cr.MP snuffs the tip of dhalsim’s j.HP and st.MK and st.HK pokes so if you are just outside their range you can try snuff one and then strike?
if you’re both on 5% health and he has ultra/super stocked (and he likes to anti-air super/ultra), you can nab a cheeky win with j.HP, which snuffs the super clean (lol) and goes over the ultra (but only if he does the ultra late ie when you’re right on him) and the ultra then hits full so don’t do it unless it’ll win you the round
I assume I’m allowed to lift stuff from other sub-forums? this is ultradavid’s awesome write up of the kindevu-iyo semis, which gives you a great insight into sim’s perspective:
– [media=youtube]8hqHMyM3dfk[/media], 2009 1-18
– [media=youtube]S3CQLzIsUaU&feature=PlayList&p=C4D96B67F2B5290C&playnext=1&playnext_from=PL&index=1[/media], 2009 1-18
– [media=youtube]6fDTYVR_i-4[/media], 2009 1-18
Look at Iyo deals with Kindevu’s jesus kick. After the jesus kick Rufus has a few different options to follow it up, a flash kick type thing, an overhead, a low attack, and nothing. Before Kindevu starts which follow-up he wants, Iyo does short slide buffered into super if he has it (that is, he does the motion for short slide xx super, and if the short hits, he gets super, and if it doesn’t hit, nothing happens). At 1:25 in the first game, Kindevu does the overhead, Iyo’s slide goes under it, and Iyo gets a free throw. At 2:19 in the first game, Kindevu starts to do the low attack, but Iyo does short slide, and since it hits Kindevu, the slide automatically cancels into super for beefy damage. I don’t think we get to see Kindevu try the flash kick thing so I’m not sure how short slide would deal with that, gonna have to try that out for myself. Jesus kick is unsafe on block if Rufus doesn’t do a follow-up, so short slide xx super would work well in that situation as well. Smart stuff.
Also look at how Iyo deals with Rufus’ jumps and dive kicks. Standing forward for preemptive antiair, standing roundhouse to deal with far jumps, jumping strong for closer jumps, back+roundhouse for regular jumps, back+strong for regular dive kicks, etc are all pretty standard and obvious. The interesting things he does are down-back+strong to beat close or low dive kicks and ex yoga blast to beat high dive kicks. Down-back+strong has a sick hitbox (I use it to beat things like Chun’s jumping roundhouse and Abel’s jumping forward) and comes out quickly, and it also does fairly good damage (for Dhalsim). EX blast, which I always forget about, comes out really fast (Sim’s fastest special move by far, faster than back+strong even), does great damage (…for Dhalsim), and has a sick hitbox; it’s a really good choice for air attacks coming down right on top of you.
At 1:15 in the first vid, you see why it’s a bad idea for people to try to focus Sim’s yoga fires. Kindevu focuses it, but Iyo teleports right next to him and punishes him with air fierce, back+forward kick xx jab flame. My guess for why Iyo doesn’t cancel into super is that he wants super to dissuade Kindevu from trying random jesus kicks. It doesn’t work, Kindevu does jesus kick anyway, but as above, Iyo shows him why that’s a bad idea.
At 1:48 of the first game, Kindevu jumps in and Iyo makes him land on an ultra, but Iyo doesn’t juggle Kindevu with a normal like standing forward even though it would have won the round. Kindevu’s a dead man walking anyway since the yoga fire Iyo puts out right after either forces Kindevu to die from block damage or to try to dp out of it, which he does, and which Iyo punishes for the win. But I’m not sure why Iyo didn’t just juggle in the first place. Now that I think about it, I’m not sure I’ve ever seen him juggle after ultra. Juggling with a normal after an ultra or super resets the opponent back on his feet, meaning you don’t get to try a yoga fire trap on his wakeup and you don’t get to run the clock, but I’m not sure that’s better than giving up guaranteed damage. In my opinion, Rufus, with his invincible dragon punch slaps, isn’t a character you should be going for meaty jab fireball traps on much anyway (although maybe I like playing a little too standoffish). And there’s no doubt that guaranteed damage that would win the round for you without even using meter is your best option.
At the end of the first game, Iyo keeps punishing Kindevu’s mistakes with back+forward kick without canceling to jab flame. If you don’t think you’re in range for back+forward xx jab flame, down-back+strong to back+forward is usually still in range to work and has only 1 more frame of startup and does only 10 less damage. Back+roundhouse will also work at any range where back+forward kick will, and it’s only 1 frame slower and does 40 more damage than back+forward kick by itself.
Iyo loses the second game, in my opinion because of two main things: Rufus’ sick combos and just a few unfortunate choices. The five hit combo Rufus starts at :10 not only corners Iyo but takes off like a good third of Iyo’s life, and the reason it hit was that Iyo started trying to do something about Rufus’ dive kick a little too late. Kindevu then makes a couple questionable decisions, the first by letting Iyo teleport out of the corner and the second by trying to rush back in on Sim even though Kindevu had the huge life advantage. Iyo then plays well until when he jumps back and Kindevu does ex jesus and Iyo for some reason tries to knock him out of it instead of just teleporting to the other side and punishing with jumping fierce. His air back+forward trades, and Kindevu kills him. Kindevu hits Iyo like 6 times the whole round: low-hitting flip kick, the big combo right after, three trades, and an ultra, and Sim is dead.
In the second round, Rufus’ dive kicks again beat Iyo’s late antiairs a couple times, leading to big damage, but what really kills Iyo again here is his jumping. Iyo jumps himself back into the corner at 1:16 and tries to air fierce Kindevu, but instead Kindevu does ex dp and eats like 35% of Iyo’s health. When Sim jumps, there’s a guessing game for the opponent as to whether he’s going to teleport out of whatever antiair the opponent wants or whether he’s gonna attack in the air, and Iyo guesses wrong here (although even if Kindevu hadn’t attacked, it’s very rare for an opponent to actually get hit by Sim’s air attack; they almost always just block it). I don’t think it was a good idea to set up this guessing game while cornered against Rufus in the first place, since Rufus’ ex slaps dp has 8 years of active hit frames and does retarded damage, and since the payoff for getting Kindevu to block a jumping fierce is pretty small. If Kindevu had been hit by jumping fierce, Iyo could have gone into super and then set up an ultra trap, which is a great payoff, but again, it’s very rare that someone actually gets hit by that kind of fierce. Not a big fan of this move.
You can’t expect to make all the right decisions every time, and I think Iyo can be forgiven for some of his choices, like trying to antiair Kindevu’s dive kick too late a few times. I don’t think the jump in the corner was a good idea, but it wasn’t a terrible idea either. What was a bad idea for sure, though, was trying to beat ex jesus from so close. If you’re close to Rufus in the air and he does ex jesus, just teleport behind him and punish him with an air attack. The major lesson here, though, is that you can’t let Rufus in, because just a few wrong moves and you’re dead. Iyo makes only like 2 mistakes each round, some of which are definitely understandable, but that’s enough for Rufus to take the whole game.