Here’s a list of Sim’s combos. Jumping/air teleport combos don’t require the jump or teleport to work. Listing midscreen means that both you and your opponent are midscreen, and listing corner means that you have your opponent in the corner. Damage numbers are listed under each combo.
Key
lp: jab punch
mp: strong punch
hp: fierce punch
lk: short kick
mk: forward kick
hk: roundhouse kick
Ground Combos
Back+jab overhead, short slide (crouching opponent only)
50+30 = 80
Early antiair/meaty/far mk slide, back+lk
70+40 = 110
Down-back+mp, down-back+mp
70+70 = 140
Down-back+mp, back+mk
70+70 = 140
Down-back hp, back+mk
80+70 = 150
Down-back+hp, down-back+mp
80+70 = 150
Back+mk xx lp flame
70+80 = 150
Back+hp (1 hit) xx mp flame
70+90 = 160
Meaty down-back+hp, down+hk
80+100 = 180
Back hp (1 hit) xx ex flame
70+160 = 230
Jumping and Air Teleport Combos
Air hp, down-back+hp
70+80 = 150
Air hk, down-back+hp
90+80 = 170
Air hp, down+hk or down-back+hk
70+100 = 170
Air hk, down+hk or down-back+hk
90+100 = 190
Air hp, back+mk xx lp flame
70+70+(.8*80) = 204
Air hp, down-back+hp, back+mk
70+80+(.8*70) = 206
Air hp, back+hp (1 hit) xx mp flame
70+70+(.8*90) = 212
Air hk, back+mk xx lp flame
90+70+(.8*80) = 224
Air hp, down-back+hp, back+mk
90+80+(.8*70) = 226
Air hk, back+hp (1 hit) xx mp flame
90+70+(.8*90) = 232
LP yoga fire, instant air teleport into air back+hp, back+mk xx lp yoga flame
50+70+(.870)+(.780) = 232
Air hp, back+hp (1 hit) xx ex flame
70+70+(.8*160) = 268
Air hk, back+hp (1 hit) xx ex flame
90+70+(.8*160) = 288
Focus Attack Combos
Focus level 3 xx back dash, standing fierce
100+(.8*80) = 164
Focus level 3 xx toward dash, down+hk or down-back+hk
100+(.8*100) = 180
Focus level 3 xx toward dash, back+hp (1 hit) xx mp flame
100+(.870)+(.790) = 219
Focus level 3 xx toward dash, back+hp (1 hit) xx ex flame
100+(.870)+(.7160) = 268
Super Combos (note: always use jab/lp super in combos, since it recovers faster than the other versions and allows post-super juggles)
Back+jab overhead, short slide xx super (crouching opponent only)
50+30+(.8*350) = 360
Down+lk xx super
30+350 = 380
Down-back+mp xx super
70+350 = 420
Down-back+hp, super
80+350 = 430
Back hp (1 hit) xx mp flame xx super
70+90+(.8*350) = 440
Air hp, back+mk xx lp flame xx super
70+70+(.880)+(.7350) = 449
(Midscreen) down-back+hp, back+mk xx super, juggle standing lk reset
80+70+(.8350)+(.730) = 451
(Midscreen) air hp, down-back+hp, super, juggle standing lk reset
70+80+(.8350)+(.730) = 451
(Midscreen) down-back+hp, super, juggle standing lk reset
80+350+(.8*30) = 454
(Corner) down-back+hp, back+mk xx lp flame xx super
80+70+(.880)+(.7350) = 459
(Midscreen) air hk, down-back+hp, super, juggle standing lk reset
90+80+(.8350)+(.730) = 471
(Midscreen) air hp, back+mk xx lp flame xx super, juggle standing lk reset
70+70+(.880)+(.7350)+(.8*30) = 473
Ultra Combos
Ultra, jump toward air lp
200+20 = 220
Ultra, down+lk
200+30 = 230
Ultra, back+lp
200+50 = 250
Ultra, jump back instant air hp
200+70 = 270
Ultra, down+lk, juggle back+roundhouse reset
200+30+(.8*110) = 318
Ultra, back+lp, juggle back+roundhouse reset
200+50+(.8*110) = 338
Combination Combos
Focus level 3 xx backdash, toward dash, super
100+(.8*350) = 380
(Midscreen) focus level 3 xx toward dash, down-back hp, super, standing lk reset
100+(.880)+(.7350)+(.6*30) = 427
Focus level 3 xx toward dash, ultra, toward dash or slide up, super
100+(.8200)+(.7350) = 505
(Midscreen) focus level 3 xx toward dash, ultra, dash or slide up, juggle super, juggle standing lk reset
100+(.8200)+(.7350)+(.6*30) = 523
(Midscreen) focus level 3 xx toward dash, ultra, jump into mummy, juggle super
100+(.8200)+(.780)+(.6*350) = 526
(At distance, corner) ultra, instant air toward punch teleport, air back+hp, (ultra hits), back+lp, juggle super
70+200+(.830)+(.7350) = 539
(At distance, midscreen) ultra, instant air toward punch teleport, air back+hp, (ultra hits), back+lp, juggle super, juggle standing lk reset
70+200+(.830)+(.7350)+(.6*30) = 557
(Midscreen) ultra, juggle instant air mummy, juggle super
200+80+(.8*350) = 560
(Midscreen) ultra, dash or slide up, juggle super, juggle standing lk reset
200+350+(.8*30) = 574
(Midscreen) mummy (hits opponent out of the air), juggle ultra, juggle super, juggle far standing short reset
80+200+(.8350)+(.730) = 581
Normally damage scaling kicks in on the 3rd move, starts out at a .8 multiplier, goes to .7 for the next move, then .6 for the next, and so on down to a minimum of .1, after which all subsequent moves are modified by .1. Normally the concern is with individual moves, and each move counts as 1 move for damage scaling purposes. The exception is that focus attacks count as 2 moves, so any attack done after a focus attack will automatically scale by .8 even if it’s really just the 2nd move in the combo. As a result, if you get an opportunity to punish your opponent, even if you can charge up for a level 3 focus attack, you should forget the focus and just do another move. For example, level 3 focus into super only does 380 damage, whereas down-back+fierce into super does 430. In fact, the focus takes so much damage out of the super that a full level 3 focus xx toward dash, down-back hp, super, standing lk reset still does less damage (427 total) than just down-back+fierce into super.