I jump alot into back teleports to train my oponent into expecting the “runaway” teleport. Then surprise them with a close teleport. You would be surprised how often this works even when they know what you an do with a IAT. Wait until you have super meter then go for the close IAT into super combo add in Ultra pressure if appplicable.
Ok now the difference is that most players just jump and teleport for no apparent reason. Most players do it on pure impulse with no kind of setup in mind. As I said before whenever you jump or teleport you lose whatever positional advantage you had, therefore you should only jump or teleport when you’re in a bad situation, or if it could place you into a better situation then you’re in. When I watch match vids I see many players jump and teleport when they were in a perfectly fine situation, then lose all the positional control they had. It’s almost like some Dhalsim players are scared to AA their opponent and would rather jump away.
They could be teleporting by accident >__>. I tend to do that a lot (don’t know why) when I try to pull off some of Dhalsim’s supers/ultra’s (yeah I still need practice :<). I don’t see anything wrong with jumping back a lot, I actually tend to do that a lot. His aerial fierce punchs make great counters to hadoken spammers and some people who jump towards you. Plus against people like Zangief, you always want to be jumping away in the case he tried to Piledrive you and back teleport away from him when necessary.
Personally, I think of SF4 Sim as a trap-based character. If I can get a trap set up, I’ll go for it. Most of his traps are positioning-based (ie far jab fireball, punish opponent’s jump/armored/invincible response), but his jab fire and ultra teleport traps are important as well. You don’t want to teleport without a reason just like you don’t want to do anything else without a reason, but giving up positioning where that positioning is relatively unlikely to result in a trap in favor of trapping the opponent with a jab fire or ultra teleport trap is a-ok in my book. It’s just that usually your positioning is more likely to result in a payoff than a teleport trap is.
You don’t want to move backwards against Gief unnecessarily. Chances are you’ll have to move back eventually, but don’t give up that ground without a fight because you’d really rather not get cornered in this matchup.
true dat. hmmmm, i’ll try dat.
but like akuma’s rushes are so fucking fast! and keeps me in the corner, making it harder for me to I.A.T out of there.
but thanx for the advice guys
i dont generally play as Dsim, but today i was picking a random characters on a player amtch and i landed on him. my opponent picks Abel. the first two rounds went alright (1-1) but the third match he shit all over my biscuits.
What he did was get a focus attack off and then tornado threw me dashed into me, tornado threw me again, dashed, tornado throw, etc. until he killed me.
now I tried to grab him, dash back, teleport, block, even that weird dodge move he has, nothing worked. he grabbed me before i could do anything everytime.
now was I just half a second too slow everytime or what?
I just started playing Sim and I hope you all don’t mind a noob question: what should I do to punish blocked FP SRKs from Ken if I don’t have meter? Right now all I do is throw them into the corner and teleport away. I guess b+MK xx LP flame is the proper counter but I have trouble doing that consistently.
You more or less answered your own question there. Back + MK > Light Yoga Flame would be the correct punish. If you’re having trouble executing it, you should practice until you can do it 10/10. The key behind this combo is doing the BHC (=Back Half Circle) right after you press MK. It’s got nothing to do with cancelling, it’s a matter of linking.
I’ve only been able to do it once, to pass Sim’s trial mode. I can do it so the moves come out fluidly, but don’t combo, but of course that’s useless. I’ve tried doing it the shortcut way as well with no better luck. The link timing is really tight. Oh well, I guess I just have to do it over and over 200 times until it’s second nature.
Yup, it should feel like second nature. If you’re even thinking about executing the Light Yoga Flame after pressing MK you’re already too late. There should be no thinking involved. It should feel like the B+MK > Light Yoga Flame is one move. Not two seperate ones.
how to kill bison? he does a ton of stomps and i can’t punish him, or how do you beat a turtle charge character period. ehonda guile bison rog?
Sim has a great cross up game, take advantage of it. It’s especially useful against charge characters 'cos as soon as you teleport behind them, they lose their charge. And if they lose their charge all they can use is normals. If you’re ahead of them in health you can let your opponent come to you. That’s where Sim is at his strongest.
I started trying to main Sim earlier this week, the guy is a blast and I really love mind-games, which he seems to excel at. My worst match-up is Balrog/Boxer though. Every time it seems I start making some headway via limb-gangs or fire pressure, he pushes into me and I get somewhat stuck in the corner.
Usually this begins with the armored EX dash punch. I get consistent pressure, keep him out of the skies and punish his headbutt spam no problem. Catch him with a couple nice fierces, push him into fires, easy peasy. Then comes the EX armor dash and I just haven’t mastered throwing EX fire into it fast enough, especially since I’m usually saving for ultra->super combo. What should I be breaking dash armor with? I read UDav’s bit earlier about sliding into it, but for some reason he ends up popping me out of it.
sintor, try yoga towering the ex rush punches and punishing with either grab or combo, yotta predict theyre coming though.
you can break armor with exfire obv, super, ultra, jump away…theres a lot of stuff you could do to it actually, you can even short slide super if youre on point. the main prob with his armor moves are how in a lot of situations, it forces you to give up some space on the screen. You can also throw rush punches before they hit you, which is hard, but actually doable. And again, pretty much every time he puts pressure on you with jabs, you gotta low jab b. short low short teleport etc.
Fuck zangief. That is all I have to say…
if you blocked a fierce srk, you can do b hp xx mp flame. it’s a bit more damage and the timing is a little looser than b. mk xx lp flame.
Hey people, I’m pretty new to sf in general. But when I picked up dhalsim I wanted to main him from the start. I can win most of the time, or at least see why I lost. But last night I got owned by a very simple guile player…I just didnt know the answer to beat his very simple strategy. He was just sonic booming it al the time and flashkicking if I jumped, ok no biggie. I started sliding under his sonic booms, then he started jumping and sweeping. Blocking the double sweep slowly pushing me in the corner. I couldnt get out: jumping meant flashkick, sliding meant block and counter, fireball meant staying alive or inviting a jump I coudnt anti air fast enough. I felt seriously trapped, and this happened 5 games in a row. I only managed to win 1 round with a FA counter—>ultra—>super. Normally I Knee most people out of the air, but this guy knew exactly when to jump and when not to. He kept pressure on me all the time with anoying EX-sonicbooms. Help me out guys, I dont want to fear Guile anymore!!!
PS: If my enlish sucks, it’s because I’m dutch.
Guile can be kinda tricky to fight. One thing I’ve learned you should never do is be jumping towards him in range of a flash kick, ever (I know it was stupid of me :<).
Try to keep a distance from him and at the same time, don’t get cornered. Make good use of your long range fierce punchs on the ground and long range medium kicks to predict whenever he’s going to jump or land while jumping toward you. If he’s not close to you already and he’s about to land right in front of you, use a Yoga catastrophe to do some damage and knock him down. Take that time to get out of the corner. EX yoga fires are nice to catch them off guard with when they start spamming sonic booms and it may force them to jump, but mix up your game a bit and don’t be predictable. Always look out for the opportunity to use Yoga Catastrophe when he’s jumping toward you and use it before he lands right next to you and try to get any back-throws if possible. Also, always know that Guile’s low fierce kick attacks twice. Someone may have better advice than me though, but meh I have some experience :x.
As long as you aren’t at max sweep range you can FA counter the second sweep hit. It’s a pretty slow attack, so if someone is just spamming you with sweep, teach them a lesson.
If you’re playing a Guile play that turtles, then that is definitely in your favor. Just let your fireballs trade off then stick out a limb to stuff his next fireball attempt. When you get some super meter burn it on an ex fireball. Don’t for get that “all” of Sim’s ranged ducking attacks go under fireballs, so use that to your advantage. For example, predict Guile’s fireball and do a ducking ranged punch to counter and recover in time to block the fireball. Never go offensive, since you can win very easily from a distance against a turtling Guile. Also never jump at him since you know he is gonna flash kick you.