I think he is saying it’s more winnable though than some say despite being very hard as Sim actually has options while many feel he doesn’t. Some feel Sim just doesn’t have any tools that are effective in the MU to start with. Julio seems to say that he can do stuff if you know what / where to do it, however the risk if you fail is very high.

It’s still the definition of a bad match, things change of course, but it’s going to take the Sim player more time ( years?) and more experience than the Yun player can even dream of. Experience only runs forwards in time.

That’s why I don’t get when people ( that other guy) say " Oh look at this match where T Hawk beats Blanka! Proof! " When in reality it’s probably taken thousands of game hours, training and experience to even get to that point in the match closer to equal and the concentration levels between players isn’t even close. Hell you could go 2 editions of the game before figuring out counters.

Imagine Fang from SF5 wins the next 3 tourneys because he’s a horrid match up for Zangief, BUT in 3 years time with all the effort that players have put in , it ends up fine, more like a 5-5. Fang players still won the cash and took the prize because they’re gameplay was easy to apply at that time and Gief players didn’t have the luxury of high level technology developed through mass hours.

Back in the day you had to figure shit out on the fly. It’s so much easier now.

While I’m not agreeing with, or disagreeing with anyone on this I think that the discussion of tiers is viewing a MU between based on knowing what to do, when to do it, and how to execute it properly. Then you add in the players on top of that layer to see who sinks or swims to the potential values based on human abilities. Tiers change however as new techniques and options are explored as you noted. Tiers are measured based on the information and ideas on hand at the time they were created. What may seem like the ideal route could turn out to have a counter not yet found that someone could introduce by going against the accepted “correct” way to play the match, or simply introducing something new into it. In addition you can win matches by playing them “wrong” and putting the opponent on tilt. Playing to the player not the character.

Showing players playing the match is a double edged sword. On one hand it’s the only way to really show how a match would play out at all as it’s the most true testing grounds, the real world. However it’s also the least scientific as it adds so many additional variables that cannot be controlled. Different players add different styles, knowledge, reactions, habits, and more. In addition you have the Online vs Offline which is also split again with Side By Side vs Head To Head offline play which changes styles and abilities to react to things.

I’ve talked with David about Hakan’s potential and hes told me that despite how much he talks about it people just can’t wrap their heads around it until he sits them down and shows them things in person. Not necessarily “beats them in a match” but actually shows them how these tools can be used in a match.

Which brings me to the last thing, something I agree with you on, posting a match where a player wins/loses isn’t entirely indicative of the matchup’s difficulty. Not just because players abilities can change day to day and that add tons of variables to the equation. It’s more important to look at where/when the players are interacting and how. Not the final result.

It’s kind of like when you hear “So and so got bodied, he lost 4-10 in a FT10” but then you go and see that every single match came down to the last round and often the rounds were ending where both players were on their last 10% health or something. Yeah, obviously the better player won, and consistently, but with all matches being extremely close you shouldn’t really call it a bodying. Even if you only care just on who won or lost to make your point it can be presented in two very different ways to give two very different views.

If you listed a match as being lost 4 to 10 it sounds pretty awful. He only won 28.5% of the matches played. However if you do it by rounds the number suddenly looks much more palatable. If every match went down to round 3 then 4 to 10 would be 18 to 24. That would be 42.8% of the rounds played. A huge jump just based on how the data is presented.

Ultimately though I think that it’s best to concentrate more on analyzing how the match up is being played, and where the losses/wins are occurring over concentrating strictly on the score. The final score IS important though.

nothings changed around here

whats the current meta look like?

Nah man yun vs dhalsim is easily 8-2 and nigh unwinnable and even if yun didn’t have a dive kick he would still body dhalsim to the nigh unwinnable degree that he does with it.
#nighunwinnable

S+ Comprehension
A Evil Ryu/Ken
B Ibuki/Elena

New mechanics everyone hates - Delayed wake up.

That was slick, I like that

Reminds me of my friend who finally rage quit SF4. “Every match is 5-5 you scrubs, it’s the players… Fuck man, why is Dan so shit in this game? He always actually competitive in Alpha!”

Nah I don’t think Yun v. Sim is nigh unwinnable. It’s a solid 7-3 MU. Fuerte, Decapre, Hakan, Makoto, and Abel are all more difficult to win than Yun.

I’ve always considered 7-3 to be almost unwinnable, and there’s no way in hell that Yun only goes 6-4 against Sim.

Poison vs Hugo isn’t a 10-0 poison match up anymore since 1.04 when Hugo got the clap buff to go through fireballs and still hit the opponent.

Pretty much Hugo had almost no way to get in against poison mixing up her fireballs, but especially against the heavy fireball because she legitimately could hide behind it with no way for Hugo to get around it, if he jumped and pressed a button he would get hit by it, and if he empty jumped at that range to get over, he would just get anti aired and pushed out again. At the ranges where he could clap the heavy fireball, poison would recover first and punish with low forward into Rekka > back dash > meaty medium fireball > safe heavy fireball and start the zone again. His only way to even out the neutral is to get super but he would die before he would get super, and he wouldn’t get super more then once a match if that.

Now that the clap can break fireballs and hit the opponent, he has a large area where he can threaten the clap against her, because he will go through a heavy fireball and hit her into a full clap combo. He literally can spam claps all day and get super every round and then poison can’t throw a single fireball, and her normals are lack luster in keeping him out just on normals.

I played stormkubo at Canada cup in a money match, I got bodied 3-1, yea he didn’t think it was a bad match up at all anymore

Im not sure if you’re referring to my post, but I did state that I think Yun v. Sim is a solid 7-3 MU.

MU number definitions are subjective. The characters I listed above feel nigh unwinnable for Sim. Yun feels fair compared to them.

So been playing Juri a lot recently. Not 100% sure who her bad matchups are but other then Yun and Sakura not really having any matchup where I feel overwhelmed. Also lots of easy matchups like vs Sagat or any grappler. She just has so many options and an anti-air j.MP is 280 damage for 1 EX bar. Feng Shui with 1 guess can literally rape some characters like Rose to death. She seems really underutilized unless I’m missing something.

Bison > Juri. Especially with the ex scissors buff, you have 0 way of keeping him out.

Given this is a matchup I’ve played a lot with her so far I don’t get it. You just have to not do stuff when he has charge like every other fireball character, the recovery on her fireballs is actually worse then Ryu’s by 1 frame. Her footsie game does well against him and if he gets caught without meter or in the corner she can give him a pretty hefty paddling. If she has a fireball stocked with 2 meters a random whiff punish or cr. MK confirms into massive corner carry and a knockdown. j. FP does really well against his anti airs and she has EX divekick to get in for free at + frames if she can get a fireball on screen. She can low profile a lot of his aerial stuff with cr. MK making stomp and devil’s reverse terrible options. Not to mention she deals ALOT more damage per hit and st. MK > normal scissor pressure all day. st. LK will also punish MK scissors no matter how well spaced and is a good poke against scissors pressure also. She has a lot of true block strings and if you try to reversal and fail in the middle of a block string she can cancel into EX fireballs to keep them locked down into all sorts of disgusting pressure.

Not only that after a pinwheel in the corner she can dash under him then cross back up in front destroying his charge so he can’t EX psycho out of stuff. She can also do this when she is in Feng Shui forcing him to block out of a 50/50 400 dmg potential combo. Her st. LK also is fast enough to be meaty and block all of his reversals. Her overhead can beat out EX Psycho crusher also so yeah.

Yeah … no … I really don’t see that one.

Fireball frame data is mad confusing since sometimes the recovery already adds the start up in it and sometimes it doesn’t. But I’m pretty sure that the release of juris fireball isn’t worse then ryus and actually a lot better at 33F

It is 33 the USFIV wiki says Ryu’s is 32.

http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Ryu

Seemed odd but now that I look at Sagat’s it says 45 … shit seems off. Ryu’s is probably just wrong.

Ryus is 45 total frame count, juris is 33

So for Ryu it is 13+32 and juri is 11+22

Ken’s recovery on fireball is also wrong in the SRK Frame Data section.

The Taliban strikes again.