eltrouble, post: 6720544, member: 50728 wrote:
I imagine so, but maybe the speed of the roundhouse version of buttslam would hit Dhalsim during start-up of yoga flame, despite lack of invulnerability. A bit of life is a small price to pay to get out of that trap.
Same theory goes for fierce headbutt. While jab headbutt has some invulnerability, I don't think it will travel far enough before Honda gets hit by the flame, maybe fierce could work?
All theory craft until someone tests it in game.
Teoh Leong Wee, post: 6773897, member: 67052 wrote:
hi.There is a 2hit anti-air for dhalsim vs Ehonda done by the Japs.IT is either bdmk or bdhk + Fdlp or Fdmp.Does anyone know?
Teoh Leong Wee, post: 6787883, member: 67052 wrote:
It is not a slide but a down back middle kick/heavy kick then down forward light punch/middle punch.It seems to only work for ehonda in Gian and hakase videos.Damdai,I have seen db.rh st.mk done against Thawk but it does not work for everybody.Thnks
eltrouble, post: 7274356, member: 50728 wrote:
Dhalsim has extremely good long range options to fight off Claw, so I don't think it's the best of ideas to keep yourself against the corner. It's important to learn how to stand your ground, AA his jump-ins, know how to utilize your mobility to attack Claw and keep HIM on the defensive, as well as learning how to deal with his wall dives both on wake-up and while standing. I have limited knowledge on this matchup, but I'll share what I know.
While standing, if you see Claw go to the wall, you can do j.RH to beat him. Of course if he does the dive early once he hits the wall, he might trade or beat you, which creates an unfavorable situation for you. It's preferable to simply slide away to avoid the mix-up and attempt to poke. b+jab is a pretty good option for when he's directly above you, since both b+jab and jab seem to work well as an anti-air, alongside b+strong. Of course you can do a short yoga flame. None of these options are guaranteed to work except a well-timed slide.
For vid examples, Afro Cole is known for his ability to do extremely well in this matchup, even better than most Japanese sims.
jamiejame911, post: 7277729, member: 8602 wrote:
I was just asking if some of these other tactics work. I've seen enough high lvl sim play vs Claw and Sim ultimately of course wants to rush down (many of the times the start of the round in some form of drill). It seems a drill at the onset might be risky first move to always do, so is jumping back and getting closer to the corner a valid tactic, so as not to be predictable. I know Ryu does well (Shooting D) when in the corner vs Claw. Ryu is waiting for Claw to over extend himself and get a knockdown to apply some cross up pressure. I didn't know if that can work with Sim sometimes. Being in the corner does keep Sim safe from cross up dives AND he can do drills from there and Vega, if he tries a dive to his own corner, will wiff many times, which can Sim an advantage. Why is being in the corner so bad?
I've done many slides under random dives and hit Claw. I know they can delay and hit you late, but if you mix it up when they don't expect it, it seems to be valid (harder online of course).
Just looking for all the options ...
CWheezy, post: 7290511, member: 7583 wrote:
So there is not a random input window, but the amount of time you have to input your move is random due to frameskip?
oldschool_BR, post: 7287529, member: 7169 wrote:
The shoryuken does not have a randomly variable input window. Sirlin was wrong in most his assumptions about special inputs. You just have a set time to enter each next direction, as soon as you have entered the previous one. As long as you are not holding the first direction for several frames (e.g. walk-up SRK) you should get it every time.
Edit: You can use Pasky's HUD or check this page: http://www8.plala.or.jp/ichirou/hypersf2/input.htm
fatboy, post: 7318832, member: 1669 wrote:
And know I know.... and knowing is half the battle!
eltrouble, post: 7614747, member: 50728 wrote:
Hey guys. I just started trying to learn how to play Sim. He's pretty fun to use, but requires a lot of patience, fast reflexes, and it's almost a requirement to play him to perfection in order to even start to accumulate wins with him. Can't make a single mistake with this character, and I love it.
Anyways, I have some questions regarding how his teleports work. I understand that the kick version travels the furthest towards or away, and the punch version gets you closer, but how does that change relative to how close the opponent is? I've been trying to teleport to avoid Honda's buttslam in the corner in certain situations, but it doesn't quite seem to work half the time. Is there something I'm doing wrong? Or am I inputting it incorrectly?
blitzfu, post: 7643728, member: 7138 wrote:
I'm not a Sim player, but maybe I can offer some input. Are you doing reversal Teleport? I'm sure you already know about that glitch.
AFAIK, the Punch Teleport travels towards the opponent the farthest (about 3/4 screen distance, if the opponent is full screen away). Kick Teleport will go towards the opponent about half screen distance. As for the Teleports away from the opponent, I'm not sure which travels farther, but I think Punch travels farther back than Kick.
IDK if opponent's proximity changes the distance travelled, it might.
eltrouble, post: 7643734, member: 50728 wrote:
I know about the glitch. It doesn't work on reversal right? Some other move comes out instead?.
blitzfu, post: 7643766, member: 7138 wrote:
A reversal Teleport doesn't travel anywhere, you re-appear in the same spot.
I think you might be right about Kick Teleport travelling behind, I know one of them does. I gotta jump back into training mode and figure them out again (ST wiki says Kick Teleport towards will go behind the opponent).