As usual with Capcom, they compensated Sim by making him good up close with improved drills, gale, and close normals. But made him quite a bit worse at mid to long range with slower to much slower far limbs, arcing yoga fire, and the absence of a good mid range poke like SFIV st.lk.
Frame data of Sim’s far normals for comparison:
SFIV frame data;
St.mk 9/3/14
St.mp 9/3/14
St.hp 10/6/16
St.hk 13/4/16
St.lk 7/4/8
D/Df.lp 9/4/11
D/Df.mp 12/3/16
D/Df.hp 14/3/21
SFV Frame data;
St.mk- 10/2/14
St.mp- 12/2/17
St.hp-20/3/22
St.hk-16/2/23
While having a considerable difference in raw numbers, you also have to factor in the greatly diminished utility of his far normals. In IV, Sim had 7 different far normals that were viable to combat an opponents counter poke attempts. They all varied with different hit and hurtboxes and carried less to much less risk if you were to get jumped in on.
In V, his far limbs are much more easily counterpoked because of decreased utility, less varied hit and hurtboxes, overlapping hurtboxes, slower speed, CC, priority system, etc.
To counter a counterpoke with Sim in V, you have to mix up the use of St.hk and St.hp because of the slow startup to throw your opponent off. Now, if either of those buttons get jumped in on, it’s the same, frame data wise, as throwing out a hadoken. It’s a big risk for a move that can be counterhit and is -5 and -6 on guard (-6 can be punished by Chun, Nec, and Nash super.)
I still think Sim is a solid mid tier character with just a few bad MU’s (Nec, Cammy, Alex, Rashid). He definitely is fun.
2017 changes I’d like to see:
St.mk- 10/2/14 to 9/3/14
St.mp- 12/2/17 to 10/3/15
St.hp-20/3/22 to14/5/20; Damage-90 to 80
St.hk-16/2/23 to 12/4/20; Damage-90 to 80
B.mp-8/4/11 to 6/6/11 (the same as SFIV).
B.hp- 12/6/24 to 10/6/24
J.mp tagged to hit grounded opponents.
Super changed to hit while opponent is crouching.
Less recovery on his backdash or improved distance.