + hk makes Sim raise his knee to chest level
[/LIST]
Although each have their uses, the most crucial are b + jab, mp, lk, and mk because these are the anti-airs you will be using (though these are not the ONLY antiairs you will ever use)

hold the stick/pad in the down-back direction (or cb.)

In addition to his 6 normals, and the 6 extra moves he has by holding back on the stick/pad, 6 extra moves can be activated by holding down-back, then hitting a button while holding down-back. Don’t be too intimidated though, these are really just two moves, but with different durations on the move:

[LIST]
[]cb. jab/mp/hp Makes Sim crouch down and do a nonstretchy punch
[
]cb. lk/mk/hk Makes Sim crouch down and do a nonstretchy kick
[/LIST]
The ones you will use the most are cb. jab/mp/mk. You should also make a note that Sim’s arm in the cb. jab has no box where he can be hit. It is an entirely red hitbox meaning that Sim can damage the opponent but the opponent cannot hit his arm and make Sim take damage. Obviously if Sim gets hit elsewhere on his body he takes damage.

Hold the stick/pad down-forward

Holding down-forward and hitting a kick button (no new punch button moves) makes Sim slide. Doing a RH slide has the added benefit of knocking the opponent down and will slide underneath fireballs.

If you are forced into a situation where you are close to your opponent, one option is to do lk or mk slides coupled with things like cb. mk/jab canceled into fireball, or repeat the lk/mk slide 2-3 times, or do slide into throw. Doing repeated slides over and over in of itself is not reliable and can be quite dangerous however, which is why you would mix them up with drills.

Jumping forward or jumping backward, then holding the stick/pad down (I think holding down-forward also works)

Doing this and pressing a punch button leads to Sim floating toward an opponent headfirst (Yoga Mummy, unofficial name as far as I know) while pressing a kick will lead to Sim floating toward an opponent feet first (Yoga Drill, also unofficial as far as I know)

This section almost needs its own post do do Mummys/Drills justice simply because it is so easy to use them incorrectly. Most of the time you use drills and even then it’s situation specific, and even then it’s difficult to use them without trading or worse leaving yourself in a bad position. This doesn’t mean they are useless though (they are particularly useful versus Dictator), but it does mean they should be used with a purpose. Why? Because it is so easy to use them incorrectly. By this I mean the following: When you drill/mummy, the sooner you do it the better. If you’re not jumping over a fireball, you should do do down-forward + kick immediately after you jump forward. Ideally, you want to do it such that Sim’s feet are hitting them below the belt or lower (the lower the better). Anything above the belt and the opponent will recover before you and punish you. You should NEVER jump, reach the peak of your jump and then drill/mummy at your opponent … EXCEPT if you jumped back/forward and they throw a projectile. Of course, if you jumped forward and they fireballed, depending on the distance, you’re probably better off just hitting mk in the air and not doing a drill. The kick will hit your opponent, and prevent you from falling for a split second. If you didi it right you will clear it. Of course if your opponent recovers in time they will punish you, but that is the lesson you learn: jump with purpose. This may seem trivial, but with Sim’s floaty jump it is crucial to keep this in mind.

I’ll get back to this later but the rule of thumb is: drill fast. drill low. drill soon.

================
Antiairs

b + jab beats:

[LIST]
[] Honda: j. RH/j/ Forward/j. Short
[
] Gief: j. RH/j/ Forward/j. Short
[] Hawk: Condor Dive. Sometimes people will Condor dive 5-6 times just to see if you have the timing down.
[
] Dictator: I think this beat most if not all of his jump-ins.
[] Also, if Dic headstomps and tries to go behind you and follow up with Fierce, this will beat it. You have to watch as your character turns around to get the timing
[
] Cammy: Hooligan Throw
[/LIST]

b + MP beats (well, cross-ups in general. You should never get crossed up as long as you’re not knocked down):

[LIST]
[] Chun: j. mk but she has to be above you and you have to time it right. If you don’t, you trade.
[
] Honda: sumo splash. Same comments as chun. Expect to get knocked down if you trade.
[*] Deejay: useful when he tries to cross you up
[/LIST]

c. Fierce/c. mp beats:

[LIST]
[] Sagat: j. Rh/, j.mk. I forget if it beats j. short. If Sagat jumps and is far away, this is what you want to do.
[
] DeeJay: j. Rh/, j.mk. Same comments as Sagat. Might lose to j. jab or j. mp… I forget.
[] also, I think in ST c. Fierce beat his projectile cleanly, but it trades in HDR.
[
] Fei Long: j. Rh/, j.mk. Same comments as Sagat. I think j. Fierce beats it if Fei does it late. j. jab might beat it. I forget. Also, I think c. Fierce beats chicken wing.
[*] Guile: In ST you could c. fierce under sonic booms cleanly. Now it trades
[/LIST]

b + mk beats:

[LIST]
[] Hawk: Condor Dive (beats it if timed right. trades if you’re off?)
[
] Guile: I recall this beating all his jump-ins cleanly except j. mk
[/LIST]
Sliding as an antiair

[LIST]
[] If for some reason you can’t do b+mp, or you realize you’re getting crossed up too late, or you just got knocked down and are getting up but will have “enough time” to crouch,… and they are attacking you, you can do LK slide, which reduces your hitbox and shifts you away from them. Since they attacked in the air, they will take longer to recover. You can then throw them.
[
]Another thing that I have seen, but never really did is this: you slide with mk (or is it lk?), but then you combo it into a c. mk. NEVER do this with Gief/Hawk however as they will gladly take the hit in exchange for a command throw
[/LIST]

[LIST]
[*] RH slide beats:
[/LIST]

[LIST]
[] Ryu/Ken/Akuma/Sagat/DeeJay/Honda j. Rh, probably j. Mk, (forget if they can beat it if they time it late)
[
] Fei: chicken wing
[/LIST]
Walking/sliding under as an antiair

Ok, its not really an antiair per se, but sometimes the best offense is a good defense. Sometimes, you will be in a position where you are in the corner getting pummeled with block strings and jump ins. So if the opponent jumps towards you while you’re in the corner, you can walk under them and slide (lk or mk slide. RH slide takes too long to recover).

This is particularly effective when cornered by

[LIST]
[]Blanka (when he has you close to the corner but not to where your back is against the wall, so he jumps in towards you)
[
]Chun/Dictator (because of their high jump arc)
[/LIST]
jumping antiairs

This is a difficult concept to flesh out and deserves it’s own section, but over time I might be able to do this. Nevertheless, this is one that is critical to add an extra layer to your antiair game. You should notice that Sim has a floaty jump- that is, he remains in the air, probably the longest off all the characters. While this might seem unnatural and even annoying at first, you should realize this in conjunction with his stretchy limbs is actually an advantage.

Some scenarios (not exclusive)

[LIST]
[] One thing to do is to jump back when your opponent is close enough to where if he jumps at you he will not hit you but you can hit him, and tag them with mk
[
] Another is if you anticipate them jumping at you, you jump straight up and do RH
[] Another is you jump straight up as they jump towards you, then you take advantage of the fact that they fall faster to the ground than you and punish with Fierce or mk
[
] Another is for Dictator and he devil’s reverses toward you and you jump back and do mp
[/LIST]

Upflames (down, downback, back + kick)

Kind of an obvious one, but difficult to implement since you have to predict it in advance, especially for characters like Blanka and Claw who have a super quick jump. In general I would use the lk one since the startup is the least of the three and no matter which one you use you get a knockdown, although there are situations where you would want to use the RH one, but this requires anticipation on your part due to the large start up time.

A few (not exclusive) that come to mind:

[LIST]
[]Chun is in the corner and triangle jumps off the wall
[
]Claw wall dives and you anticipate this
[]Dictator tries Devil Reversing towards you
[
]Ryu/Ken mess up a juice kick
[]Honda does the RH sumo splash from far away
[
]Whiffed uppercut move that is far enough away to get hit by it
[/LIST]

===========
Vs Other’s Special Moves

[LIST]
[*] Chun: New SBK. If they do it so that the move hits you in front, cb. mp will beat it. Note you have to hit her head.
[/LIST]

[LIST]
[*] Ryu/Akuma: Hurricane Kick. I forget the timing, but I think it was something like you block the first hit, duck, block the second hit, then b. Fierce them on their recovery. With Ken’s Hurricane Kick, this isn’t so reliable. If they pass over you and begin their recovery frames, you can do cb. jab. With all three shotos, if you predict they will do Hurricane, Yoga Flame beats it as long as the flame is out before they hit you. Versus Fireballs, you can RH slide under them. Given the appropriate drill distance, you can also drill over them, but Drills are a separate issue entirely.
[/LIST]

[LIST]
[*]Akuma: Air fireballs: Probably obvious, but if he’s not trying to cross you up with one, jump and do the appropriate limb. If he is trying to cross you up and you aren’t knocked down, slide and or walk underneath.
[/LIST]

[LIST]
[*]Hawk: Condor Dive. b + jab, b + mk or b + lk beat it cleanly as long as you have the timing down. If you blocked it in ST, you got a free hit with RH. In HDR this is not so. Yoga upflame also beats it but you must predict it and I think it only works up close.
[/LIST]

[LIST]
[*]Sagat: In HDR, Sagat’s tiger shot recovery frames have increased. So if he Tiger shots after you yoga fire, you get a free c. Fierce on his extended arms. Because of the length of his arms, you may even be able to trade c. Fierce with Tiger shot and keep your distance from him. Depending on the distance and how much life you two have, you can even consider drilling over it. Versus Tiger Uppercut, I never really used this much, so I’m not 100% sure on this, but j. mk pretty much stuffs it.
[/LIST]

[LIST]
[*]Boxer: Versus his rush punch ,obviously you can do fireballs to keep him away, but this may not always be viable. c. mk is one option, especially if he is close. c. jab or c. mp works as well. use c. mp if he’s further away. It might not seem like much damage, but recall that he needs to charge for a second or two in order to do another one, which helps you keep your distance from him.
[/LIST]

[LIST]
[*]Honda: It’s risky, but if he does his super from far away, you can cb. jab or cb. mp him out of it. Same applies to his headbutt. If you fireball first, and he jab headbutts through it, you can punish with limbs on recovery. Wtih 100 hands (HHS), you can cb. jab or a perfectly timed b + RH can beat it. With sumo splash, this is situation specific. If he’s in front and will not land on you, you can jump up and do the appropriate limb. If he will land right in front of you, you can either cb. jab him, or you can c. mk, or c. fierce him, but this must be perfectly timed so that he is in his recovery frames and the red hitbox on his buttspash is no longer active.
[/LIST]

[LIST]
[*]Fei: Chicken Wing. If he does it from far away, either do c. fierce/mp or if he’s a little closer you can do RH slide to beat it. If he’s really close and tries to do it, you can c. short slide under it and possibly fierce throw him after you recover. Rekka Kens can be countered with crouching limbs from far away, or c. mk if he is close.
[/LIST]

[LIST]
[*]Guile: In ST, c. limbs beats sonic boom cleanly. In HDR it trades. You can still beat them by RH sliding under them.
[/LIST]

[LIST]
[*] DeeJay: In ST, c. limbs beats his projectile cleanly. In HDR it trades. You can still beat them by RH sliding under them.
[/LIST]

[LIST]
[*]Dictator: It’s trivial, but s. mk will stuff his scissors (not sure about psycho crusher) on start up frames. It’ s useful when you have him in the corner. A trickier alternative from further away is cb. jab, which has to be timed properly. Versus headstomp, from far away, if you predict it, upflames will beat it. If he tries to go behind you and follow up with Fierce, b + jab will beat his attempt. You have to watch as your character turns around to get the timing.
[/LIST]

[LIST]
[*]Gief: Obviously, Fierce him if he is medium distance and does a lariat and you know he won’t recover in time. Another obvious thing is if he is far enough away, and you yoga fire and he does lariat, you can either fierce him, or if the fireball hits him, keep pressing fierce and you may get a 2 hit combo. Versus green hand, this beats your fireball, and I THINK it technically can snuff out yoga flame, but the timing has to be perfect, so you can use that to your advantage if they think you will do yoga fire and you know they will green hand, stick out yoga flame instead for a knockdown (at the appropriate distance). If you see them startup a running bear grab, and they aren’t in the corner, immediately jump over them and do lk drill without hitting them or you’re screwed.
[/LIST]

[LIST]
[*]Claw: The positioning is tricky, but if they do wall dive and land in front of you b + lk can beat it. If they’ll still land in front of you, upflames can sometimes win. If you’re in the corner and they try to wall dive and land on top of you, b + mp can beat it. You can also teleport, but I don’t think this is reliable. Still, it’s an option.
[/LIST]

[LIST]
[*]Cammy: b + jab beats hooligan attempt. I’m not 100%, sure but I think you could RH a blocked cannon spike.
[/LIST]

[LIST]
[*]Dhalsim: b + jab beats drills, mummy, j. mk and probably all his other jumping limbs
[/LIST]

[LIST]
[*]Blanka: Obviously fireball/flame beats Blanka Ball, but so does cb. jab/mp. RH slide beats electricity, but puts you closer to him, so follow up with yoga fire/flame then push him back with c. mp or c.fierce. A cb. mp will beat his hop back ball as long as he’s landing in front of you. If he does super from a distance, you can punish it with fireball. In ST you can HP a blocked Blanka ball for free. I forget if this still applies in HDR.
[/LIST]

Throws

Sim has 2 throws.

Yoga Noogie

The Noogie is done by holding towards (or back) and pressing the MP button. This is the Yoga Noogie. It is a hold that does extra damage as a function of you and your opponent mashing the buttons and rotating the stick/pad back and forth. In ST one effective strategy was the tick throw known as a “Noogie loop.” One initiates this by first performing a Noogie, then your opponent eventually flips out of it, so what you do is walk up and do short slide in such a way that you are sliding before the opponent lands on the ground, but then land on it … AND, you get pushed back in such a distance that they are within your Noogie throw range, but you are out of their throw range. Since they can’t throw you, you do the noogie again and repeat. This was particularly effective against Dictator and Claw in the corner and was one of the best ways to beat them. In HDR however, the Noogie range has been shortened and this is not as great a tactic as it once was.

Regardless however, there are mixups you can do with the Noogie in the sense that you can vary what you do once they “flip out” of it. Some of these (not exhaustive) include:

[LIST]
[]lk slide into another noogie
[
]lk slide into fierce throw
[]walk forward and do lk/mk slide such that it crosses them up. Follow up with c. mk
[
]yoga fire/flame
[]drill
[
]tick super for chip damage and the win
[/LIST]
Fierce throw

Sim’s other throw is simply towards (or back) and Fierce. This literally throws them over your shoulder in the direction you press.

Noteworthy points:

[LIST]
[]Since it throws them in the direction you press, if you are cornered and have the opportunity to throw, use this to reverse the situation and corner the opponent. This also has the effect of getting you out of the corner as well.
[
]Unlike the Noogie, Sim’s fierce throw did NOT get it’s throw range reduced. So if you can tick slide at the right range where you are out of their throw range, this will increase your chances of throwing them
[/LIST]

======================
Special Moves

Yoga Fire

Standard fireball. Shotos can and will hurricane kick over it. Jab version is slowest but has least recovery frames. Fierce is fastest but has most recovery frames.

Notes

[LIST]
[]You should vary the speed of it when trying to keep people out to increase the odds of your opponent making a mistake and jumping.
[
]After knocking an opponent down with Yoga Upflames, you can do a slow fireball so that they wakeup and are forced to block it, then since you recover the fastest on a jab fireball, you can do a second fierce fireball for extra chip damage.
[*]Jab and Medium keep the opponent in a flamed state whereas Fierce will lead to a knockdown.
[/LIST]

Yoga Flame

Breathe fire in front of you for a fixed amount of time.

Some uses:

[LIST]
[]After a knockdown. Learn the distance where the “tip” of the flame will hit an opponent on wakeup and always use it from that distance to get extra damage. Obviously don’t do it on Ryu/Akuma/Guile/Deejay if they have super.
[
]If someone jumps at you from far away you can use this to score a knockdown. Learn this distance and realize that if they are closer to you than this distance, they can hit your head.
[*]Beats Hurricane Kick as long as flame is active
[/LIST]

========
Super

In ST, you could cancel slide into super. In HDR, I THINK you still can, but it is unreliable in the sense that as far as I know, no one can do it consistently enough.

One thing you can do is slow fireball/flame them on wake up, then buffer the super to get extra chip damage.

If you anti-air them with the super, it can juggle

Will nullify Ryu’s super

In case anyone is curious, the max post length is 25000 characters

MATCHUPS obviously not even close to completion… however, I suggest visiting this site

Dhalsim Matchups

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Vs. Sagat

A good Sagat will zone and play fireball games. Let him. As mentioned before, Sagat’s Tiger Shot recovery has increased, so if he tosses a projectile to nullify yours, you get a s. fierce for free. Sagat can toss high Tiger Shots but you can do c. fierce/mp under them and hit him. You can even do s. fierce under them but you have to anticipate it. If you do it too early or too late, you get hit. You can compensate by doing mp limbs, but its not worth it when you can just duck or even slide (mk, not RH) under it and tag him with a s. fierce. Of course you don’t want to get too close to him because that gives away your positional advantage over him, which is what he wants, so keep this in mind. His other option is to do low Tiger Shot. This too is easily countered either by fireball, jumping up and quickly doing a RH drill over it, or by jumping forward and doing a lk/mk drill over the fireball and hitting his exposed limbs. Again, Sagat WANTS you to get close so keep this in mind if you decide to do this. Consider whether the sacrifice of position is worth the damage a lk drill would do.

So since you win the fireball game, he has to do something to move forward. If he actually tries to jump forward at you you have soo many options. Make him land on your c. fierce. You have to stick it out before he lands on the ground but it’ll beat his jump ins. I forget if it beats j. lk, but if it doesn’t, that’s ok. Sagat has a low jump arc so you can react a little later than you normally would with other opponents by doing something like j. fierce, or even better, jb. mk. You gain distance AND you damage him with this move. If you predict his jump in you can of course catch him with a s. rh or s. mk if its too late to do a s. rh or if you noticed it a little later than you should have, but you still realize you have enough time to clip him.

Odds are eventually he will jump at you such that his attack will hit you. That’s ok, from this distance, you have plenty of viable options as well. You can do mk slide and combo into mk, rh slide if you’re at the right distance. I think there were one or two attacks you could get with b + lp, but I forget.

He may also try getting close by walking up to you, but mp and c. jab will help deter this. You must take into consideration that he will Tiger Uppercut your limbs, or worse, Tiger Knee over them, which is why you shouldn’t ever be predictable with your limbs. If he does get close to you, you can toss out c. jab pretty safely without worry of him uppercutting it. You can also do c. mk which must be blocked low. He’ll probably try doing his 2 hit standing kick so keep that in mind. He may also try jumping at you when he is up close, but you just lk slide under him and if he attacked you can just throw him.

Vs. T Hawk

T Hawk fears b + mk

In ST, Condor Dive for Hawk was suicide (outside of him correctly predicting a fireball or you doing fierce at the wrong time). All Sim had to do was block it and he gets a free RH … everytime. With HDR, this no longer applies. The condor dive simply brings you closer to him on block. While this helps Hawk out slightly, what this means for you is that you have to counter it on sight, every time. b + jab/mk/lk will do … except if he is right above you and does it, but here you should lk slide away.

Hawk wants to do j. jab into command throw, but b + jab/mk/lk beats it. If he jumps and doesnt do condor or j. jab he’s probably going to do fierce or rh, but RH slide will beat it (though I’m not 100% if he does it late if it will beat side). But that’s ok, because you can just jump and do the appropriate antiair as another option.

Actually, if he’s jumping from midrage, you should anticipate this and s. mk or s. rh him. Condor dive takes a second to start up so as long as you catch him early you will stuff him. If the condor dive hitbox is already active however, I think you lose though, so take that into consideration. Basically, if he’s midrange and jumping, s.mk/rh if you anticipate early, otherwise you have the option to do jumping antiair or standing antiair, unless he did j.fierce/RH in which case you slide.

If for some reason he didnt knock you down and jumps above you trying to cross you up, b + mp

If there is some distance between the two of you, you should keep him out with c. lp, mp, & fierce. But since Hawk is so big, you can also add s. mk and s. rh to your arsenal. Hawk knows this, so he will try to do his uppercut move to catch you and lead to knocking you down. He may try to do crouching jabs, but take this risk as they do no real damage to you and will keep him out. He may also try to do c mp.This move has a very interesting property in ST: when the move is recovering, there was a sizable blue hitbox about an inch in front of him. You could hit him during that time. In HDR, this no longer applies, but still, it’s interesting. Anyways, he has a “Guile like” c. RH that you can fierce after the first part of the animation. You should be able to hit him with punch limbs if he does s. RH as well.

Since Hawk is looking to Hawk Dive over your fireballs, you can actually remove one of his best ways of getting in by NOT throwing fireballs in this matchup (since you won’t give him the opportunity).

====================

Vs. Gief

As sort of a lesson … anybody who thinks this matchup is 10-0 Sim should go find Snake-Eyez on XBL or even better in person and challenge him. Take all your money and bet it on Sim. Odds are you will lose… horribly (go on, challenge him, I’ll sit here and wait … you back? Hurts doesn’t it?). It isn’t that this matchup isn’t in Sims favor (it is) and it isn’t that this a difficult matchup for Sim in general (its pretty straight forward). It is just that playing that man was a reality check for me. The moral here is that while Sim has all the tools necessary to keep Gief out, and even to keep him out easily… a good Gief player will take advantage of your bad habits. It doesn’t matter if you’ve almost won … all it takes is one error before he starts tick SPD’ing you. As you try and teleport in vain Gief will laugh and SPD you to death.

Good Gief players know that the matchup is not in their favor. So they will rely on mind games to win. I.e., they will find your bad habits, make it look like they’re not gonna do much, and then hit you with something you do not expect for a knockdown. So the most important thing is to not be predictable.

*Do you use limbs too much? Gief’s got some great ways to punish you: c. Rh and Lariat. Don’t fall for it though. It means you’re getting predictable.

  • Do you fireball too much? Lariat and green glove, esp. the green glove if you just keep fireballing all the time. It’s like clockwork and Gief wants to show you his new wristwatch with matching green glove. Jumping over fireballs is also deadly for you since he can set up this next part:

  • Are you too defensive? Now he’s got you worried. He read your limbs, set his watch to your fireballs and you just soiled your yoga pants. As he closes in, you know that he’s gonna jump and j. lk X spd you. You know it’s coming. You’ve fallen for all his other shenannigans, but you won’t fall for this. You won’t, you keep telling yourself…
    Then Gief jumps, does a super early RH. “Aha I blocked it!” You say, but … you didn’t block it. He whiffed on purpose. it’s too late, as you hold backwards in defense. And just when you realize whats going on, you’ve just been SPD’d. Of course, “the whiff” (my unofficial title for this tactic) is easily countered (i.e. b + mk if close enough, else do RH slide, or even better, jb. antiair move). It’s strength though isnt in the fact that it’s a good move. No, its strength is that it messes with your mind. It works because you dont see it coming…

*Do you do crouching moves too much? Well, I don’t know if this is necessarily an issue, but I wanted to bring up the fact that Gief can corpse hop (f + fierce)over your c. MK and possibly other crouching moves and SPD you. Wheee!

Do you not punish Gief’s jump ins enough? B + jab is your best buddy if he tries to jump and tick you. It’s important to make sure you punish “the whiff” approriately as well, as this is a nice mix up to mess with your head. Truthfully though, Gief seriously leaves himself open when he jump’s in though. In general, when in doubt, b + jab. Again, don’t rely on this too much though. Cause now, he’ll jump a bit further away, do a jump in (doesnt matter which button) and so you’ll b + jab predictably, and by the time you realize that you missed, you’re already being spun.

I’ll do more later if I have time later, but basically, don’t expect to beat good players if you don’t know your matchups.

Oh yes, one more thing: DO NOT FIREBALL FROM CLOSE RANGE… EVER…

====================

Vs Guile

Guile also fears b + mk

In vanilla, Guile was weary of throwing too many SBs because Sim could c. limb underneath them, hit Guile cleanly, and either have the SB completely fly over him, or if not, hed recover quickly enough to where he could just block it on recovery. Those days are now gone. You can still c. limb him under his SBs, but now you trade hits. Still can be used, but watch dizzy and life. Sometimes its better to block the SB. Sometimes if youre close you can slide and hit him but he has to be pretty predictable to do so.

If Guile whiffs cRH, depending on distance, you can punish with fierce limbs after the first part of the RH

What would be great is to push Guile to the corner, gradually, and perhaps literally. Ideally, you want them to crack under pressure and jump at you. Why? So you can do b. mk. Its been a while, but there was something that Guile threw out in the air that traded with this… so I think I used b+ jab or b +short. If they get really predictable with jump patterns, you could always try jumping back and do aa limbs, but this isnt really advisable since he can jump forward and roundhouse you.

With this matchup, I think its really a matter of patience and really a matter of handling boredom and monotony. You’ll start doing fireball wars and it feels like the match is stuck in a rut, and then out of nowhere Guile will look for opportunities to punish. So I suggest looking for the ways that GUile punishes you and stay a step ahead. If you’re too predictable with your FBs, I’ve had Guiles jump all the way from about full screen and j RH me, so that’s a sign that says “stop being so predictable.” Theres a range where if Guile throws SB first and you counter with FB, Guile walks up and backfists you. So be weary about this. Honestly, if you can bore your opponent, this might work to your advantage. He might try to jump just to do something different.

Its been a while since I played this match, so I dont think I can be more helpful than this at the moment. Its easy when you have people who cant SB to keep up and try jumping forward because you can antiair them (s mk if they’re far away or b mk if theyre closer). But the smart ones will play a distance SB game and you have to be aware of where they can punish and hopefully your can outlast them. Use the timer to your advantage!

If Guile jumps straight up, his j. mp can beat your c. limb attempts so be aware of this.

Vs Deejay

The fun part about fighting DeeJay is all the wonderful ways you can counter his jumps. If he jumps from far away, you can simply do c. fierce and have him land on it. From closer range, you can just slide (c. rh). If he tries to cross you up you can b + mp him. Another option is to slide underneath him and throw (esp if he attacked in the air since you can recover and throw him before he can throw you). Much like Guile in vanilla ST, sim used to be able to do coruching limbs and cleanly beat his FBs, but I think now they only trade (note: wow, its really been a while! ) Unlike Guile he cant just walk up and backfist you. Like Guile however, he is waiting for you to throw a FB so he can jump at you.

Another thing about these fights: Sims noogie range used to be soo good. But Sirlin nerfed it. Your fierce throw range however still remains intact iirc.

There was one other thing fatboy had mentioned. It was about getting Deejay in the corner and then you can do c. jab pressure. Oh yea, it was like, c jab X fb, slide repeat. To be honest, I never really used this a whole lot, but it’d probably be useful for a few iterations before you get upkicked.

Yes, Deejay’s normals beat Sims, but I think Deejay either wants to knock down and or jump at you. As long as you keep away from him and not get too predictable with limbs / FBs, you should be able to win this match.

===================
Vs Boxer

Vs Fei

If you can stuff CW with legs, thats great. But if you don’t hit it early, you can actually make them land on your c. RH slide and beat it. If they’re up close and try it, you have to predict it, but here you can c. short slide under it and throw. If they jump at you, b + mk beats it. The fact that Sirlin gave short CW FB invulnerability makes this match a little tougher, but its definitely still winnable. I think c. mk beats rekkas from close range.

vs Blanka

Think you have your antiairs down? Try playing against Blanka. Playing against Blanka means playing against a guy who knows you can antiair just about everything he can do, but can get in anyways because of three things: jf mk, Blanka Slide, and whiffed jab Blanka ball (the Blanka whiff).

Throwing fireballs is only one small aspect of your keep away game. Make sure to vary the speed of your fireballs so you don’t get predictable. However, you cannot solely rely on fireballs alone to win. In fact, if you rely on fireballs too much, you will lose since he knows you will just throw fireballs. Winning this fight involves using all your tools in your arsenal. You must also use mp, c. jab, and s. fierce to keep him out. Mix up fireballs with these limbs to keep him away. He will probably try doing lk or lab to counter this, but chance it. Worst case scenario is that you take chip damage and you keep him away. As long as you keep him away, you are winning. Learn the distance of each of your limbs so you know which options you have when he walks towards you.

So eventually he’ll realize this isn’t working and will have to try one of three things: jumping, sliding, or Blanka ball. One thing you must learn is to take notice when he is charging. If he’s walking backwards, hes charging; if hes ducking, hes charging. He needs about 1 second to launch a Blanka whiff. Learn that distance. If he is within that distance, you’ll know that is one of his options and you should learn to counter this on reaction with cb. jab canceled into fireball, and then limbs to keep him out.

If he slides, I THINK cb. mk/ jab/mp beat it. But I’m not 100% sure.

So, if hes not charging, he will either slide or he will jump. This eliminates one of his options and forces him into your game. You WANT him to jump if there is at least 1 character distance of length between you because you can hurt him in the air AND keep him away. I cannot emphasize this enough: You cannot win against a good Blanka without mastery of the jumping antiair scenarios I outlined because a good Blanka simply won’t give you any openings. This is how you take off Blanka’s health. You just have to force the situation. Again, the situations are (not exhaustive)

[LIST]
[] One thing to do is to jump back when your opponent is close enough to where if he jumps at you he will not hit you but you can hit him, and tag them with mk
[
] Another is if you anticipate them jumping at you, you jump straight up and do RH
[*] Another is you jump straight up as they jump towards you, then you take advantage of the fact that they fall faster to the ground than you and punish with Fierce or mk
[/LIST]
Without these you cannot keep him out effectively. If you can keep this up, you are winning.

It’s when he is within 1 character’s distance of you that you have problems.

In ST you can HP a blocked Blanka ball for free. I forget if this still applies in HDR.

====================
Vs Ryu

Sim has good answers for Ryu’s fireballs. Learn the distance that RH slide can hit Ryu, as well as when Ryu is actually throwing his fireball (he stretches his foot out which helps you out a little bit). You also need to learn the spacing of where you can safely drill along with which versions of Ryu’s fireball (jab, medium, fierce) these will work on, keeping in mind that you sacrifice distance for some damage. You must always be aware of where you are on the screen and what counter you can do to his fireballs.

As mentioned before, Ryu can hurricane kick over your fireballs, but if you recover in time, you can do the hurricane defense mentioned earlier with the headbutt. In some ways, it may be better to only fireball if Ryu fireballs so that you don’t risk getting hurricane kicked. If you know the right spacing, you might also try baiting a hurricane kick with a fireball so you can punish it, but if you’re not throwing too many fireballs this might not phase your opponent. Some Ryu’s will try to build up super by whiffing hurricane kicks. While there isn’t much you can do about this, you can build up your own super meter quickly by doing lk yoga upflames.

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Vs. Ken

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Vs. Akuma

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Vs. Dictator

Drill, drill, drill.
Drills beat scissors. Drills can also beat Psycho Crusher if you hit his back. You want to get him into the corner and play aggressively. Take advantage of the fact that he has no real antiair. Note that he can do rapid jabs to beat drills, so from afar it makes it easy to counter incoming drills whereas when you are close you can put more pressure with low attacks as well as drills to where he cannot reliably punch you out of it.

Mix up

[LIST]
[]mk drills from about a character’s length away, RH drills from about 1/2 a character’s distance away
[
]whiff a RH drill, walk up and throw
[]s mk: will stuff scissors, psycho crusher and devils reverse attempts
[
]RH drill, throw
[]RH drill cb. mk throw
[
]slide cb. mk
[]slide, throw
[
]slow fireball, dictator blocks, fierce fireball
[]knockdown, slow fireball, Dic wakesup and blocks, Sim walks in and throws/noogies (take advantage of Sim’s Fierce throw range if possible)
[
]knockdown, slow fireball, Dic wakesup and blocks, Sim walks in and slides, does cb. mk, or c. mp
[]mummy, super
[
]repeated lp yoga flames: I have seen Gian do this to Dictator before. He was at the appropriate distance with Dictator in the corner and he lp yoga flamed, then buffered the motion into another yoga flame during the first yoga flame and hit lp at the exact time he recovered and repeated. Outside of having super, there was nothing Dictator could do to escape. I have never personally done this, nor do I know if this is still possible in HDR.
[/LIST]
Something else to keep in mind: If he gets you in the Player 2 corner and knocks you down he can cross you up with a Psycho Crusher so be weary of this…

If Dictator Psycho Crushers through you, you can tag him with s. fierce when you turn around.

MATCHUPS (continued)

Vs Cammy

In ST, you had to block Cammy’s c. strong low. I forget if this still applies to HDR.

If Cammy jumps straight up and you try to limb her from afar, her j. strong beat it in ST. Unsure if this still applies. In any event, be aware of this as this will fool people who don’t know. So if he jumps straight up over your fireball, all this does is resets the situation.

===================

Vs Chun

Ok, Chun Li … well, her air game is superior to yours. But that doesn’t mean there aren’t ways around it:

If she jumps:

* From full screen (and you're full screen away): If shes dumb enough to do this, Fierce yoga flame gets you a knockdown.
* Btwn full screen and half screen: Lk upflame for knockdown. Take  advantage of the fact that she has a floaty jump. Another alternative is  to jb mk her head as soon as her feet can't hit yours, if that makes  sense at all. Learn this range.
* Btwn half screen and close up: Lk up flame is idea, but chances  are if shes this close, she's pressuring you. She has to be right over  you, but b + mp at the correct time will hit her clean and allow for  some crossup options. If you're late you'll trade. A third option is to  take the hit and noogie, but this is riskier.
* Close: At this range, chances are she jumped over you. If she  actually tried to hit you, the best anti air is to simply walk  underneath her and throw her. Since she attacked, it'll take her longer  to recover, giving you a little more time to throw her.

Of course, if this is getting predictable, a good Chun will head stomp you, but then you just block and nobody really gets hurt. If you do not effectively counter, you are forced to block and she lightening legs (LL) you. I don’t think you can escape this if she’s far enough away from you when she hit’s you, but its punishment for not countering her when you had enough time to. If she lands right next to you to where your sprites are touching and she tries LL, then I THINK theres enough startup to where you can throw her. Of course, a good Chun will mix this up with c. mk and other moves as well.

If shes dumb enough to SBK you on the ground, this is a free hit. c. MP beats it clean. If she does it up close, then b + mp if shes above you.

So although her air game is superior to yours, it’s not unbeatable. It’s just that your options are limited and you have to see it early in order to effectively counter. But of course, Chun Li knows this, which is why if shes not jumping, she’s either charging meter, or coming after you.

If she’s charging meter, as in LL, FB, LL, FB, etc, chances are you’re being a bit defensive and she knows it. So, you can either charge meter as well (LK upflames or yoga flameif slow FB are far enough away or she LL; or yoga fb), or you can go after her. Of course, odds are she’s doing the slow FB because its tougher (read: virtually impossible) to drill over and it stays on the screen forever, so its really a function of position. If you’re close enough to where she can be hit with RH slide, then thats what you want to do. Otherwise, match her FB with your FB and watch what she does next.

Sometimes she’ll intentionally LL, but this is a trap bc she’s already charging for upkicks if you’re foolish enough to jump. You could try MK drill, but by the time you’re in position, she’s already charged up or switched to sth else. I think (not 100% sure) you can hit her out of it with a properly timed MK, but don’t quote me on that. This is more of me thinking out loud than anything. I guess the next option is to just wait, inch closer, and see what she does next.

What would be ideal is for you to get her in the corner. If she jumps, you already know how to counter (& throw her back into the corner if possible). If she FBs, you’re close enough now to where you can slide underneath. Some try to SBK out, but this is just free damage. LL is countered with FB or Flame (although she can still hit your head if you do it from too close). So now she has to get close to you and poke. Pay attention to whether or not she moved forward- that is, did she lose her charge? If yes, this is great bc she cant FB you if you drill. She can still slap you (jab) out of drills/mummy. It takes off nothing, but it does allow her to set up position, so be weary of this and don’t rely on it. If she’s slapping you, you’re getting too predictable. You want to drill when she tries to do c. mk and slide when she does s medium punch (ideally). But if she’s in the corner, you also want to pressure her with fireballs, flames, and super.

For match vids, check out this playlist

===================
Vs Honda

Playing against Honda is like a Physicist trying to clear a car that is driving at him at about 20-30 mph: He knows the theory behind when he must jump and where on the hood of the car he must jump and what he must do to get there. The problem is… he only has one chance to do it before he gets killed.

If he jumps at you from a distance and does anything but j. short, make him land on c. fierce/mp, or even better, jump back and do mk (make sure you are within the appropriate distance to do this or you get headbutted for free).

If he jumps at you and is attempting to hit you with normals, b + jab beats everything he’s got.
Sometimes he’ll be at a distance where he’ll jump at you and can hit you with normals, but he anticipates your c. mp, so he’ll go for j. short. So either jump up and limb him, or, if he’s at distance where he will land in front of you, you can do cb. mk and make him land on that, or you can do cb. jab, make him land on that, and have the option of immediately “canceling” it into jab fireball (I don’t think this is a real cancel). However, this situation is kinda dangerous because he can go into sumo splash/headbutt/HHS upon landing, so you must always be aware of what distance he is at and what antiairs you have as options. Even then, your success will be governed by your reaction time and dexterity.

It is for this very reason that you should incorporate jumping back antiairs WHENEVER possible. In other words, given the appropriate distance, if Honda jumps in and you have the option of doing a standing antiair, RH slide, or jump back and do Fierce (and you can actually tag him with the fierce), do jump back and fierce. Not only do you do more damage than b + jab, you also GAIN DISTANCE. If Honda’s j. mk leg is right above you, then obviously do b + jab, but if not, jumping back antiairs is the best thing to do. You should jump back right after Honda reaches the peak of his jump and starts falling forward towards you. If done properly, the game’s physics will flip Honda back and set him at about the same height that you are at in your jump, thus negating Sim’s floaty jump being an issue. He’ll still fall faster than you but just look at the distance gained with this maneuver!

I think one thing good Honda players do is they wait until Sim has committed to a move before they jump, esp. if it is a move with long recovery, and especially if they are a long distance away from Sim. Then Honda will jump forward, do mk, and hit Sim every time, closing the distance and playing their game. So one idea is to wait until Honda does a move on the ground before you decide to fireball him (with various speeds). In this way, it makes it harder for him to do this and throws off his timing. This is something you should keep in mind when you are going for s. fierce or even mp from a distance. With mp, even if you recover in time to block Honda’s j. forward, Honda still closes the distance which is always bad news for Sim. So when Honda is moving around, keep this in mind as you judiciously apply the appropriate moves to keep pushing him back. Never do the same thing consecutively because Honda is always looking for that high recovery move to capitalize on.

Another thing is charging. He can do this while he is in the air which is why learning to do jump back antiairs is so important. With standing antiairs you defend, but he gains distance. Same with RH slide. So if he closes in on you he can mix up headbutt and crossup buttslam which leaves you at a disadvantage. So it’s always important to incorporate jump back antiairs. He can also charge while being knocked down, which is why you need to be careful about throwing fireballs or doing yoga flame upclose. If you absolutely must, do mp or even fierce flame if you can, but do it from max distance. If he butt slams the flame will catch him in it. Obviously don’t do it if he’s got super.

So outside of these situations, which can be handled with appropriate antiairs and spacing, the only other time he can charge is when he is waling back (which is pretty much never since Honda wants to get in close), during HHS, or when he is crouching and remaining stationary. If you can control the situations that he can charge on the ground, then the match will be so much easier for you. This is easier said than done however. If he’s far away, like amost max distance from you, then go ahead and let him. Outside of super, the worst he can do is headbutt to hit you which can be fireballed, or cb. jabed into fireball and then do s. fierce. The danger with this is if he decides to buttslam through the canceled fireball or headbutt your limbs, so be weary of this. If he’s dumb enough to do RH buttslam, that thing only hits on the way down, meaning he is completely vulnerable on the way up. If you predict a fierce headbutt, just jump over and do lk drill in such a way that you pass over his headbutt and you do it as low as possible without hitting him, because if you hit him you get close to him which is what you do not want.

Basically, if he’s stationary you can push him back with limbs or fireballs. But, Honda knows this and is waiting for you to commit so he can jump over whatever limbs/fireball you decide to do. But, if you know this, then you can bait a jump and do appropriate antiair to reset the situation. You have to mix it up and not be predictable.

So as long as you can push him back while he is charging and correctly antiair him, you limit his options he gains from charging by taking away his space that he has worked so hard for. How well you do this dictates whether or not you will win.

====================
Vs Claw

Jason Cole shows us how it’s done

http://shoryuken.com/f223/sim-thread-119216/index11.html#post9933877