Sim wish list

all I know is if sim doesnt get a decent power boost i’ll be depressed, I feel like this character takes the most blood sweat and tears along with maybe c viper and gen.

I would like Yoga upflame to have 3 frames of invulnerability to use on wakeup, and also depending on strength, have slightly different angle. I don’t mind nerfing the power on it, so long as it knocks down an enemy or lets me get some distance.

ST drills would be nice, but id trade that for an IAT yoga teleport that puts him at far footsie range where a ryu jab wont reach but his ducking roundhouse will, or if cornered possible to teleport to the far side of the screen. I would basically like the available distances to the yoga teleports to be tweaked.

Edit:
If they can’t give me the yoga upflame than the VS games super air throw would be a great jump in deterrent if it is designed for wakeup.

It’s interesting that SSF4 footage shows T. Hawk doing an EX Dive. This implies that the new iteration allows for 3X inputs to be EX’d somehow.

EX Teleport…?

They’d probably just change the inputs for the Dive to one button, instead of 3. Probably speed/angle.

in order to fix this, they will have to get rid of the shortcuts. and lets be realistic, as much as i would LOVE for that to happen, i dont think capcom will do it because most of the new players got used to these shortcuts and they will lose a good amount of fan base from that. i just lost to a decent gief player yesterday on a championship match because of this. if my ultra came out instead of ending up in the corner where he was, im sure i would have won seeing that he only had a sliver of health left… instead, i teleported where he is and died from getting hit by a lariat… worst part of it was, it got uploaded as a replay…

Some of you guys want to break Sim… if you give him an uppercut move or an get out of corner move, Sim becomes broken, easily.

The only problem I feel with Sim is that he lacks comeback potencial when meterless. I’d like a non vanishing lp yoga fire, to make people move if they are full screen away, and a faster hp yoga fire, to have a better pressure upclose, and do chip damage. Not that good, anyways, but like that Sim’s ofense would be slightly stronger.

The only thing Sim doesnt need is more defensive weapons. If you need it, you are not using him well.

What’s the shortcut that gets you teleport instead of ultra?

I agree.

Like UltraDavid mentioned, it’d be nice if his EX Yoga Fire didn’t dissipate. This would put more preassure on turtlers, because as it stands now, when characters like Bison, Balrog, Guile or Gief have a decent lead they can just chill in the corner for the remainder of the ground and laugh at poor Sim. A non-dissipating jab fire might be too much though.

I’d also like his RH slide to be improved a bit. It’s too slow on start up (10 frames) and has too much recovery (24 frames!). Just pimp it up a little bit, nothing drastic.

I’d also increase the damage on his Yoga Flame to 130. Since it’s pretty much used only when comboing, it’d almost always be scaled down by at least 20%. I feel the IAT is too difficult to pull off and too risky for what little damage it does. I mean, Sagat can do more damage by doing j.RH, cr.RH.

Finally, Super should stay at 350 damage but spread over 4 hits and not 5.

Other than that, Sim is solid. Although he is a low-mid tier character, he has all the right tools to compete and can hold his own against anyone. It’d be really easy to make Sim broken so I hope Capcom stays on the side of caution when balancing.

d/f, d/f PPP.

23623 PPP instead of 236236 PPP will resut in a teleport.

First of all, :df::df: doesn’t shorcut to teleport/dp (:df::d::df: does). How much longer are people going to argue this, lol.

Second, :qcf::d::df: gives you teleport because it contains the full teleport motion :r::d::df: and lacks the motion for super (qcf, qcf). So you would get teleport in that case whether or not the teleport shorcuts existed.

I agree that shortcuts can get in the way, but some people are quick to blame the shortcuts by default when it’s really just poor execution. Also, I can tell you that without the shortcut for yoga flame for example, we would be missing Dhalsim’s BnBs into flame a lot. It’s not easy to hit b+mk, then quickly do a hcb without missing the corners. I think sometimes it’s just a matter of the game not sampling inputs fast enough (60 fps), so it drops certain directions if you motion too fast.

wen people do :df::df: i think they mean :df:neutral:df:

edit just tried it your correct :df:neutral:df: 3p = no warp

You are absolutely right and I feel like a retarded '09er for not giving this more thought. :frowning:

my real wish list:

  1. Ex flame does less damage but has 1 to 4 invincible frames and his startup should be at 5th frame (like ex blast)
  2. Dhalsim’s FLIPPED moves must work! Ex blast and back tp+KKK are great anti-crossup moves but a lot of times they aren’t correctly flipped on crossup :crybaby:

The second one is the most important.

ha ha wow i checked a thread similar to this a month ago and this was being discussed, except for an srk not teleport. took me 2 mins to check on training and yea hes right 2 inputs does not equal teleport ha ha

I be happy with this. This is relistic upgrades.

Better health 900 to 950 would be nice!

A faster round house kick!

Safer drills!

A Yoga blast ultra in the air! ( That would be awesome) So if ur oppenet will do a cross over BAM ultra on his arse!!!

Change his Yoga flame input to a backward Hado input so its more easy to do his bnb combo!

So what do u all think??? Utube id yogaflame24

Agree with a lot of what you guys said.

*Better drills
*Better priority with upflame
*Higher damage output
*Speedier forward dash (that shit moves in slow-motion)
*Teleport OUT of the corner to mid or full screen distance
*More combo link potential

I don’t want a teleport-out-of-corner. It’s too easy and I don’t really want to runaway more.

Previously I wanted better priority on far MK and far HK. But I think that would make his zoning game too easy, and make Dhalsim kinda braindead and boring.

I think he does need something in the way of anti-airs though, because his anti-air game is kinda overrated. Like make the up-flames more usable, do more damage, or set up a combo. Maybe give him something fun like an anti-air that sets up a free juggle state. Far HK is kinda hard to land. Just having a knockdown property on far HK would be nice since it would slow them down or let me set up a wake up game.

Also, more damage on punishment combos without super. Back MK into LP flame is weak. Make the other flames more comboable or do more damage. Btw, MK into flame is currently inconsistent. From max range, the flame reaches but doesn’t combo. I think it’s because the flame takes time to fully extend. It should be instant.

Make flames more useful as a standalone move rather than just for combos. The recovery on whiff is excessive. It wouldn’t be a huge deal to make these moves recover faster or give them more range so I wouldn’t mind throwing them out occasionally.

I still think far MK and HK should occupy more space and for longer time because far too often a character seems to just maneuver around these moves in the air. For example, MK doesn’t preempt jump as well as it should. That doesn’t necessarily mean more priority though (i.e. don’t increase the speed, and increase the “blue” hitboxes along with the “red”).

I agree with Cyborg Cop; Sim shouldn’t be able to simply teleport out of the corner: he needs to earn his way out, because his opponent should be rewarded for getting Sim in the corner in the first place. A simple ‘get out of jail for free card’ would be too braindead.

I would like Up-flame to be changed to a QCB+K motion. Would make it easier to buffer and more useful against cross-ups. And yeah, back MK into flame should be faster. That way it would ALWAYS combo on hit (it’s retarded that it doesn’t. Like, seriously, doing IAT into jp. fierce into back MK into jab flame is fucking hard as it is. Not having it combo on hit and then eating a SRK in the face is just ridiculous). It should also be changed into a true blockstring, and that would help Sim’s footies since his usual close range pokes are back MK and back LK.

And a slight damage boost to his normals would be nice. It’s like Capcom expects us to poke everyone to death in this game. It takes forever to kill characters like Sagat, Rufus and Gief, who all have very high damage outputs, and who can deal 70% damage to Sim in one combo even if Sim is able to contain them for 90% of the fight.

This.

I occasionally fumble this move when trying to aa. QCB would make it easier for sure.