Back+jab isn’t as good as close jumping toward jab or far jumping fierce for an overhead because it’s just not as fast. I’m not sure whether anyone can react to back+jab, but I know for sure that no one can react to jumping jab or fierce. Close jumping toward jab is especially dangerous because not only is it an overhead, but if delayed for just a few frames it becomes a crossup overhead as well.
Sim has to use more than just back+strong as an antiair. Back+roundhouse, short slide, medium slide, jump back fierce, and jump back strong all have different uses from different ranges against different attacks.
Also, yoga fire beats raging demon, but only from a distance of a few character lengths or more.
And your limbs only get hit by a far focus attack if your opponent’s focus attack hitbox hits your actual limb. So like, far crouching fierce is safe against Zangief’s focus attack for example.
Thanks for the rest, I’ll try the dashing thing out next time I play.
I apologize for my ignorance. I am completely new to this, so I’m sorry in advance.
Does anyone have frame data on the teleport?
Also, what are Dhalsim’s options after he gets knocked down? I tried teleporting away on wake up but I keep getting stuffed. But my execution sucks so it might be just me.
I had problems doing back+forward xx flame at first too. Just gotta work on it, there aren’t any tricks to it really. Just, hold back on the joystick, press forward kick, then do half circle back+punch.
And reversal teleport can get you out of bad situations, you shouldn’t be getting stuffed out of it. That said, if you’re anywhere closer than like half a screen of the corner, don’t use the teleport much, you’re only gonna get punished on recovery. This is one of Sim’s problems, despite having a teleport he doesn’t really have a great escape move. For some reason they didn’t make one of his teleports teleport all the way behind the opponent to the other side of the screen. Oftentimes your best bet is to just block.
Incidentally, what are you guys using to punish laggy whiffed moves like whiffed dragon punches if you don’t have super/ultra? I’ve been doing focus attack, dash on hit, back+fierce (1 hit) xx strong flame. Does pretty good damage.
And some theory fighter here, but if you do have ultra and super, how about focus attack xx dash, ultra, dash toward, super? Parts of that combo work for sure, presumably the whole thing does as well.
I am pretty sure that combo works cause I believe I saw it in a japanese match a long while ago.
Dont know how much damage it did cause after the ultra the person had like 1% left then died from the super. I assume it would do a decent amount but im thinking it would be scaled heavily.
Yep, I just got back from trying it. Focus attack level 3 (hit) xx dash toward, ultra, dash toward, immediate super does huge damage, about 50%.
You can also do focus attack level 3 (hit) xx dash toward, ultra, dash toward, yoga fire.
By the way, I’ve taken to occasionally using jump into short drill to escape the corner, a la 12’s dive in 3s. Can’t be used too often, obviously, but keep it in mind.
Has anyone tried ex yoga fire xx focus attack level 3? Seems like it should beat most things, and it might be pretty strong when the opponent is cornered.
Yeah, I know ultra into level 3 fa, but that doesn’t necessarily mean that fa won’t work during any projectile. Probably it does, but has anyone tested it?
Anyway, I should have explained what I meant better. So like, standing at max fa range, yoga fire xx focus attack. I’m thinking that if you do it with ex yoga fire, the fire will force them to block, and then the fa will hit just after they get out of block stun.
Edit: You know what, this is probably better done with regular yoga fire. Maybe with fierce yoga fire xx focus attack the focus attack will hit after the fire, and maybe with jab yoga fire xx focus attack the focus attack will hit just before? And maybe you could mix it up with jab yoga fire xx fadc toward into throw or jab yoga fire xx fadc toward into down-back+forward xx flame? That way the timing and what you need to do to escape could be mixed up.
Just theoryfighting here, gotta test it out to see, not sure if this even works or how practical it is if it does. Maybe the opponent has to be near the corner? Wish I was at the arcade right now heh.
Welp, that doesn’t work. Even jab fireball moves too fast for it to work, and the opponent has plenty of time in between blocking the fireball and the level 3 focus attack to escape in whatever way seems best to him. Of course, you hit him with a level 1/2 fa, but unless he’s throwing out a move for some reason, that isn’t very useful.
Anything that goes over or through any projeciles goes over or through ultra, because the game just considers it a regular projectile that does several hits instead of 1 or 2… Regular hurricane kicks go over, Gief’s lariats go through, the startup on Gief’s ex lariat goes through, etc etc. If Gief does lariat on Sim’s wakeup and Sim wakes up with reversal ultra, the ultra will come out, but Gief will hit Sim and go right through the ultra with no damage. I haven’t seen it, but I’d bet that Blanka’s ex ball goes through ultra too.
trick:
do your tiger-kneed teleports by releasing PPP instead of pressing (negative edge). this removes the possibility of early jump fierce if you mess up the teleport input, and gives you a chance to enter it again.
edit:
fuck… this actually doesn’t work. in fact i can’t get it to work anywhere in the air :shake:
not sure if it’s about not being able to use negative edge in the air, or if the ‘release PPP’ is stricter, or if it’s a Dhalsim only thing. will try to test if air hurricane works with negative edge.