The ender I used was generally hp throw. You can also call CapCom and then hp throw which does good damage.

Howdy all, I’m in the process of learning Sim and have some things down with him pretty solid, but a lot of the combos are screwing me up beyond belief.

I just got down my first Flying Screen Deterioration combo down fairly well with: SJ, ADF, hp, hk, /, 3hp, /, lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk, /, OTG FSD 2lk, mp, 3hp, /, lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk,/ lk mk HK, thing does like 72 points of damage to Cable but it’s corner only and getting that final short to connect before they touch the ground is rather difficult with its main bonus of setting up time for mix up or if you suck less than me, Yoga strike.

So, trying to optimize damage I want to know what I should substitute after FSD to dramatically increase the damage.

Assists I often have with Sim in case necessary for combos.

IM AAA
Sent Drones
Storm horizontal typhoon
Cyke AAA
Anakaris (Unsure on what to have him on still >.<)
Psylocke.

So first things first, What’s the best way to utilize these after an OTG FSD move knowing that the combo already has some heavy scaling on it? I have no idea the correct way to incoporate drills into air combos to knock people into assists to set up for strike or inferno yet, which is what I assume my goal is after that many hits unless there are better ones that can be explained to me. ^.^

Also I’m having massive trouble with one of his basic combos and I don’t know why. After launch HP ADDF (anything) MP. I can ROM and the like just fine, but both sim and iron man I seem to have issues connecting into their serious stuff off of SJ hp/2hp ADDF.

Wow, my understanding of damage scaling was broken… Or maybe it’s just that Sentinel is retardedly good. The new thing based off that I’ve been learning is:

/, ADF, hp, hk, /, (3hp /\ lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk)

With less than half a gauge to start the combo with I just repeat the parentheses, if I have one and a half gauges at the start it makes it into 2.

(drift slightly forward) / lk, mk, hk XX yoga Strike XX HSF, dash, launch, magic series, rocket punch, fierce, roundhouse (126 damage against Cable) (also sets up unblockable which I fail at for the last under 20 health.)

(drift slightly forward) / lk, mk, hk XX yoga Strike XX Proton Cannon (100 damage against Cable, can DHC into HSF for the kill.)

If by some miracle your opening air dash fierce hits them standing as opposed to trying to guard low you can go into the /\ lk xx ADF lk, mk, hk / repeat for 3 reps before the launch and off of a little les than a single bar of starting gauge you build enough to both yoga strike and DHC into the kill *Which at that point most of his good DHCs will kill since he’s already done around 80 damage.

Additional things to note.

If you can have drones hit near the time the original overhead hits they add significant damage and make linking the infinite or launch more relaxed.

If Cable’s next in line this shiz has a ton of hits and unfortunately gives a fair amount of gauge, and if you just DHCd in Sent this can end up as a pretty awful situation unless you’re really confident in your ability to deal with a fully loaded Cable.

Now for some more questions I have:

  1. What’s the best way to get actual damage against flying Sent? I can hit with a fair amount of SJ hk and the like, but against him that’s not much, and even if I’m right 3 times getting hit by one capcom evens it out way too much for my liking?

  2. Once Capcom’s baited what’s the safest way to do some damage to him? He seems to be the main thing that screws up both my Sim and Sent and with Sent I know I can at least rocket punch into HSF if I have the gauge to DHC into something to make HSF safe to super jumps, but with Sim I’m afraid to throw out anything for fear of the point character is going to take down a large chunk of my real life as opposed to me taking down a little of Capcom’s red?

  3. I found that Sim with Anakaris throw type assist can do some really dirty strings so they seem fun together, but in the situation I’m normally DHCing into HSF, in my low tier alternative with Anak what’s good to DHC into for maximum damage, or better yet, a set up from my air combo which will give more time for DHCs into slower attacks?

Bonus:

Cyke on point with enemy cornered:

Hk, hk xx hurricane kick xx kick super xx Yoga Inferno XX HSF, dash, launch, magic series, rocket, HP, HK Kills Cable. ^.^
Thank you all in advance!

New random lab tidbits.

summon Drones /\ ADF, hp, hk /, (Drones hit) /\ ADF, hp, hk /, 3hp /\ lp, lk, mk, lk, mp, ADUB, lk, (f)lk, (f)mk, (f)hk, (f)hk, (drift slightly forward) / lk, mk, hk XX yoga Strike XX HSF, dash, launch, magic series, rocket punch, fierce, roundhouse (kills cable)

Sim–>Sent seems better than Sim–>IM when the unblockable timing isn’t spot on.

Question of the moment.

What is the best way to go from a low hit into the SJ short ADF, short, forward, roundhouse infinite? Everything I do seems to put me way too far away to actually take advantage of it. If I hit an ADF fierce, roundhouse seems to be the only situation I’ve been able to lead into it, but I know he has a lot of things that should lead into it or something better, and I’m trying to find a way to do more than 33 damage mid screen, solo starting from a crouch short.

Yeah magnetro and murakumo provide great help, that’s where I learned my stuff for Dhalsim. Check out some of my Dhalsim videos maybe it might help a little bit more.

Video link:

  1. [media=youtube]pF6EuTFvgFA[/media]
  2. [media=youtube]dYXHy74_9xM[/media]
  3. [media=youtube]wpf4Mz1WKw8[/media]

Woo! Some of that stuff is quite nice! You seem to do quite well with air mobility though there are a lot of times I don’t think you had unfly which you were dancing around when they have CapCom which seems risky as frick to me. Excellent stuff with the flying short infinites, though why did you short to the end instead of using roundhouse?

The main thing that got to me however was cringing when I saw ground yoga fire. I’m pretty much under the impression that should never be used. Your opponent can dash into it to take the hit, and still recover in time to punish you with (Mag Crouch short, HSF, Storm triangle jump short, Cable short forward roundhouse AHVB) If only I had a console to play you on I’d love to get in some matches! I’ll see if when at a friend’s house I can get you added so I can try some Sim stuff out :smiley:

Yeah you should get a ps3 so we can play someday. Yes you’re right, I need work on when to unfly cuz I’ve notice I get hurt with someone with an anti-air such as blackhearts or capcom assist. I’ve also come to believe I’m the only Dhalsim user on ps3 with the exception of maybe 2 others that I know of. There are a lot of people that send me good compliment messages or send me invite to add them as friends after they see me play. It’s a work in progress and my next goal is try and learn that damn long ass combo in the air where you get him with his legs as you come down. I’ve manage to pull it off once or twice but I feel that I’m doing something wrong but will keep on practicing.

Which one? Similar to the one’s I’ve posted recently?

Yeah I think it’s that one. I’ve manage to launch opponent up in the air and after a few hits I’m supposed to glide or air-dash once more to go higher as you hit him and you come down leg kicking him. I find this combo extremely hard to do but will continue to practice how to do it. I normally mess up after that other extra air-dash or glide I have to do to go higher as I hit him.

Yea your sim is pretty good. If I’m not mistaken we’ve had plenty of late night psn battles. Middle of the night low tier action ftw. Add me for some more matches.

There is a guy names japanhero(misc numbers) on psn that also plays a decent sim.

EZ, that happened to me for a long time, but here are some things that make it easier for me. Launch /\ jab short forward, (after this part you need to wait until Dhalsim looks like he’s back in neutral for a few frames or it will not work), short forward, (after this airdash up back immediately!) close range short, long range short long range forward, long range roundhouse. In the corner the timing that makes that work lets you follow up as falling with additional far roundhouses which set up flying screen deterioration for free!

yeah you make it sound easy but I’ll be sure to take your advice and keep practicing and working on it till I get it more frequently.Thanks for the tips.

It sure as heck ain’t easy, but if I hit the linked short strong at the right time, the other stuff is good, but if that’s at all off it screws up everything. >.< It’s way easier than consistently hitting his damn infinite. A lot of the stuff I saw was good too! Keep positing vids so I can see more awesome sim!

Well chris just look at my youtube page ezthechampion007 and you’ll see more of my videos. Plan to record a few more before SSF4 comes out.

Posted this in the main area, but Sim specific assistance is hard to find, so posting it here as well. ^.^

Okay, I haven’t gotten to play people in awhile in Marvel and the great sadness consumes me. D8

Training mode IE playing through arcade is not the same but I’ve been working on a team and need help optimizing assists for it and what to use where.

Dhalsim(Unsure of assist, currently defaulting to AAA), Spiral (Ground type), Sentinel (Ground type).

Start Sim obviously since DHCing into him is so limited. Openings depend on enemy since switch glitch dashes let you do a lot for instant low shorts and the like, of course if fighting Magneto being able to block or back dash is a big start, but his crouch jab is actually faster than Storm’s starting options.

Sim with Spiral’s ground assist has the most ridiculous ability to move people to the corner. If it hits someone on the ground Sim can go into his infinite to always take them to the other corner and he can combo into it both off of an overhead or crouch short. If people are pushblock happy Sim can actually capitalize off of some of it with his options.

Everyone knows that Spiral Sentinel is sexy, I have nothing to add here that people don’t already know.

Sentinel on point doesn’t have his beloved cyc nor capcom which is a bit of a pain, but near ground flight yoga blast is fair and I’m using spiral ground type during stomp shenanigans.

My main issue is it seems like against Mag starting teams breaking out of the pressure with no real AA would lead to an uphill battle, and of course Spiral and Sim have healths that leave much to be desired.

First what order should this team be played in and what other things should I look into for them that I haven’t mentioned yet? ^.^

Fun reset with that team I was talking about [media=youtube]4cMYGspU5jM[/media] simple but takes half life on Cable.

fsd in corner of course leads to otg, launch, lp, d.lk, fierce+cyc, add, inferno aimed up. link into launch into standard air sequence into FS nj lk, d.lk, fk, land, slam.

I haven’t messed around with typhoon or drones in corner because usually the cyc option seems best.

I use anak on coffin drop assist. crouching chains+anak, ending in far fkxxfireball is nice. if it’s a hit the kick knocks em up into the coffin and it combos

messing around with resets you can do launch, sj.hp, addf lk, land, s.fk+anak, sjc air dash forward d.fp drill. it gets ambigous as you cross sides around the time the coffin falls all the way down and hits. the drill doesn’t hit but you can land intime to cr.lk combo from the coffin reset.

work those drills in your game. they are pretty helpful.

something like launch, sj.hp, addf, lk, s.fk, sjc adf lk, mp, land, launch, sj.lp, d.lk,hp+cyc, inferno aimed up, land, dash in, unrollable otg cr.lk, s.fk, sjc adf lk, mp, land, yoga slam does major damage


I started leaning sim a few months ago. stopped but recently started him back up yesterday. so fun. he’s like mags/ironman in the sheer amount of ways he can combo/do setups and how they all can interchange and link with one another. in fact, i’d say he has way more options especially with fsd and drills putting him into nj mode (to let other combos become possible…not necessarily assist wise). though of course it’s harder to execute, especially online.

like with some of the above setups if you got closer to the corner you can get sexy with it. you can repeat the s.fk, sjc, adf lk, mp combo a few times. get to corner and do another s.fk, sjc, adf lk, d.fp, fk, land, yoga slam. or you can combo a launch after the fk into corner sexiness. definitely gonna do some more studying and experimentation with this dude later.

I mainly play dhalsim/anak/cyc for lower tier (though anak first is better imo…combos wise and dhc wise [you can launch, combo into pharoah magic super, and dhc to inferno and aim up and it will hit the op at the peak. from there, as you should know, you can go into unrollable otg and chain that into madness] but wanna learn sim)

and sim/storm/cyc for higher tier wise. I like sent instead of storm to backup sim…but my sent is so bad. but I sometimes use them too.

so my analysis for xbl ranked match players against a sim that can do big damaging combos and resets and guardbreaks into combos…they don’t like it lol (they ragequit)

also, for anak/sim

if you are in the corner and do anak’s hyper viper hoards in a super jump combo you can DHC to yoga slam and they recover in just enough time to get grabbed lol

Post some videos of your Sim, your Iron man is clean and with your execution I’d assume some of my training mode combos are just the set ups for some of the craziness you can pull off! :smiley:

i’ll see what I can do lol. the timing becomes so hard online…but I have been able to pull off some of his crazy long extended combos before.

here’s a dhalsim/anak (coffin drop) setup:

anytime you get dhalsim’s standard FSD setup with farSJ.HK> farST.LK, farST.MK+anakaris, farST.HKxxSJC air dash forward, d.LK, HK, land

from there, as most sim players should know, you can go to many different links from the falling c.HK (remember, it was nj mode because of the drill before)

so you can combo a launch, you can right away do a yoga slam, you can combo a knee into a sjc combo, etc.