whats up fellow sim players?!?!
i got a good trap not mentioned here against a ken ryu mach up!!! after you get a noogie going you can walk right up to them as they fall and time a crouching down back short so that the ass end of it is a meaty, you can go fairly easily into another noogie. obviously the key here is the timing because if u mess up the timing you can be pushed back to far and youll go into his reach for the sky back strong punch leaving you open for a crouching round house
which = knockdown which = bad. or even worse against advanced ryu players is a crouching forward into a devastating super combo. thanks for all the other info posted and i hope my contribution helps another sim fan!!!:wgrin:
However, if that is the kind of tick trap you want. I would use the db Jab. It is MUCH safer. (and offers the same stun properties)
Remember, the ENTIRE arm of Sim’s db jab is invincible, unlike his DB short. Its extended leg can be hit.
You see, if the Ryu/Ken pull out a reversal on the tick, their SRK will right through the arm, and you can punish their recovery. (*)
That would not be the case on the bd short. If they pull out a reversal, your hit AND knocked down. VERY VERY bad for Sim…The risk reward is not there for the db short.
(*) Provided you have the perfect spacing to hit with the tip of the arm beyond there jab DP range and still be right out side their throw range.
For the record I am not trying to flame. Just trying to give a piece of advice I have seen used in videos and have used MANY times in gameplay.
Yeah… dude it works… ShinAkuma204 introduced it to me. I personally like the Mk.slide trap for N.Sim more. (sets up for a 50/50 mix up). But the meaty MP works great. I use it all the time in SF2Turbo. Use it to mix up you tick trap setups to keep ppl guessing.
Speaking of db jab, I was wondering what peoples thoughts are on the different ducking punches. Are there any scenarios where db strong or db fierce are a better option? Not for ticks, just for general gameplay.
For example in stopping honda’s torpedo or blanka’s ball, which works best? Which works best for anti-air? Etc?
If you are looking fo rthe best DB punsh to zone or stop moves, it goes to the db Jab, 100%.
As far as using the others DB punches in other situations, there are a few, but nothing of any merit worth really building any strategy. ( maybe in a occasional situtaion, but no fundamental strategy)
The priority just isn’t there for them (db mp/hp) to be used over other moves.
Send me a INV next time you online Jonny an well play… and I’ll show you.
That’s kinda what I figured. Just wasn’t sure if the longer duration of the others made any difference.
Also, I just took a look at the YBH again. It’s really tough to see what the hitboxes for those moves look like. At first, I thought they were all about the same. But after looking really close, it looks like there may be a box where you can get hit in your arm for the MP and FP versions. Hard to tell though. I wish the pictures were bigger and/or used a different background color.
Hello again Sim fans!!!
First i want to say thanks for the response to my previous post about down back short.
I guess it wasnt as reliable as i thought!
Well i have something else i want to share, hoping this is more help to my fellow Sim players.
Ive noticed in ST , and maybe other fighting games as well, that there is a lot of "bad habits"
we can exploit. I call them that for lack of a name. what Im talking about are a few things a lot of players , including me , tend to do in the middle of gameplay. a friend of mine named Interceptor from Kaillera gave me a good example. After two blocked fireballs there is always a STRONG urge to jump at your opponent. whoever has this knowledge exploits it to its fullest anticipating that jump and punishes it with max damage. Well in a Guile vs Sim battle the other day i found one for myself which might be common knowledge to pros but this thread is for all , pro and begginers so maybe it will help someone else. If you manage to knock a fireball opponent down and you both end up at both corners, throw a fireball so it hits them as they get up. the most common next move would be to throw another fireball for most of us, including the opponent, so what do you do instead? Disapere so you end up right behind them immediatle after your fireball and the opponent will more times than not throw a counter fireball , to avoid chip damage but in reality you end up with perfect timing and you can go right into a noogie trap of your choice!!! Ive used it against some pretty fierce pros in kaillera and it works well!!! Try it out and ill greatly appreciate any feedback!! Good or bad.
Oh and a quick question. Kyokuji did i see you on kaillera the other day? If so maybe we could go a few rounds sometime buddy?!?!
Not trying to flame, but you need to working on the formatting of your post. I myself am by no means am a grammar/ English expert. But, it is really hard to read your post.
I am sure you have some good points, or are offering something interesting topics to discuss. <But, it literally hurts my eyes to try and read your post.>
Please add some spacing or something…
If I am the only one who feels this way about this, I apologize.
Yeah, the teleport behind them while they throw a fireball trick works pretty good sometimes. Another variant is to throw a slow fireball immediately when you knock them down and then teleport behind them. As they’re getting up, they’ll need to block the fireball from one direction and then deal with your attack from the other direction.
However, you have to be *really *careful about when to use this. Even if they leave themselves stuck in a move or in block-stun, they can still do a reversal move to beat your throw. And if they dont leave themselves open, they can combo you for big damage. Plus, against many characters your money ahead by having your opponent on the other side of the screen.
So, all I’m saying is that ya, it’s a decent trick and it’ll catch people off guard sometimes. But be careful with it! I usually only use it when I’m desparate, or when I’m way ahead in life and I think I can catch them off guard and finish them off with it.
No dude don’t take it personally.:wgrin: I am really not trying to attack you. I am actually trying to help. If you want ppl to read your posts, you need to make them a little more easy to read.
Post as much as you want!
If you read back a page you’ll see that I wrote a very full and complete reply to your prior post. I am not telling you not to post ( I think that my other post may have come off to strong), I am just asking your to make it easier to read format wise.
If you want ppl to read your post you have to make them easier to read.
Many ppl have given me advise on posting over the years. I am just trying to give you a little tip…
Nothing happened here people, move along nothing here to see!!!
Truth be told i just discovered SRK not to long ago and i sure do wanna be a part of all this with you guys!!!
I can honestly say i have a real love for ST and finding this place with all my people that feel the same way ** especially Sim fans** made me feel pretty good yo!!!
This is so far my favorite thread so keep all the good info. coming everyone!!!
I’m not new to Dhalsim, but there are a few things that I need cleared up.
When trying to zone with fireballs against a decent Chun player, how should I deal with jumping MK’s/ RH’s. I know that maybe I could try to teleport away, but usually the Chuns I play will only jump at me if i don’t have the time to recover and counter.
ex. Yoga Fire (from 3/4 to full screen) the instant I spit, here comes Chun. From experience I know a slide won’t work, I also know that most of my oponents will not throw out the kick unless they know I’m vulnerable, and before anyone asks, no they don’t really give me the time to jump back and sniper/ air-air with J.MK/ RH.
If I do try to jump and fight the Jump In, my opponent will wait and use a move to out prioritize my air-air attempt.
The idea is, if i stay on the ground they us Jin. MK, If I jump up they use the RH to counter. Is there a way to counter this shit or should I try to run with teleport, or maybe some of you guys have better ideas of how to deal with this.
Chun’s j.Forward owns Sim pretty bad. Your only good option is to do jump back Fierce (assuming you have time after recovering from your fireball). Or just block.
Those are the only two things I’ve seen Sim players use consistently with success.
(Of course if you have meter you could do the super, but this won’t work if she’s jumping over your fireball.)