The thing with Sim is, although tiers are not in his favor most of the time, he still gets by really well (depending on the player).
Although a few match-ups are just a nightmare ie. Rufus or Zangief.
since its a new year i guess ill do a new matchup chart
Abel: 4-6
Akuma: 4-6
Blanka: 5-5
Boxer: 5-5
Chun: 4-6
Claw:5.5-4.5
Dictator: 5-5
Fuerte: 5-5
Guile: 5-5
Honda: 5-5
Ken: 5-5
Ryu: 5-5
Rufus: 4-6
Sagat: 4-6
Viper: 4-6
Zangief: 4-6
Sakura: 6-4
Rose: 5-5
Gen: 4-6
Seth: 5-5
Gouken:4-6
Cammy: 4-6
Dan: 4-6
Fei: 4-6
i think you guys have some of your matchups rated too high in sims favor lol
I couldn’t agree more strongly that there aren’t any 7-3/3-7 matchups for Sim.
Care to elaborate on the Claw matchup?
Also, how did that Daigo ft5 stay under wraps for so long? Have people been blowing you up since it hit SRK? Congrats, btw!
man i dunno akuma feels much more 3-7 Thats the only match i’d say he has like that.
lolwut?
dan can maul sim due to gale kick? dan kick? being safe on block, thus making dp fadc guessing games too strong since youre right in sims face. youre not gonna guess right every time, and dp fadc does a chunk on him!
also due to air gale kick changing trajectories in the air making sims antiairs whiff or get hit etc
to be fair though im not as concrete on the console char matchups as i am on the arcade char matchups, for obvious reasons. so the matchup score isnt as fleshed out… i dont think anyone is competent on all the console char matchups, since theres less ppl trying to develop those chars at a high level (compared to the arcade chars.) but hey i do have sanfords dan to play against
sim outfootsies vega on the ground and can actually rush him down with lk/mk slides, b. short, b fwd etc due to vegas shitty reversal attacks, so you can bring the fight to him and dictate the pace. its hard for vega to break sims defensive game. yeah, his jumpins are strong actually but you can slide under them into grab or b fwd -> flame -> super as throw bait if you condition them to break the grab too much. its not like vega can actually punish you with anything in that situation
you just need to be careful not to jump in that match, cause his ex walldive is pretty quick and what not, and try not to rush down too much with random iat etc. in this match if im trying to close ground ill just walk forward slowly and crouch block so that im safe from random ex walldives
3-7 is too lopsided. you can control the pace of the fight fine as long as you dont get knocked down (which is hard, i know.) its def not in his favor for sure but 3-7 is almost borderline autopilot, and theres very few of those matches in sf4 in general
Sabin, can you tell us anything about the Gouken matchup? I realize that he’s a console character and that you have less experience with them, it just seems to me a very lopsided match as I’m not sure what mindset to go into it with.
Anyone’s input would be much appreciated.
lol im not too sure how to approach that either, i havent played sim vs gouken in a few months since noone plays him anymore. I just remember it being bad cause of counters, cant yoga tower under fireballs etc (laaaame.) cant really abuse his lack of wakeup game since youre sim, lol
Ok, I found a friend who has a solid Gouken and we worked on this match for about an hour.
You can jumping back+roundhouse or jumping roundhouse any of his demon flip options.
On block a deep enough dash punch(his dp move) can be countered with lk slide -> super or b.mk -> flame super (timing is strict and depending on how deep he hits you may get parried). I’m not sure about the different strengths of this move, will need to test more.
His demon kick slide can be punished every time, to various degrees. If it’s deep the aforementioned combos work fine.
In general jumping backwards seems a quite healthy option for Sim in this match. jumping b.RH or jumping RH seem to stuff all of his air options.
I’m pretty sure tower works against his fireball, but it has to be completely active; whereas most other fireballs you get a little more leway during the startup frames. So basically, it’s not a great option.
It feels a lot like the AK matchup to me. Mostly b/c of the demon flip. I do a lot j.mp on reaction to keep that from going down. But I never take to the air aside from that.
Also, a good fireball game and a lot of mistimed pokes to bait his p&c move seem to work alright.
imo: this is a 4-6 or 4.5/5.5
the problem with goken is you can’t really attack him from range, beside air to air. Honestly its best to fight gouken up close. His counter really shuts down poking at him at all, even attempting to set up pokes with a fire ball will get your limbs countered from the fireball being countered. also getting in a fireball war can be dangerous because of his dp that goes throw fireballs and is hard to punish if done at the right range.
Yoga tower helps alot in the match because his dp does hit up out of tower.
I started a thread to centralize matchup details vs Gouken.
http://www.shoryuken.com/showthread.php?t=221387&p=8175272
I’ll be monitoring both this thread and the matchup specific thread and will centralize information into the matchup specific thread.
Heres a compiled list of some great vegas to fight against…let them know u added them from** VEGAS LIST
http://www.shoryuken.com/showthread.php?t=220046**
I fucking love standing mp against dictator
I was playing with a real solid Akuma, and he was sorta dominating me in the corner with air-fireball blockstun and perfectly timed divekick-grabs. It honestly felt like sliding/blast/teleport were out of the question.
I remember Sabin talking about this situation in his Japan thread a while back. IIRC, he said some Japanese dude showed him that you can ‘jump cancel’ in that situation for a way out. I should’ve asked at the time, but I’ll ask now – what exactly is “jump cancelling” and how does it relate to the Akuma matchup?
I think it’s when you do the lowest tp out of the ground. After the tp you can’t stick a limb out but you recover instantly I.E you can tech and block right away. It doesn’t like like an IAT either which confuses the opponent because they can’t punish it.
Man I have the hardest time with Balrog and Ken/Ryu.
Balrog is able to completely trivialize attempts at zoning and rapes up close with c.jab spam or his ridonkulously good normals, and the shotos do so much god damn damage with a few combos - their fucking j.roundhouse reaches really far so it’s extremely easy for them to land the combo of champions (j.roundhouse + c.roundhouse) because their little ****** foot sticks out so far.
I can’t tell you how many matches I"ve had in the bag only to lose thanks to a few tatsus and some shoryuken spamming coupled with jumpins - it’s really hard to hit shoto jumps with b.roundhouse because their jump is extremely fast for one and j.roundhouse tends to stuff b.roundhouse.
Ok done ranting
Then you’re timing it wrong. Shotos should not be allowe to jump at you.
Could you elaborate a little bit? Their jump is one of the faster ones of the game and isn’t nearly as floaty as a lot of other characters - you basically have to be standing there anticipating their jump in because if they do it on reaction to a yoga flame they will hit you.