Hey Arturo, if you’re reading this, I watched the infamous “lost interview” with Iyo, and it cut off right at the juicy part Mind if i ask what his response was about Sim’s bad matchups? Did he say anything else in that interview that was noteable?
:smokin: Good catch, Yagami. Of course we both meant Fire.
Good Gief trick when he is backing you into a corner:
Do a seemingly desperate IAT, only do it backwards. A lot of Giefs are conditioned to counter IATs with lariats. If he does lariat, you get at the very least a free j.hk. If he is at the right range, you can nail him with a follow-up combo and get knockdown (and then escape).
IMO, the best Honda on the East Coast is Davero from Toronto. I’ve learned a lot about this match-up from playing him. It’s a hard one, but only if the Honda is on point with handslap combos. Otherwise, I don’t think there’s really too much to be afraid of.
Some quick notes:
– Fireball from full-screen, slide forward, and react to his reaction. If he jumps forward, anti-air. If he empty neutral jumps, j.Strong or s.RH. If he does his wiggle-punch neutral jump, trip-guard with fierce.
– He can beat Sim’s anti-airs from a number of ranges… careful!
– Don’t teleport when he has ultra, PERIOD. Don’t teleport away, don’t teleport towards him, just… just… don’t fucking teleport, guy!
– If you’re caught being floaty in the air, drill can beat his ultra/super/headbutts.
– MASH s.fierce on any blocked headbutt.
– Learn to recognize the strength of each butt-slam by how high he gets in the air. If you can pick it out, you’ll have a good idea as to whether it’s going to whiff, hit normal, or hit crossup. Punish whiff with bnb, anti-air with b+Strong.
– Um, DON’T get caught in handslap combos? (ha.) Mixup after blocked handslaps with teleport away, focus/backdash, jump away, close poke, whatever. Keep him guessing.
etc.
St. forward is really good against Honda. It’ll stuff pretty much everything Honda has in the air with one exception: a well-timed j. strong.
I just switched to Sim from Rog about a week ago. This sounds dumb but I’m having an extremely difficult time against really bad players online. When I play offline I’m definitely losing more than I did with Rog (a lot more), but I feel fairly comfortable and when I lose I know what I did wrong.
Against random people online (mostly ryu and akuma) I am having a really difficult time. I know that the idea of Sim is to force them to jump so you can AA them, but against bad people I’ve had it happen, not exaggerating here, where they jump straight at me, I b.rh them, they kind of stand there considering jumping in again, they jump in again and I b.rh again, then they land, wait a bit longer and jump in again and I b.rh again. I then am thinking “even though he was dumb enough to jump into it three times, he is probably going to start shooting fireballs now”. I throw out s.mp, c.mp, or s.mk, and right as I do he jumps and either ends up right in my face or sometimes hits me with like j.rh c.rh and I eat about as much damage as I did with the three b.rh’s.
I’m also not understanding where the middle ground is between anti-airing people that jump right into your face and anti-airing people that jump from far away. s.RH and s.mk seem to only really do the job if you just throw it out hoping they will jump; I’ve noticed that very situationally you can hit people with it closer in as they begin falling in their jump arc, but I get too many trades with s.RH and too many times where it just whiffs and I get hit out of recovery. So basically if I’m zoning someone with s.fierce far away or variants of mp and mk somewhat closer in, and they just decide to jump while I throw one of those pokes out, they end up really close to me. Against good people they usually seem afraid to jump and I can be more confident throwing out ground pokes, but bad people seem to jump whenever they feel like it regardless of how many times you’ve AAed them, should I just sit there and wait for them to jump while sliding under fireballs?
Then the other issue I have is that it seems without super you can’t really punish random DP’s very well. I’m using b.fierce xx yoga flame as a DP punish, but if it’s online and Ryu does a jab DP it doesn’t really seem like you can consistently punish with this unless you’re really close, so I get stuck using b.rh sometimes just for a guaranteed punish. It seems like with such a weak punish for mashing DP they aren’t going to get afraid of doing it, and as a result I often don’t even feel able to poke
Yes, if they’re stupid, just let them jump at you and anti air, its free why not? It’s not the most technical thing in the world but it builds your super meter and if you have super built up you can also catch them in the air with super, or ultra + super combined to come back from a life deficit. Use your standing light kick, back light kick, back mediumkick, crouching light punch, crouching medium punch at the ranges they were designed for. Do not underestimate the use of these, they are extremely quick pokes that disrupt the flow of the opponent when mixed in with the pokes you listed, especially those approaching by ground rather than just by air.
If you want to put an end to jumping (from close), use your back MP+Yoga fire, the anti air will knock them out of the air and as they are landing they are already being hit by blockstun into Yoga Fire. While that blockstun is occuring you can use that small window to throw in a poke or 2 and push them back out even more or improve your positioning. Also back+MK(or LK)+yoga fire has a lot of the same effect on the ground, good for setting the pace of the match in your favor.
With regards to fireballs, keep these in mind:
light punch fireball: Slowest, long distance. Good for full screen.
medium punch fireball: Medium speed, medium distance, knocks opponent down.
fierce punch fireball: Fast speed, short distance, knocks opponent down. Better for medium range combat, but do not abuse it too close to opponent.
Full screen jumpers are very situational, a quick jumping medium punch is really good for those types that ‘hang’ in the air and close in on you fast. These types either want to put you in some sort of mixup vortex, or have the ability to beat your normal ground anti airs, and so you will want to switch your method of anti airing them. Akuma, M. Bison, Viper, Chun Li, Zangief, Rufus are a few examples. This attack is more like…a very fast reactionary “dont land near me” type thing. Standing Roundhouse can really bother the characters with bigger hit boxes, it pops the likes of Rufus, Honda, and Zangief out of the air pretty consistently from afar but it can also be beat based off what attack they chose to use in the air. Its pretty nice on those big characters with a fireball already heading their way who cant help but jump over it. Its all dependent on situational hit box stuff, just a matter of learning which to use and when to switch up.
Ryu and Ken types, if they far jump and land at medium or so rangeish… i tend to just let them land and already have a fireball coming their way as they land, since its more of a zoning match than anything. I wait a split second, to see if they jump again (free anti air) or attempt to dragon punch my limbs, if not I resume my ground game and be ready to anti air again. If they whiff a DP well out of range you don’t have that many options but there are a few. If its from far, standing fierce, or if you feel you have plenty of time, you can fierce kick slide on reaction for an untechable knockdown and set up an ultra mixup (careful of EX dragon punch out of ultra!). If its a close, combo/super/ultra etc…if none are available, back+fierce(headbutt)+ex yoga flame is a nice punish for added dmg.
Whew…Hope that helps a bit.
Some errors to the post above me:
-jab yoga fire doesnt knock down.
-all yoga fire have the same recovery.
You’re right, actually they’re active frames on Yoga fire. My bad.
The first one was just a pasting error i think from trying to blaze through it lol. Oopsie. Will fix thanks.
How to escape if you haven’t super?
After a yoga flame, I haven’t time to escape free from corner if Gief technical wakes up…
actually all yoga fires have the same recovery but Yoga Fire Fierce is better in fireball wars, especially against sagat.
also i don’t think i ever posted my opinion about the match-ups so here it is:
Abel: 3-7
Akuma: 4-6
Blanka: 4-6
Boxer: 5-5
Chun: 4-6
Claw: 5-5
Dictator: 4-6
Fuerte: 4-6
Guile: 5-5
Honda: 4-6
Ken: 5-5
Ryu: 5-5
Rufus: 3-7
Sagat: 4-6
Viper: 3-7
Zangief: 4-6
Sakura: 5-5
Rose: 5-5
Gen: 4-6
Seth: 3-7
Gouken:4-6
Cammy: 5-5
Dan: 5-5
Fei: 5-5
What is Dhalsim supposed to do vs. Gen? I play a pretty good Gen often and can almost never beat him. It feels like if I’m throwing out pokes, even if I throw out a fast one like s.mp or s.mk, if he decides to wall dive right then he hits me for free, and even if I recover in time to block, he’s right in my face. This guy also focuses non stop, if I’m in the air he just focuses and I can’t air to ground poke at all. If he gets into range where I could try to use lk’s to keep him out, he just releases focuses and dashes in and does mixup. I haven’t found any way to punish EX oga getting him out of the corner, and not being able to armor break really is letting him pressure me completely for free.
That’s a pretty grim match-up chart right there. Not a single match-up in Sim’s favor, huh? So basically, like Arturo said…Sim is a bottom 4 character in this game, and only barely above the likes of Dan, Claw and Sakura… :sad: Not surprising though: what we have is the lowest damage output in the game on a low health, low stun character who basically was designed to poke his opponent to death.
I’m curious on your thoughts on some of the matchups, Adnan, because I know you play some of the best in the East Coast.
In particular, why do you think Honda / Sim is in Honda’s favor? I generally consider Honda to be Sim’s best match-up but you list it at 4-6. Is it because of players like Dieminion and Rahsaan who play a more mobile, foostie / HHS oriented Honda? What in particular makes this match-up more challenging than, say, Balrog, who on paper would seem much harded to keep away?
Most of the others are not too surprising. Characters like Rufus, Abel and Viper pretty much wipe the floor with Dhalsim because he has no reliable way of keeping them away, and there’s almost no risk-free situations for Sim that can enable him to set the pace of the match. Once these characters start landing their combos and get in Dhalsim’s face, it’s over.
Abel VS Sim is definitely 7-3. I used to think Viper VS Sim was 6-4 untill i got double perfected in a match i was really trying to win. I have to agree with Noema. Notice how the characters Sim was never designed to deal with are a huge problem. Dhalsim S tier in Super. Please Capcom. We deserve it at this point.
I don’t know if I want S-tier Sim:smile: Imagine Xbox Live flooded with armies of flowchart Dhalsim players spamming fierce on their turbo pads! Ha! :lol:
Anyway, Sim’s lacking in this game but he’s not useless. He CAN win, specially because he does well against the two tournament staple top-tier characters, Ryu and Sagat.
He just needs some tweaks which have been discussed at length in other threads (I like UltraDavid’s suggestions the most) and he’ll be a solid high-mid tier without being broken or rife with gimmicky bullshit. :wgrin:
And what I want the most for Christmas is a jab flame that always combos off a hit confirmed b.MK. ([media=youtube]_HuUJBqDbZ8#t=7m10s"[/media]) Pretty please Capcom, with sugar on top!
I mostly disagree with adnan matchups but some really suprised me:
Imo sim-blanka is 6-4. Blanka can’t do anything to sim. Imo the only way to get you knock down its from his slide and if its get blocked/whiff, he gets punish hard.
sim-ryu it’s 4-6 just because of his hurricane kick hitting you full screen away.
Of course those are my 2 cents.
I’d say I Fei Long is 6-4
El Fuerte is 5-5
Chun is 3.5-6.5
Zangief is 5-5
no i think sim blanka is in blankas favor 6-4 but then again I’m not talking about xbox live over here. I even asked Arturo and he said its in blankas favor as is zagief 6-4. If blanka gets you in the corner you are toast, or a turtle blanka (yikes). As for ryu, its 5-5; why would you get hit my hurricane kick full screen.
sim has probably 10 things to beat it out.
Noema: the reason the flame did not hit ryu from the forward is because Iyo used fierce instead of B-fierce which would allow the combo to go through because sometimes on ryu, without a flame, IAT fierce does not cut it.
You mean without a Yoga Fire before the IAT?
Interesting. Is this because fierce has more pushback than b. fierce? And it’s weird how that combo wiffs more on certain characters than on others. Ryu is the prime suspect…there’s something odd about his hitstun animation. Is this why the flame didn’t combo? Would cr. mk into jab flame have been more reliable? I am really concerned about the unrealiability of that cancel…after all it’s Sims BnB! Imagine if Akuma’s st. fierce into short Tatsu didn’t combo half the time…or Sagat’s cr. short into TU. Bah! :arazz:
I used to think Sim had a slight advantage but after finally playing competent Blankas who know the match-up I’ve realized how screwed Sim is once Blanka has even a slight life lead. Plus, smart Blanka’s with good mind-games can get in really quickly, and once they get a knockdown (usually through tick-throw setups)…it’s over. It’s definitely 4-6 Blanka, maybe even worse.
It’s not that the hit does pushback but rather ryu’s animation for being hit high is fucking dumb. with b.fierce in the air ryu will always reel back with his head, which is the wonky animation, where as neutral fierce in the air always makes him do the curl up i got hit in the stomach animation (that is, both fierces from IAT height). I know when i was starting out with sim and doing training mode i thought i was really bad because i couldn’t connect it most of the time when using back fierce.