One of my friends loves to Green Hand -> EX Green Hand sometimes, as a means of getting in. If you try to stick out a Fierce to punish that first whiffed hand, you’re eating knockdown. I need to learn to be more careful when 'Gief has meter, or play around with some faster punishers (Strong, maybe?).
Guys, who do you guys think is/are Dhalsim’s worst match up(s)? From my short experience of playing this game, C.Viper and Boxer are Dhalsim’s worst match ups. Perhaps not surprisingly, the latest japanese tier and match up list has both match ups listed as 3:7.
Vs. C.Viper: She is just very hard to zone. It almost feels like trying to zone a weaker version of ST Claw. The fact that she has a super jump and can somewhat alternate it using the Burning Kick is a pain in the ass for Dhalsim to say the least. Although j.MP beats many of her aerial options, including the Burning Kick in most cases, she can also “tiger knee” the Burning Kick, which creates even more problems as far as tricking you into doing the wrong anti-air attack is concerned, so she can approach you, or even punish you for whiffing something like a neutral j.MP.
Seismic Hammers, albeit very punishable and not her main focus in this match up, are still a threat, too. They remain something a Dhalsim player has to constantly watch out for.
Once she gets close, she can apply pressure, especially on Dhalsim due to a lack of an invincible move on his part. Aerial Burning Kicks and MP Thunder Knuckles are all completely safe on block. In fact, I think MK and HK Burning Kicks leave her at a frame advantage on block; the MP Thunder Knuckle does not, but it is an armor-breaking special move. Needless to say, up close she is highly dangerous as she can apply pressure and dizzy Dhalsim rather easily.
I have done my research, and I have noticed that C.Viper’s hardest match ups come from characters (even low mid tier ones, such as Honda) who can get into her face. Characters who can simply put offensive pressure on her. However, “Dhalsim” and “offensive pressure” is an oxymoron in Street Fighter IV. The fact that he is a one-dimensional characters means that he is severely crippled in some match ups in which he cannot force his style of gameplay on his opponents. My point is that ST Dhalsim had Drill Kicks and good tick throws. SFIV Dhalsim has neither, which is why his offensive game is almost non-existant, which is why, again, he struggles against characters like Viper, whom Dhalsim would probably be better of semi-rushing rather than zoning.
Boxer: This has already been discussed meticulously although I would really like to hear UltraDavid’s thoughts on this match up. It seems as though Boxer has just too many options around Dhalsim’s zoning game. Not only does he have EX Dashes and TAP, but the priority on his normal attacks, particularly j.HP, are very high to say the least. You cannot afford trading too many hits with his j.HP. As far as up close is concerned, his cr.jab is 3 frames and +4 on block. Translation: a Boxer player will abuse this move (along with tick throws) an awful lot and there is not much you can do about it. Also, recall that Boxer’s dashes, both front and back, are immensely fast, which help him close distance rather easily compared to other characters. I am not sure whether it benefits Dhalsim players that everyone and their mothers are trying to learn and play Boxer now.
In short, fuck Viper. Fuck Boxer. I would rather play against Ryus and Sagats all day. Maybe I can improve my Seth and see if he does better against these two characters.
A preemptive b.MK can stuff Scissor Kicks as well, but not sure about EX.
Ive never fought a good Viper so I cant say much on that, but I have fought a few Boxers. Also, you can pseudo-tick throw with slide, but you have to be at the right distance (not sure what that is yet though). Its annoying, but its not TOO hard. Fuerte seems like a worse matchup IMO. If Boxer has meter and is at the other side of the screen, you dont need to worry as much. As soon as you put out a fire, put out a st.LK. It should knock him out and it has good recovery. I think you can b.MK the TAP before it hits, but not too sure on that. Teleports are handy as it stuffs up his back charge (for a moment anyway) and you can mk Slide under his jumps to avoid any cross ups/trading with Knee/Hook. I think youve also gotta learn how to tech throws on reaction with Boxer, something I havent managed to do yet.
teleports sounds rather risky against boxer since he wont loose his head butt charge.
Hi all,
I’ve adpoted Sim as my main and after alot of practice have started to perform alot better.
Ken was difficult at first, till I got used to not freaking out and using b+mk/b+hp, but after that the matchup became much easier. The matchup that simply eats me alive is Blanka. A good friend of mine plays a really, really good Blanka, and swears up and down that Sim is one of his worst matchups. I just don’t understand how. Punishing horizontal ball is simple, but I rarely ever see it in these fights. Rainbow ball/hop+throw’s simply eats me alive. I can’t find room to start zoning with fire as I’m getting slide knuckled the entire fight.
Basically, I need any and all help you can offer. The matchup specific advice for Blanka that I’ve found isn’t helping all that much… which leads me to believe people aren’t having a problem with him and I’m doing something wrong.
re: Blanka: Like most of Sim’s matchups, you have to keep Blanka at a distance, about 3/4 of the screen and beyond. Keep throwing jab fireballs if he’s at this distance; it makes for good anti-air setups with s.hk, s.mk, and s.fierce. Also, he has to time his jumps over the fireballs pretty well or he’ll land on one. If Blanka has any EX meter though, make sure you throw some random EX fireballs out there or he’ll EX cannonball through it.
If he gets close to you, be ready with your medium slide to dodge out and throw or s.mp to anti-air. All of Sim’s pressure defense rules apply to this matchup, so read up and practice this.
I’ve found that the Blanka/Sim matchup works out pretty well in Sim’s favor, from my experience. You just have to be patient, reactive and pokey against him. Good luck!
Hey Super Phamicom! It’s me smallfry! How r u? Sorry I haven’t had much vids on my youtube channel this week I been ill… no sfiv time either lmao
Anyway to add Blanka anti air tactics are very good - so make sure Sim stay’s on the ground throwing projectiles and pokes instead of trying to attack from the air. I also find it a great match in Sim’s favour if you are medium distance away. What happens in this situation is that Blanka will try to score a knock down with D+F,HP - best time to block and then punish with Back C+RH or BnB. Lastly if Blanka does use EX Canon Ball as soon as you throw Light Yoga Fire he’ll land right onto it when he comes back down! While it’s not great to trade hit’s like that over and over what it does is hand the momentum back to Sim - your back in the distance and he has to work hard to come forward again.
TY for vids, by the way. Good matches.
Any tips on Cammy v. Dhalsim? I just got rocked. Seems like she has an answer to everything Dhalsim can do. Spiral Arrow and Cannon Spike both seem to beat limbs, Hooligan nails your fireball spacing, and she’s so fast that keeping her out is… not very realistic.
I tried to play it defensively, but I just didn’t feel like Dhalsim can punish her risks well enough to match her damage output.
i have difficulty w/ some of abel’s set ups.
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when he does he three punches, are there any reliable ways to interrupt his last punch/throw? i’ve been experimenting w/ various moves, including LK or B+MK but even those don’t seem to work.
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his roll is annoying as hell! i try to stick out a B+HK but the timing is difficult, and i can’t seem to throw him out of his roll.
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his tick throws . . . i have even more difficulty w/ these than gief’s if only bc i can reliably keep gief away.
thanks!
Blanka - This matchup is definitely sim’s favor, imo. Blanka’s jumping style makes it hard to time over the slow fireball. Plus you negate his ball because you can hit him as he returns. Just keep him at a distance with fireballs. If he jumps over it and is within reach, get him with a s.mk. For cross ups, I usually just teleport out of dodge when he starts doing that front/back hop cross up. Or do a sliding lk, throw, which sometimes catches them by surprise. If you have ultra, blanka is at serious disdvantage because you have plenty of time to get off of if Blanka jumps at you from close range and he will land right on it. Lots of f.HP as well from a distance as well…seems to catch him by surprise a lot.
Abel is a tough matchup…tougher than gief, imo. Best to always stay your distance. I do lots of little pokes, fireballs…the occasional HP, but not so much as usual because of his roll (although you SHOULD have enough time to teleport or jump away even after a HP before his roll finishes. Regarding his 3 punch/throw thing…I think if he you get hit or block the first, you are doomed, unless he screws up (unless I’m mistaken) so it’s best to just not be anywhere near. It’s really a bunch of poke/poke/fireball/poke/poke…then when he gets near, iat behind him, get some distance again, and rinse repeat. This changes when Abel has ultra though because I’ve found that he can get you from ANYWHERE on the screen if you shoot a fireball or let out a HP (if he expects the HP). So now if Abel has ultra, it gets much harder because I have to resort to quicker pokes, which means I have to get closer to him.
I just wanted to add that I played a pretty good Seth the other day and man, did he give me some trouble. Probably because I hardly play any Seth’s, but it seems that Seth has a lot going for him against Sim. What this guy would do is maintain full screen distance, shoot off a sonic boom, then as it’s travelling towards me, do a wall jump (which is deceptively quick) and I usually had no choice but to block, and from then on, it was cross up city (which Seth is aparently good at). Other things he did was teleport to SPD when I would shoot fireballs. And he has this combo where if he gets me with a jump attack, he immediately following with another hit, a kick, and then that one “invisible” kick that hits you a bunch of times.
I’d say out of 6 or 7 matches, I only won twice…and both times…just barely. Reason being is that Seth’s power is ridiculously low as well as his health. Only time I ever felt I had a strength advantage using Sim.
I actually think Sim has a lot going for him vs Seth. He controls the exact range that Seth is trying to set you up in (full screen) better than he does. He can also stop Seth from running away or setting up any zoning, with moves like j. strong for example - and his antiairs are strong against him (b. rh beats divekick and whatever else, and b. strong beats up close jumpins as well as any type of wall jump trickery.
Of course if he gets in you you in close its bad but you always have reversal tp to get out of there. Me and UltraDavid played this offline (him being Sim) and me as Seth, we came to the conclusion that sim might go even with him or beat seth once you know the matchup.
With Abels combo, if he goes mid low low, I think you ca jump out/block it. Although this will need more testing. If he does mid mid mid he’ll hit with all three. You can also throw Abel out of his roll if he gets predictable.
Against Seth, Im not so sure about. Perhaps jump forward MP might stop that pattern and get you over the Sonic Boom. Alternitavely, you could slide under the Boom to avoid both the projectile and his air attack. The teleport SPD is annoying but you could try reversal TP out of it, not sure how to beat it. Mash out b.LK might work.
COuld YOu Guys give me some tips over how to beat a bison en cammy
cammy is my biggest problem i just cant counter his moves
bison not that much but his tele en headpress after my instant air tele kills me
Went several matches against a pretty good Abel. A few random notes:
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b+MP beats his crossup attempts, sometimes even if he gets behind you a little (Abel’s hitbox is enormous). If you think he’s too far, short slide out underneath him.
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HP is sort of a trap in this matchup, because Abel likes to jump, and he likes to roll. It amounts to free positioning. MK and MP are the long-range pokes of choice… they can beat his wheel kick at many timings, and they don’t leave you as little time as an HP to adjust if he rolls through.
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Stay calm when the Rekkas start. Always block the second hit high first - the low develops slower than the overhead, so you have time to adjust if you see it coming. The third hit is pretty easy to see as well. If Abel’s willing to risk a full Rekka outside of a combo, take him to town.
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Abel’s Ultra can’t do anything about a Jab Yoga Fire from full screen, except maybe on anticipation. Try to bait it if you can - they’ll fall short, lose a big mid-range and combo threat, and you can HP afterwards.
Thanks a bunch for this Rattlejaw, Abel is one of few match ups that is a big problem for me. I have two questions tho:
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About his rekkas, if you block the first two hits, isn’t the third one the throw? You simply say that he is totally vulnerable if you block his rekkas, but what is the actual practical solution in the scenario?
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Against his jump ins, B.HK is not an option?
I’m telling you guys, I’m really not the guy to ask about this kind of stuff. I’m just learning Dhalsim too, and I still don’t play him very well.
His third rekka is a throw but if its Third Low then you can jump/teleport out of the way usually. So block the first two, jump back/teleport. Im not sure what happens if you get hit by the first two hits though.
Why isnt b.HK a good AA? Unless hes trying to cross you up, b.HK works all the time.
I don’t see why any Abel would go low with the 3rd rekka if it’s possible to evade? As far as I know, if executed properly, if you get hit or block the first 2 rekka’s, the 3rd one is unavoidable. I’d love nothing better than to know I’m wrong about that, though.
And throwing a slow fireball at Abel from ANY range when he has ultra is bad news, imo. Seriously, I’ve had a couple times where I thought he was all the way across the screen, threw out a fireball, and abel was able to ultra on reaction. It’s just too much of a risk for one measly little fireball.