iv been hereing alot about sim and his yoga sniper can someone tell me what that is so i can start learning to integrate it…
jumping hard punch, or maybe jumping HP as soon as you leave the ground? well basically its the long limb jumping hard punch =)
thanks
One of the best yoga workshops in Texas is American Power Yoga. Check out the website for the various yoga workshops available there.
Yoga Sniper is a very early jump back fierce so that it hits very low to the ground.
It’s an instant overhead; ie, an attack that must be blocked high. It’s a good tool to have in Sim’s arsenal, specially against charge characters/ turtles who like to hold down back a little too much.
Now, be warned: most characters can stuff the Yoga Sniper if they see it coming. So you have to mix up its usage.
Also, many characters can punish it on block, or even ON HIT: Honda can do EX Headbutt, Vega can do EX walldive or even Ultra 2. Ibuki can do EX neckbreaker.
It’s best used sparingly to surprise opponents or keep them on their toes. I like doing it after certain blockstrings like b. lk, b. mk xxx Yoga Fire, but again it’s important to avoid being predictable.
The purpose of the yoga sniper is two-fold as I see it.
-
As a mixup, the opponent is reset in the air and as they land they’re either going to want to do something or there’s a good chance that they’ll default block low. You can do a meaty yoga sniper so that unless they’re blocking high immediately when they hit the ground they get hit.
-
More importantly, the threat of the yoga sniper. An opponent familiar with the matchup knows that at any time Sim can hit them overhead from 1/3rd the screen in distance.
In addition to the punishes that Noema listed, yoga sniper (whether it hits or whiffs) can be punished by numerous ultras… notably Abel’s U1 and U2, Akuma’s U1, Honda’s U1, Vega’s U1, Ryu’s U1, Makoto’s U2, etc as well as partial ultras, such as Rog’s U1 or even Cammy’s U1 (amongst more of course, these are just a few common examples). Be very wary of sniping if your opp has ultra (or special) meter if they have the ability to punish accordingly. I pretty much stop using sniper against Abel, Akuma and Honda when they have ultras… I’ve been burned WAY too many times.
The best way I’ve found to avoid repetitive sniping patterns is to play a handful of matches online (against different opps using different characters) and then going to your Replay Log, and taking note to see if you do the sniping at telltale signs of the match (again, taking Noema’s good example, such as right after a blockstring). If you can tell that you’re being predictable, then believe me, so can a good opponent. I found that I had a habit of walking forward to a turtling opp, doing a short slide just out of hitting distance, and then immediately following it with a snipe. It hit often, but I saw that I was doing that just about every match, and my opponents almost always adapted after I did it once or twice. Just food for thought.
Overall though, sniper = 1 of Sim’s very best tools.
Mix up Yoga Sniper with a crouching strong from 1/3 distance. Must be blocked low. Sure it is ankle biting damage, but it adds up, but once you abuse yoga sniper you will train them to block high. Then when you spam the crouching strong the will start blocking low. Now that they are blocking low, hit em with a yoga sniper.
My favorite is to jump fierce and jump fierce away. Later I’ll jump fierce and then low strong. Crouching fierce can also be good, but the recovery makes it less safe.
Also very useful for U1
if your opponent is crouching while the U1 is active u can punish with yoga sniper , otherwise do df.lp