Thanks
Great catch!
And thanks for the info on Hakase’s alias.
I have updated the page.
Thanks!
Thanks
Great catch!
And thanks for the info on Hakase’s alias.
I have updated the page.
Thanks!
Hey guys, I need help with the Honda matchup. I’ve been watching a bunch of Sim vs Honda vids and I know what Sim needs to do and what ranges he needs to stay at to counter Honda. The problem though for me is Honda’s Flash Kick move. I’ve seen how Gian and Hakase have this crazy ability of knowing when those are coming and they jump back fierce it. How the hell do you do that? How do they know when the Honda player will do them? I’ve noticed that when Honda gets close to Sim, chances are they’ll do a flash kick if they have the charge for it. Another thing I’ve noticed is Hondas jumping over fireball > hhs > flash kick. But aside from that, I’m baffled. Thanks for the help.
If you’re at a good distance, i.e. not too close, honda is probably not going to want to headbutt because of the risk of eating a fireball, a cr.b.lp will interrupt any hhs and headbutt as well. So he’ll wait for the fireball. This is a situation where you’ll have to keep your head cool, feel the honda.
Just sitting there on the ground waiting for fb’s isn’t a winning tactic for honda, so he’ll try to get in on you. This is when you’ll have to really feel the situation, a st.mk or a st.rh is awesome in this situation to throw out if you know that the honda isn’t SUPER patient (in that case, you’ll probably want to be ready with some more fb’s), because the kicks will beat all hondas attempts to get in (jump and buttslam). Chances are though, that if you are at this distance honda is more in the mood for bulldogging.
You have to find out the distances here.
When he is closer, then comes the situations when honda is more in the mood for buttslamming. This is when jumping back with sim isn’t a bad tactic at all, not only to create some distance, but also in order to gain control. As long as you were the first one to leave the ground you’re in a good position here because you will be able to j.hp hondas buttslams and jump in attempts as well as drill his headbutt attempts. This is generally speaking, in reality you have to mix it up of course.
But as I mentioned, distance is the key in this match up, distance and patience. Feel that honda.
Thanks! It’s cool to see things from a different perspective. Here I thought there were just looking to punish the buttslam when in reality they were looking for better positioning.
So let’s say Honda does a buttslam and he is directly over my head. Is there any way to counter this? Should I just teleport out? I tried his back jab headchop and it doesn’t seem to work consistently. I’m not sure if it’s unreliable or if I’m mistiming it. I know the move doesn’t hit behind Sim so if Honda’s slam crosses up it will fail.
There is a wealth of information in this place. You need only to dig.
I was able to find the post addressing this question mostly because of the memorable screenshot that went along with the answer.
I would seemb+jab does a fine job of warding off horizontal jump-in type attacks, but doesn’t cover the space directly above Sim that well. b+strong on the other hand (no pun intended) reaches out more vertically than jab does. The tricky part is getting your strong out at the right time so that your active frames are out, but Honda’s aren’t.
Wasn’t so long ago that it was only 2008 and people were still actively discussing in this subforum.
Honda’s slam is inactive for 13 frames, sim’s back strong has a 4 frame startup. That makes it seem easy, but looking at those hitboxes tells a different story. Still, Sim’s back strong is active for 9 frames so I think it’s pretty possible. I’m gonna practice and see if I can do it reliably.
Thanks a ton man. It’s difficult finding content within large threads (Now that I look at it, this thread isn’t so large). I looked, but not hard enough. I won’t do it again. hats off to you.
you cannot count frames like that. sim cannot reach honda at the first 13 frames because honda is not in range yet. by the time honda is on top of sim, his red hitbox is already active.
also, the method mentioned by raisin is not a reliable method if you want to hit honda CLEAN.
you only have 1-2 pixel margin of error, and i’d say it is harder than doing reversal dp. trade is quite possible though.
I don’t even think it is worth to try b.mp the buttslam, just block/jump/teleport away. B.mp is too much of a gamble imo, considering the risk/reward in this situation.
Yeah, the vids I see of top Dhalsim players shows they prefer jump back Fierce or Drill to beat the Slam, however in the corner it’s risky. I’ve seen back Strong beat, trade and get stuffed by the Slam. Best bet is to keep yourself out of the corner at all costs IMO.
Thanks for ganelon for tipping me with this match (he said Cole is better than the top 3 sims in japan playing this claw match up)
[media=youtube]P62rRuU1Rf0[/media]
Jason “Dirty” Cole demonstrated how to play a bad match up of Sim vs Claw.
It’s really impressive since I bet Cole hasn’t been practicing ST or at least he has no access to a good claw to practice this match up with and yet he played this beautifully.
Look at the myriad of throw setups. (cr. mk, slide, drill, headbutt)
Once he is close he’s not letting claw go (sorta like gief and thawk vs others)
Bonus a big smile on his face at the end of the video.
Sim players should study this set vs claw before resorting to counter pick.
Good job Mr. Cole. And big thanks to Tech monkey for recording and uploading the videos.
I’ve always said that sim is a tough match for claw despite conventional wisdom b/c drills and his tick throws are ridiculously hard for claw to deal with.
some ?s.
i’ve just gone over every post in this thread. i’ve tried searches and everything comes up with ssf4 stuff or “the teleport is pretty much useless.” anyway, i’m wondering what people’s experiences were with the teleport overall. i’ve been messing with it and there are quirks but there are also reliable outcomes as well.
it seems if you’re facing left and you teleport towards a cornered opponent, you will end up in front of them (except for honda i think because of his wide stance/hitbox). if you’re facing right, and you teleport to the right towards a cornered opponent, you will end up behind them. this is all common knowledge i’m sure, but anything would be appreciated.
now this is the part that i’m really hoping someone knows about. if you do the kicks teleport towards your opponent, the distance of which you start from your opponent seems to have an effect on where you end up. this i’m not sure about. it could have been the character i was playing against, could’ve been if they were blocking, etc. sometimes the kicks will put you right behind your opponent and sometimes it will place you out of ryu/ken’s sweep range. how far both you and your opponent are from the corner also seems to have an effect. if your opponent is mid-air, falling back, or stepping back also seems to negate what you’re trying to do and places you right in front of your opponent instead of behind. if anyone knows a reliable way of ending up outside of that sweep/grab range, that would be gold.
so i’m wondering what is everyone’s experience so far. i’m definitely going to try teleporting into the corner next time i’m caught to see if it shoots me out.
another question is how do people tack on their yoga flames? in hdr, it’s pretty easy to tack on the flames after a c.mp or c.mk… do you guys swing the stick back then half-circle forward? tried that a few times and it didn’t feel right. i’m doing 495 degrees from the down/back position to tack it on, but i think i’m adding frames between the c.mp/c.mk and the flames.
Dhalsim’s teleport
As a Ryu player, all I can say about Dhalsim’s teleport is cr.strong x2 xx hadouken is easy and dizzies Sim almost every time. And that move is the main way of eating that combo, which pretty much means losing the round for free if Ryu can get toe to toe by the time Dhalsim loses invincibility.
It is not totally useless, but many times Dhalsim has better tools. Say, he can use it to dodge projectiles, but he can also use his drills and slides. He can use it to avoid cross-ups (a classic Dhalsim weakness before ST), but a slide does better as he can throw from the other side, or a close strong punch to hit the enemy in the air. The only situation it works is when I mess up meter building and block one Yoga Fire from full screen away. Then, the teleport can be used to ticking. If Ryu can tatsu through it, then you can lose the round, so still it is quite risky, that in a match-up Dhalsim has a strong advantage.
I haz some gold for Sim players.
I´m not much of a Sim player but it seems like using the correct Fire Ball speeds is very crucial. Sometimes you need that Fire Ball you just chucked to get the fuck off the screen ASAP so you can chuck another one/cancel into another one. Well at least thats what it looks like to me.
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Nice. Thanks DJ. is this the hydlide’s sim vs ckl’s honda demo? that guy basically shows us all the counter to honda’s moves.
BTW, if damdai is reading this, please add spectate when you have time and DON’T make it optional… that’s the way to make supercade popular and supersede ggpo
yo, can someone help convert this fba replay file into a video on youtube?
Just wanna clear something up. People would tell me you can shortcut Sim’s super, but they would say it wrong.
I did frame advancing and this is the correct (and minimalist) input for his super:
:db::d::df:
:db::d::df::f: :p:
You can only skip :f: on the first HCF.
when i read this i remembered the slide xx super <3
Yes I believe so but you’ll need to be close to the player and towards the end of the slide.
Yes but it’s very difficult to do anti air on demand and it’s not smart to risk missing the super if you’re only gaining 1 extra light slide hit. Light slide chained into super is better used to try and ensure that the super isn’t blocked.
I do it like this:
:db: :d: :df: :f:
:db: :d: :df: :f: :k: :p: :p: where the last two :p: :p: are pianoed a fraction after the light :k:
The piano is to increase the chance that the super will come out and also how it sits with my fingers.