The noob question: Is there any trick for getting out his super consistently? That’s my biggest flaw at the moment, not getting it out 100 %.
Yea, its pretty awkward. I’m having similar problems as well. What I’m doing is just going into training mode and practice w/jab yoga flame. I’m trying to get a feel for the motion. I can do Yoga flames just fine, and the motion is just yoga flame twice… its just that second yoga flame is awkward, so I’m just gonna practice until it feels natural to me. I’d say go slow at first, focus on your dexterity and what the stick feels like when you do it. Once you get that, try moving around and doing it. The next step is to just do it without thinking, like its second nature. The final step is to use it successfully in real game play. Oh yea, pianoing helps (although you could get the regular yoga flame if you didnt do the motion properly).
I’ve been playing Sim for awhile now and I still mess this move up more than I’d like to admit. In my experience, when you don’t get the move off it’s usually because:
- You didn’t go all the way to back on your 2nd half circle
- You pressed the button too early at the end of the 2nd half circle.
What’s helped me to become more consistent is to always try to think about going all the way to back on the 2nd half circle. Then, I piano the buttons to do the move. This seems to help compensate for hitting the buttons too early. Also, if it’s not a pressure situation, do the motion a little slower. You don’t need to crank it out quite as fast as you’d think.
Thanks for the tips guys. One thing that I frequently see in vids and am curious about is forward slide (i believe it’s mostly forward, but could bee short as well) into super.
For example in this vid, at about 02:20: [media=youtube]D4eT3cQcJtc[/media]
He doesn’t benefit from doing the slide just before super at all, but still he does it? Is there some kind of execution technique that makes the super come out easier if you slide before it? Like b, d/b, d, d/f, forward, f, hcf, punch? I don’t know, but I’m sure I’ve seen Gian doing it alot.
He does benefit from the slide in that he gets into a better position before supering. It’s a lot easier to buffer the super motion into a slide than it is to walk forward and then do the super motion.
In the vid you posted he did a MK slide to move in, and then did a super. This didn’t combo and UltraDavid is spot on about why he did it.
The combo you’ve seen Gian do a lot is LK slide xx Super. This does more damage than just the super and plus it looks cool. I find it quite a bit harder to do this combo than just doing the super though. The motion is :hcf::l::db::d::df::k::r::p:
Holy crap, why didn’t I think of doing it like that? I had only ever tried it like a 3S buffer or maybe Ryu’s rush punch xx Shinkuu
:hcf: :d: :lk: :hcf: :hp:
Could someone please explain to me the dynamics of Dhalsims slide as an AA? In the YBH it is the prefered choice as an AA, but still after playing against alot of players I feel real insecure using it. And just for the clearafication: Of course I’m aware that you shouldn’t use it against Honda and Chun for example.
First of all, just to clear things out, it is the mk slide that is the prefered one right? Could you use lk slide as well?
Second; what is the adequate follow up? This it the aspect that I’m most confused about; when you hit are you safe? Do you throw, and is it safe in that case? Or do you just settle for db mk x 2?
The strange thing is that, my memory is just probably defect, I can’t remember seeing in that much in vids (perhaps because the competitors know that you shouldn’t attempt to jump in on that damn slide?), so I don’t know why it’s so powerful.
Thanks for the answer.
Preferred slides: I dont really think there is a preferred slide because that thing is situation specific. Hell, Sim in general is situation specific. You certainly CAN use mk slide, but if you tried it vs Gief and Hawk, they take the hit and you get spun for free, so in these circumstances, youre better off using limbs, but if you absolutely must, go with RH slide. I think Gief’s splash beats slide though… so.
Also, dont use it as an anti-air when Ken has his super and he hurricane kicks towards you, because he can take the hit and super you when he lands. Also, I’ve seen a vid where slide beat Chun’s j. kicks, but I cant find the link for the life of me. But yes, in general, slides shouldnt be used vs Chun, unless you want to lose. Lk slide, I never really used it as an anti-air. Can it be used? I dont know. Only time I’ve really used it is if someone was trying to cross me up, and I anticipated it early enough to get out of the way
Adequate followup: mk slide -> noogie is nice. mk x 2 is good too.
Open to anyone:
Question 1: can you do anti-air slide -> mk x 2 not in the corner?
Question 2: can you anti-air slide xx super?
Sims noogie loop - can someone explain how to do it exactly? after the opponent bouces back do you walk forward, do you have to land the slide meaty, it’s forward slide right? I played sim the other night and my opponent was able to jump out after the slide.
It’s short slide mate. Short slide, hit them and then noogie again.
Any tips for the deejay matchup? Specifically, what kind of anti airs to use when he’s right on top of you? i try back-standing strong, back smk, neither work out too well it doesn’t seem. Help?
Also, any videos available of the noogie trap? I’ve never actually seen it, just heard about it and i usually just follow up with a normal after a noogie.
why not just slide?
short slide? I guess I should get the reaction time to do that, but when he is right on top of you, but if he is right on top of you, what can you do? it seems like these don’t even trade with the them.
google yoga killing arts on google it will take you to nohoho pages
awesome strats from expert jap players
just block the crossup correctly, then when he lands, try to predict whether he wil tick throw you or not and respond appropriately (i.e. either counter the tick throw or just block the jabs/slide/whatever he attacks you with)
If you’re getting hit by this crossup enough, then it means youre getting predictable. On the other hand, if hes trying to cross you up a lot, it also means that he is getting predictable. Have you tried b+jab or b+short kick? They may not take off much health, but they can be life savers. Learn to anticipate when he will jump at you, and take distance into consideration. Then, respond with the appropriate anti-air, or if worse comes to worse, just block it. If you anticipate hes going for repeated crossups, either slide or use the appropriate anti air. If you can do the short kick antiair flame, that would look cool too.
Just keep him away man. If he does his projectile, do down+mp or down+hp to hit him, while the projectile passes over you. Make sure you hold the block button down just in case so you can block it if it doesnt. Also, dont just do anti airs on the ground. Sim’s j.Fierce or jumping back fierce can really frustrate them if used from the right distance.
I use forward slide for noggie trap. Hit/block stun pushes Sim farther away out of many character throws ranages, while still keeping them in his, and gives him a greater frame advantage for combo potential.
Everybody uses a different slide for different resaons. Both work, but this is why I use forward.
Speaking of DeeJay, what ever happened to that video you were going to make?
I need a better capture card. Any ideas???
^^
-Shrugs- You could always try googling “capture card.” It’s where I found the following