Exactly.
I should have been more specific in my earlier posts, and maybe it would have been clearer.
Exactly.
I should have been more specific in my earlier posts, and maybe it would have been clearer.
Sak gives me more troubles then other shotos/fireball characters actually.
EX head stomp (or whatever its called), is extremely potent in this fight, and pretty much makes shooting yoga fires a no go once Sak gets meter, so I can’t play my normal anti-fireball spam game against her.
Tatsu is like you stated, very potent. It combos easily, has good advantage/disadvantage, and with Sims low health, it hurts decently enough.
The one thing going for the Sak fight is the lack of a true SRK-reversal type move, which makes poking her with limbs a lot safer, but I find it doesn’t really matter, because of EX head stomp. Usually when fighting normal shotos, I’ll throw j fires to cover limb pokes in case of a SRK attempt. Against Sak with meter, that isn’t really an option, but you don’t really need to do that anyway.
I don’t know really, but I personally have a harder time fighting a good Sakura then a good Ken/Ryu/Sagat/Akuma.
That’s interesting. I find Ryu / Ken to be the worst of the bunch, but for different reasons (Ryu for j.HK and general beastliness; Ken for f+MK). Sakura doesn’t seem as tough as those two to me.
It seems to me that the headstomp doesn’t totally invalidate fireballs, it just forces you to play a bit less predictably. I don’t think it’s quite fast enough to nail you on reaction… Sakura seems to need to anticipate a fireball. The only times I’ve been tagged with it, I fell into a bit of an autopilot routine. Playing with a more random poking/fire routine, I’ve seen her go sailing through the air at exactly the wrong time fairly often. The big caveat here is that I see her so infrequently it’s hard to really judge sometimes, y’know? I know if I’m playing a good Ryu, because there’s one around every corner and under every rock.
I’m pretty sure I’ve bit on by it on reaction, it goes super fast across the screen.
I’ve played a bunch of Sakuras though, and against good ones I usually get owned.
Yeah I’ve been hit with that EX jumping head smack from full screen on reaction a few times, enough to where now I’ll RARELY throw a Yoga Fire out if she has meter.
I also try not to throw Yoga Fires at Cammy with meter because of her EX Hooligan Throw, although I think that one is a tiny bit slower across the screen and from full distance I’ve been able to b+mp her out of the air.
Hey guys any writeups for Sim mirrors? I met more Sims these days and the matchup seems to be really chaotic to me, I lost some and won some but not know the exact reason.
And I will start with my noob feelings:
It’s not like there’s gonna be a lot of footsies due to the slow moving speed. You can poke or anti poke from far or close with slides but to me it’s not the best option cause floating in the air can give you more priority.
Fireballs are not gonna trap any Sim due to the floaty jump and air teleport. But if the opponent didn’t jump for some reason, it would be good to try some IAT crossup. (also mixup with showing in front of the other sim)
Both players will air teleport a lot, because it’s one of the few ways to get close and hurt your opponent. Sometimes it’s good to teleport later reacting to your opponent’s teleport, but who is higher after teleport has better chance to take advantage. Also if you anticipate your opponent do air teleport, you can IAT or ground teleport to him before he did his, and surprise him with doing stuff right below him where j.fierce doesn’t hit.
Ultra is not likely to hit both of you. So it’s good enough to trap your opponent into teleport behind you or jump back. You can make a st.fierce or throw out of it.
Drills have the potential to be game breaking element here but I know too little about that. Better leave it off to better Sims all around here. ^^
Those are just some random things in my mind in terms of mirror match. I don’t know if any of those are true and also I don’t know which one of them lead to victory or lose. So please experts share your opinion and correct me~
Slide is golden in Sim matchups. IAT shenanigans don’t really work on moving targets, and lk slide has such great recovery that you’re good to block. Establish them fierces if they’re not teleporting as well.
Don’t throw fireballs unless you score a knockdown. Remember half your game against Sagat is to rape him for throwing Tiger Shots.
Always cross up IAT on knockdown if you can, fucks up their inputs. Remember, Sim’s only two invlun wakeup shenanigans are Super and Teleport, so doing stuff like meaty slides is where its at, and then they’ll start teleporting and you get free b.MK>Flame. If you run into anything that’s giving you trouble, then just do it back to them and if they counter it now you know how to do it.
one note on sim mirrors i’ve found, if he’s jump + firece punch happy, you can try jumping along with him and stuff him with an in air medium punch, just get your spacing down.
to me, this match is all about knowing the angles of dhalsim’s limb attacks and using the one that will hit him/leave you the least vulnerable to a trade of some sort. (work in air medium kick/medium punch into your game here)
FAs have their place in this matchup i’ve found too
just my shitty sim’s 2 cents.
Good thing to note about Cammy’s throw where she jumps at you from the opposite side of the screen, you can actually duck that move and she won’t be able to grab you. Though yoga fire’s are punishable in that match up so it’s advisable to not use those from full screen if she has any ex meter.
Ya I do this but have a hard time punishing afterwards. Usualy I’ll either: get thrown (regular), break throw, or I’ll try to b.mk combo and get tagged with a spike. Anyone have something that works?
Throwing is usually the best option. You could try Yoga Inferno since it has like 2-3 frames (don’t remember, but it’s great). I thought that move was fairly punishable if you avoided it.
Hi, do you guys got any tips against chun li?
I got trouble Anti-air her, all i know is jump back MP, i tried d+b mp but i missed.
When im down, she come close and do the low kick trick mixed with some throw.
What the best strategy against chun li?
thanks guys.
I fought some matches online against one guy that will be participating in the same tournament (it’s this saturday finally yey!) that I am.
I won 10 matches I think and he won maybe 4.
He used Bison (I won all), Rose (I lost one because I was overconfident "oh hes not gonna use ultra on wake-up) and guess what? Gen! (Lost the remaining)
His Gen is not as good as the other guy I was talking about, but damn, the first two matches were a beating. I only won the next ones because he got predictable with jump-ins, that were punished by Back+HK. So I won basically because of the player, not the character.
But the more and more experience I get against Gens, the more I think it’s prolly the WORST matchup for Dhalsim.
Really, I’m lost, the only reason I won against this Gen it’s because he’s not as experienced as the other guy I fought.
But if you take a pro level Gen, well I guess it’s like 2-8 to Dhalsim, at best.
Summing it up, HELP against Gen please
Yea, don’t fireball too much. This goes for a bunch of fights (chun/abel when they have meter, Bison, etc…)
You can poke just fine. If he “jumps your poke” and is able to hit you, then you obviously aren’t (long range) poking right, unless its a walljump of course.
He is hard to AA, like we previously talked about, hard, but not impossible. Staying mobile or just blocking his crossups works fine, just remember to tech the throws.
What is dp+K? Are you talking about his juggle kick, or did you mean to put db?
Wall jumps are pretty damn easy to punish. Slide, and poke (or teleport in the air).
He doesn’t do that much damage with combos, compared to some of the other characters in the game. Hes no slouch, but its not that bad.
Its definitely not 2-8 lol.
I think you’re overreacting a bit. I don’t have a lot of experiece against gen but half of the things you listed applies to a lot of other matchups.
Yoga Tower or Slide under, punish appropriately, don’t try to use more then one attack, bait the spike, punish.
Fighting cammy is all about knowing when to block, when to tech, and when to start moving. Its less about your offensive prowess then reacting to what the Cammy player is doing, due to the crazy priority of spike (and good damage on Sim). Spike, somewhat like DPs (but in general even easier), is fairly easy to punish if you bait it.
Yes but’s against Gen it’s all the time, not just when he has Ultra
His jumps covers 3/4 of the screen easily
Ya i really need to work on teching, I suck at that, I admit
By DP i mean the Dragon Punch motion
The problem is the wall juimp follow up (the kicks), it has awesome priority
I really don’t know, every time I face a good Gen it seems I’ve never played SF4 before in my life, my game sucks
I posted some vids in your other thread in the Gen forum. One shows a terrible sim almost beating a mediocre gen, and the other is a decent sim beating a decent gen.
Matchup is probably 5-5 methinks.
any ideas for zangiefs who spam green hand?
Block or Yoga Tower + throw into corner works.