The only luck I have had getting out of Boxer’s corner trap is waiting until he jumps in the chain, or for the blocked headbutt, then punish. The problem is you’re at 25% health after he’s headbutted you a few times, and all that crap.
I’ve had some luck teleporting out very rarely, but the problem is if you had space to teleport forward (impossible while blocking of course) you’d have space to throw out a poke that stuffs his rush punch too, which is safer and better (since he can st.fierce you unless you get a full screen teleport).
The problem I have with boxer is mainly stopping the jumpins of a good boxer, however. I can keep even great boxers out, until they start doing the mixup jumpins. That’s how Graham would get me almost invariably. If I got lucky and he didn’t pound me off of the start of the match, he’d just start doing the different jumpins until he caught me, then it was corner trap rape.
Thank god most boxers don’t know which jumpins beat which, or we’d have a circus on our hands:P
I dont know if thats necessarily a good thing. I want to play Boxers who know the match up so that I can improve my understanding and my skills.
Wow, one person responded on teleport tactics! Is there even use for this thing, or does the teleport glitch make it all but useless? I mean the teleport would be useful if Sim didnt have all his anti-airs, but I wonder now if it is one of the most useless moves in the game?
I use the teleport to escape Honda’s Butt Smash. It gets you out of danger and gives you a fighting chance of re-establishing position to zone him. I think that’s the best move to use in that situation.
Teleport is useful against Blanka sometimes.
I have to disagree with Eggo about teleporting against Honda. If the Honda loves buttdropping (like koop :lovin: ), teleport is just asking to get hit, since for whatever reason its the situation where Sim is most likely to teleport in place (reversal or no), or the Buttdrop has some kind of homing ability if you’re trying to do an anticipation teleport.
Speaking of teleport tactics, while I was at work I was thinkin about a matchup wit akuma. Now wwait before you disregard this, do you think/know if his ragin demon can connect while sim is in mist of teleporting?
Like, he can connect in the early teleporting frames?
I’d be happy to try to give you some pointers. My friends list is usually full, but I just opened up a spot for ya. If anyone else ever wants to add me, just send me a msg on XBL telling me who you are on here and I’ll open up a spot for you too :wgrin:
PS: You should really play the other guys in this thread too. Everyone has their own styles and strengths. You can learn a lot from watching different people play Sim. He’s such a dynamic character. You can rush down, zone, mix it up. So, there’s a lot of room to find your own style.
I’ve been getting absolutely wrecked lately by good Cammy’s. I think half of my problem is that I really never played against too many decent ones in ST. But on top of that, her ability in remix to spam safe drill so much is really giving me problems. I either try to counter it and get hit, or I block and end up eating a hooligan throw. I know that st.Jab beats the hooligan, but for some reason I’m having trouble using it reliably. That might just be the lag or my crappy reflexes though.
Anyway, any tips on fighting her at all would be great. And even better if have some kind of overall gameplan that works well against her.
So far the ability to slide her out of j.strong has made this match way easier for me. Single best change Sirlin made in the entire Remix imho – Cammy used to be really really bad for Sim just with retarded bullshit mashing jumping strong into combos
Anyway, my gameplan goes like this, mainly:
Start match with db.jab (catches cannon drill clean, 99%)
Low strong/slide/jump fierce any jumpins
rh drill or db.jab hooligans
Zone
Punish cannon spikes with st.fierce or rh slide (seems to work, need more testing), but they don’t seem safe anymore. The super of course is a free st.fierce on block.
If you’re sure you’re gonna get hit with the super, jumping seems to take most of the sting out of it since it doesn’t seen to juggle at all.
Most of this stuff is kind of tentative at this point, but it’s seemed to work against some middling cammies. I need some more practice against good ones.
One thing I’ve done that seems badass, is I started killing hooligans with db.jab cancelled into yoga flame (sweeeeet). Free chip damage and very often folks forget to block it
The db.jab cancel into yoga flame has been a pretty fun new discovery for me (think it was doable before but not nearly as easily).
Hey, does anyone have some serious gameplans for Akuma?
So far, it feels like he’s about OKEN fireball speed, so I am having a hard time reacting and punishing his fireballs successfully (with drills) - used to be hard with Oken too, as he could ST-strong or dp drills faster than other shotos.
J.fierce and J.Rh seem to be the rule of the day for air fireballs, but I’ve had to start using j.strong a bit too.
Because of his jab dp, against competent players, it seems like you have to be super, super careful poking. At full screen he wins, due to faster fireballs. At really close range, he can win with mixups. You can’t corner him easily due to teleport.
My game so far has been:
score a knockdown with j.rh
Drill or slide in and start tick-noogie shenanigans
Make cake icing from their sweet sweet tears
bake cake
Eat cake
However, as Akuma players are getting better we need to start a real strategy I think