Sounds incredibly riscy! I like it:P
Is focus like a normal? Are you able to throw the opponents extended hitbox from further away when they are releasing the focus?
Yes. Super tough though and not worth trying n a lot of situations, but it does work well.
That’s exactly what happens. It’s just that there’s a lot of times when you KNOW that the enemy is going to release focus at a specific moment. Whether it’s from knowing the player or the matchup, sometimes you just know.
^^^ this is very intriguing. Honestly, I’ve only done this out of desperation or if I think my opp is going to fadc forward, as they’ll be throwable in the dash forward motion. I’ve never heard this discussed before Good shit.
I added this to my game especially against sagat, but its incredibly risky. But if you practice it enough, throwing sagat into the corner as he FA start ups on you can swing a match.
but the spacing is really hard, i only do it because sims lack of options to deal with some FA situations, and I only do it like once in every 20 matches. but boy is it hot when it works
Anybody have info on 'Sim tweaks in AE? It’s unbearable having to wait for the dev. blog.
Last rumor I heard (after the location test), was that he builds meter slightly slower now. That is all.
Any Sim’s going to the focus fire tourney in LaCrosse WI? I went to the last one in july it was much smaller than this one, but it was an awesome time and even took 4th! Would love to see some sims there
I will probably be going. Got to do better than MWC
Hello, all. I was wondering if you guys wouldn’t mind some of your general limb and poking strategies when the opponent is far away, where we want them, and looking to advance. What I mean is, like, when they make it in a little closer than would warrant an sHP, how are you making the decisions regarding moves like sMK, sMP, stretch sLK, etc. Here are a few questions to illustrate what I mean. I’m not asking anyone to answer them all specifically as listed (tho you can if you want), it’s more so you can see, as a sum whole, a picture of what I’m getting at regarding a poking strategy. I think this kind of discussion could be awesome for all Sim players
-reasons why/when one poke might be advisable over another. For example, when would you prefer a stretch sLK over a stretch sMP?
-would you ever tk teleport back, low-to-ground jMP as a poke?
-any tricks to bait jump attempts? Like are you more likely to fake with dbLP, or sLP, or are there other good fakes one should know about?
-some good ways to make it look like we’re doing something when we’re doing nothing (like the famous shoto sLK)? Thus far my fav is LK and sometimes MK slides to change positioning, then maybe dash or teleport back, stuff like that
-some good poke sequences to frustrate an opponent? Not from close up, but midscreen or farther. To make it seem hopeless for them.
This question is motivated by my loving Sim and his moves, but rarely feeling sure that I’m picking the right pokes and normals if they’re closer than sHP range, but farther than back+LK range. Sometimes I’ll sMK, then they’ll get to jump after, or I’ll sMP, but realize they were a tad too close for that to be best, etc etc
I think you guys get what I mean by now. I really want to get good w/ Sim, and I’m on my way, but I’m looking for a good game plan in general to help guide my zoning. Thanks!!
PS. If this is elaborated on elsewhere in the thread, please feel free to just point me. Thanks again!
I guess I’m asking about Sim’s techniques of making it look like we’re doing something when we’re
One rule I try to follow, is to use FP, til they are in range for mp and mk, then I would start using those pokes. When they get even closer, I use a standing short kick and crouching lp. Note that I try to only use these when they hit at the tip of the limbs range. That way, you have enough time to react to a jump in. They can still neutral jump though, so some times I will space, so that standing short kick will hit at the tip, then I will feint with standing lp (I think thats the easiest poke to feint with, since you don’t have to press back or down), then I will continue to walk a few steps forward. If they jump with an attack, or a neutral jump, you can anti air them.
This is just a sample of my thoughts, and I might have some flaws. I just think its generally smart to use the pokes with less recovery, when you are in range to use them. Also use standing mk or standing roundhouse if you predict a jump. They stuff it preemtively.
You might want to look for Arturo’s podcast with gootecks (Secret volumes 1 or something). In this podcast arturo talks about all of sim’s usefull pokes:)
Actually a lot of that was quite good, very much what I was looking for, thanks! As for the podcast, were you refering to this? Street Fighter 4 Secrets ? Just another WordPress weblog If so, that looks pretty sweet, but dunno if I can dump $35 into it at the moment, but its great to know that exists! I’m assuming its vanilla-based info pretty much all still holds aside from some matchup stuff?
Yea its from vanilla, and for volume 1, which is the one with the info on the different pokes, it’s only 10$ it seems, but I understand that you don’t want to buy it now. Actually I thought they had made it free by now, but I guess not. Also, there is no information on that podcast, that you can’t find if you dig deep enough in the sim forums:P
Just happy to help, but I’m sure there are more players out there who could enlighten us both further. I too would be interested in reading about peoples poking patterns and ways of spacing:)
Like simsim said, poking with the tip of the limb is what you mostly want to do.
I’d also like to mention a few things about mp vs mk. I see a lot of people using a whole lot of mk. mk is fast, long and can snatch people out of their jump start up frames. but what people don’t seem to realize is that it’s also sim most easily counter poked limb. Probably every character in the game has a crouching normal that completely stuffs it. this is especially obvious vs chun who’s sweep beats it cleanly, letting her in.
Therefore mp is more often the better poke in the range people like using mk. It’s just 1 frame slower and is way harder to counter poke for probably the whole cast (note that it still can be counter poked). It’s not as good at snatching jumpers tough, but people who now the matchup aren’t going to jump that much anyway. If you notice your opponent istn’t going for counter pokes and tries jumping a lot, then you can use more mk, but like I said, against decent players that mostly won’t be the case.
cr.mp also is I poke I think people use to seldomly. The hit box on this move is just amazing. Altough it is noticeably slower than standing mp and mk so it’s dangerous vs jump happy people. The fact that it’s low is also nice since it catches people walking backwards. I use cr.mp mostly vs fei long and chun. Vs fei because it’s good at beating rekkas, and vs chun because it’s good vs her sweep (that sweep can counter fucking ANYTHING). Also nice vs shotos trying to cr.mp your mk/lk.
Basically, cr.mp is the counter counter poke.
Good to know yagami… It’s actually usefull to have Dhalsim’s pokes brought into a zoning perspective like this. I already know a couple of stuff I didn’t before.
Yeah, this has been very helpful so far, thanks! I was hoping my question would make sense in a way that could lead to higher level discussion rather than appear that I was, like, asking what he anti air moves were or something lol Also, as for those podcasts, last night I saw 10+10+15 and thought “35” (im reel good at maf) but upon closer inspection its 10+10 or 15 for both… so that’s not too bad, and based on the samples, seems like pretty helpful stuff.
Randomness, I def feel what you’re saying about sMK. As an ST Sim player, I like my sMK a LOT, but it def doesnt feel as strong in 4. Still a great move, but I feel like many of my mistakes come from not sMK-ing properly (hence my original posting). I also find I rarely hit anyone w/ sHK, which is also way different from ST Sim lol I guess I should stop trying to compare the 2 and not try to “port” my ST Sim over. sigh PS. To anyone who started w/ SF4 and never played the old school SFs, check out Dhalsim’s ST drills. LOL You’ll be like “WHOA!?!?”
Another tactical question: anyone have any good setups for LK slide xx super? Either you cant hit confirm it, or doing so takes reaction skills far beyond my own. So I figure to land that, it takes some clever setups to keep them from blocking low. What I’ve been using so far is tiger knee teleport behind empty, land, slide xx super. Or just busting it out and crossing my fingers (which seems to work more often than I’d expect, but I’d never count on it).
At first my thoughts were about how to train them not to block low, but perhaps the better angle is to bait a throw tech? Only thing I can think of for that is to train them that I’ll throw in certain situations like: meaty HK drill, throw. Tk teleport behind, air normal, throw (though this could be sacrificing valuable combo damage if the normal hits obviously). Or just MK/LK slide tick, throw. But it still seems a little too pray-n-play for an entire bar. How do you guys like to land this? or is it not your preferred way to land super? In one of the sample audios for the podcasts SimSim mentioned, which Im gonna buy on (Fri/pay)day, Arturo talks about using dbHP as a meaty, saying it hit confirms to super easier than 3S Chun’s cMK! (to any new schoolers who’ve never played 3S, that means you can fix yourself a sandwich while you decide if they blocked or not)
I guess in a nutshell, how do you guys like to land your super besides canceled from back MK xx flame?
I like to hit my super from a raw b.mk
I don’t really go after lk slide -> super setups, personally. It’s more like… It’s part of footsies. I’ll interrupt what the opponent is trying to do with it. Also, works great as a punish for many attacks.
Easiest way to land a super is as an anti air. Any flame setup works as super.
Whenever you attempt a focus crumple always backdash. If you see that they’re crumpled you can immediately forward dash then super.
lk slide -> mp flame (hit confirm at this point) -> super
Remember also to abuse the shit out of short slide xx mk flame in corners especially when you have super. It’s mad easy to hit confirm since you dont have to cancel it from flame and it still hits.
And yes meaty db.HP on wakeup is godlike people dont use it enough. Mix it with throw, hk drill and tower shenanigans. Easy super confirm anywhere on the screen and biggest meterless sim combo in corners with bMK xx flame follow up.