Haven’t played much since the game came out, but how does the matchup against Abel play out? I don’t know what to do when he starts rolling all over the place, but if I keep my space I tend to do ok. What does Sim have in the crossup defense department? Teleport away? Slide? Seems like I lose the match against Abel once I get knocked down and he starts crossing up/rolling.
be careful with fireballs when he’s close enough to roll. if you see a roll, put out a meaty attack that hits him when he recovers.
Id prefer to throw his rolls. Its a lot easier IMO. Be careful of his wheel kicks and if he has Ultra, do not fireball unless he is like at the other end of the screen. I learnt that the hard way. ><. For crossups Id say spam b.MP (or itd be b.MP if he cross’d you…yeah thats confusing - Hook Arm) to knock him out or b.HK since they both come out pretty fast. Or you can block the right way then punish, which is probably safest. If hes about half screen away, stick out a few LK, MK and MP limbs, since theyre fast so if he rolls you have enough time to throw/tech him.
I tought trying to throw abels rolls were risky since he usually will commandgrab you if close enough? is it possible to land a throw before his commandgrab with a 100% consistency? if not, I’d stick with meaties.
Oh it depends. You can grab him at any time during his roll, and since pressing 2 buttons is faster than doing the HCB, I think its pretty safe. Of course, you have to grab him when hes in range. Otherwise his command grab will definitely get you. Sometimes though they (but probably depends on the person) will just roll and normal grab, so you can tech those. If the Abel knows how far the rolls go and will constantly roll right behind/infront of you, Id say the grab is a pretty safe bet. Plus, arent meaties hard to time for his roll? And if hes close the grab will definitely get you
What’s the word on Dhalsim vs. C.Viper? Generally speaking, C.Viper appears to be very hard to contain and zone due to high jumps and Seismic Hammers, and the Burning Kicks as well since they propel her in the air a little bit causing some of Dhalsim’s anti air attacks to miss.
C.Viper has some weaknesses on the defensive department, but Dhalsim is not a “in your face character”, so it is relatively hard to take advantage of them.
This seems to be a perfect example of a match up in which Dhalsim would have to drop his zoning game and apply some strong offensive pressure, but this isn’t Super Turbo Dhalsim; the abusable drill kicks are gone.
So, what is the general strategy against her?
I try to slide under her Flame kicks to avoid getting crossed up. I abuse standing. Medium Kick to no end, since it’ll keep her blocking and on the floor.
Fireballs gotta be used sparingly, because she can super jump over them and get in.
I don’t have a set gameplay as of yet but I try to be more offensive in this particular matchup than most.
Ken/Bison Help
I need help against Ken and Bison.
As for Ken, I destroy him with Sakura, but Dhalsim’s anti-airs never work for me against Ken and his ground game is too good.
Bison will just press-punch (or whatever it is called) and turtle the whole match and I can’t hit him out of it. Jumping strongs miss him and I have to stay in the air because of that damn flying punch. He gets a life lead then just runs.
Both have decent ground games and that always gives Dhalsim trouble.
Assistance please.
J
… and Vega. I can see him charging but I can’t stop him, then he’s all over the place beating the crap out of me. Can’t grab him since he’s got crazy range on the ground, but most of the time he’s in the air anyway. I tried strong punch in the air but that is not effective enough.
Ok, I think that’s it.
J
with the exception of his air EX tatsu which might throw off your antiair timing since the angle is tricky - you should really not be having problems antiairing Ken at all. b. roundhouse pretty much shuts him down for far jumps and b. strong xx yoga fire for close jumps. Maybe your timing is off?
As for footsies, yes Ken has a decent ground game with his f. fwd, kara throw and other trickery, but its nothing you cant deal with. Preemptive b. fwd, and preemptive b+rh will trade/stuff f. fwd attempts. unfortunately, once he gets close, a good ken player will be good at making you guess. once yuo get outside of that footsie range of kens, push him away with standing fierces/yoga fires, once hes full screen and you can control the pace of the fight with fireballs, then the matchup becomes a lot easier. It’s not so ddifficult to keep him out once hes at full screen - just gotta be on point with your blockstrings without being too predictible (random srking limbs is not a good risk reward in this game tho, esp from full screen)
you might want to awtch this video to get a good idea of how to keep ken out, and what happens when ken gest in close:
[media=youtube]vfS0-siT_sQ[/media] also read the ultradavid video thread for a detailed breakdown of this match, it will def help you.
IMO
If Sim is midscreen or has opp in corner vs Bison, and not in the corner, then Sim has the advantage in this fight. Run away Bison doesnt really benefit him in the long run (unless time is running out) since Sim wins when he starts to control the pace of the fight. If you’re gonna let him run away, thats fine, just build meter
Bison ha sim in corner -> advantage bison, scissor kick loop is really hard to deal with, especially when he has EX meter stocked, because generally on block, after you block a scissor kick, you can generally b. short and start to get him off you, but if he has EX, then he can do scissor (blocked) -> EX scissor or something like that and its safe on block - theres no 100% answer to get away (unless you ahve ultra charged maybe :p)
My general framework for fighting Bison is this (btw i think the match is 5-5)
If Bison fullscreen, then fireball all day
if hse like 3/4thos of the screen distance, throw fb more sparingly, but look for the random jumps over your fireballs - watch for him randomly charging too, if he gives up his charge, push him back with fierces. and always think in the back of my head to antiair him and generally frustrate and annoy him, esp when he is in this range
if he gets in a crossup situation if you can try to short slide and then jump way from him when he lands - you can run away just as good as he can if not better
if he knocks you down just block, be patient, dont flinch and tech throws when needed
stand RH is a solid ass poke, you absically have to zone it out or block it at the places he would use it most. common times for bison to use it are after a throw break, when hes in your grill and is preemptively trying to counter your jump back attempts/twitches with roundhouse- or 3) as a antiair from certain ranges.
im just rambling and writing out some ideas in my head that i normally think of when i fight dictator
again, check the ultradavid video thread for a detailed breakdown and watch this match http://d.hatena.ne.jp/video/niconico/sm5487130
then when youre finished read this breakdown
http://forums.shoryuken.com/showpost.php?p=6020350&postcount=9
i lot of the problems might be having might bebecause youre still relativetly new to the game; sim relies on 100% smart stuff and experience with the engine/matchups to win matches for the most part.
That Bison info will certainly help. I think I just need to be more patient. This one guy I was playing earlier was just standing there and taunting since all I was doing was throwing yoga-fires. He’s either stand there or do the press punch. I just need to learn to wait these bozos out.
As far as Ken goes, I’d like to think I have the b+rk timed properly. I played a friend of mine and he chose Ryu and I stuffed his jump-ins regularly (and won). When he chooses Ken I get kicked in the face. Also, I will admit, I get psyched out in this match somewhat. I can’t touch his Ken up close or AA him, I try to run away and that is just a silly strategy. I’ll try to position myself a little farther away so his jump in’s aren’t so close. I try to keep him a regular jump-in length and apparently that’s too close. Also, I do think network lag has something to do with why my anti-airs hit sometimes but not others.
He also is great with Vega and I have no idea how to handle that. I can see him charging up his attacks but I am too far away to do anything. I try instant teleports, but timing those inputs during an online match is tricky. Also, he has great range on the ground so again footsie games are tough.
Thanks for the help!
J
Boom chasing Guiles (and I mean riding them hard) are giving me some major troubles with Sim. These are generally just really drawn out matches that go all the way until the timer runs out. Sometimes I can get the better of them, but usually it’s just an ass whip trying to win this.
Any tips?
Boom chasing Guiles are pretty easy. Just roundhouse slide under their booms, and knock them on their asses. It’s funny, because often times they don’t even expect it… which is silly, because slide is such a basic move that everyone knows 'Sim has.
Once you shut down his boom chasing, chances are he’ll start using jump ins, and you can anti-air him with that. Just watch for the fast boom and ex-boom change-ups… They’ll throw off your timing.
Also, don’t forget Yoga tower. If he starts anticipating your slides, you can start towering.
Thanks. I’ll give that a shot. Sounds easy enough. I honestly don’t use the slide that much in this for some reason. I was used to using it in ST, but the timing seems weird in IV. Most times I’ve tried to use it under projectiles, I end up eating said projectile. Just need to get that timing down and work it into my game. Yoga Tower too. I’ve used it by accident before, but I usually forget it’s even there.
This matchup is when I find yoga blast to be most handy. The major downfall of viper in this matchup is that if you can block the ground pounds and force her to approach you, she has to take to the air and yoga blast is a free win. It hits high enough that viper will straight up lose, or has to do a super early flame kick to avoid it, and then she’ll take a fierce to the face and still be away. Thunder knuckle’s recovery kind of sucks, so even if she does get in, if you can block one string, you’re in the clear and can get away clean.
Just a little correction: never throw fireballs at abel if he has ultra, no matter your distance from him. He quite literally can hit you from a full screen away, provided he’s on the ball.
Abel’s Ultra doesn’t travel full screen. If you’re far enough he’ll run out of invincibility and get hit.
I’d say it’s easy to meaty the rolls if your at a distance were sim’s in control. you can simply do e.g. a hp or slide and easily stuff his recoery. I didn’t know you could grab him during the actual roll. then it definitely seems good to grab him if he rolls close to you.
This is a dangerous gamble.
Abel’s Ultra hits from FAR away. Maybe not full screen, but it’s really close to that. He can run right through your fireball and smack you for huge damage. It’s not worth the risk.
Also, for you guys saying throw him out of his roll, try that against a good Abel. He’ll mix it up so you don’t know how far the roll will go. If he gets close, he will start that combo string that, even if you block the hits, will end in a command grab that you CAN’T block. Once he starts the string you must eat that last grab if he does it right. That is a dangerous thing to risk just to get one throw.
Abel is too dangerous to let in so I just run like hell and hope. He is a lot faster than he looks. It’s even worse when he has his Ultra. I can’t fireball so it gets terribly boring.
There may not be a real strategy to this if Abel is played well. It is a risk to try to stay on the ground and hope to throw him out of his roll, and running isn’t always so easy. For me, this is just a poke-fest.
J
Bah, I have the most trouble with good Abels. And it seems he is a popular character online. I face him at least 1 out of every 4 matches it seems! If I can run away the whole match I’m fine, but the minute I make a mistake and he gets in close it seems like instant death.