I hope to define a list of constructive changes from players who have a deep understanding of the game mechanics and have had success. I will edit this post and re post it on Capcom Unity when the Sim thread opens.
My take on this
If capcom nerfs CAMMY / FEILONG / SETH / IBUKI and Hopefully removing unblockables then that will make SIM PLAYERS LIFE EASIER!!
Proposed Change: Increase stun on all his Normals and more dmg!!!
Rationale: The problem with sim is that he doesnt deal much damage or stun… in which ur opponent can just take multiple risks with VERY high reward…
Slight Dmg / Stun will change the meta game fighting sim that means they have to think now instead of a brainless rushdown strategy …
Also i dont get it why sim doesnt have a DASH FORWARD lol
A standing normal to be change to hit twice
To have a way to discourage players from continuous FADC dash through Sim’s limbs. As it stands, Dhalsim does have some ways to deal with focus dashing though they are very high risk. Random yoga flames, back short to other norms or canceling short slide into teleport/fire/flame but they are all high risk and not true block strings
Ex Flame invincibility on startup.
As always it is Sim’s goal to NEVER allow yourself to get corner or into a vortex. Characters that are rush down oriented with safe pressure are virtually unwinable at the highest level. Giving Dhalsim a way to to ‘get people off you’ can help alleviate the weakest aspect of his gameplay. With this said, I would not be willing to give up the -1 on block making it safe.
My personal (PLAYING TO W1N) list:
Decrease start up or recovery time of Yoga Fires. Start up from 14 to 11 OR recovery from 48 to 35. Not looking for an exact frame count… just a buff.
At midscreen Sim has to throw fires with more fearlessness than Ryu… In my opinion there are very few matchups that should be fought at the standing light kick range (give or take a little bit). T. Hawk, Rufus and several others fall into this category. Giving Dhalsim an improved mid range game will help increase zoning effectiveness. If you make the mistake of not randomizing your fires, an opponent can literally react (not guess) to a fire and land huge damage and position. This buff leads into the next propsed change.
Give us a meaty setup off back throw + fire. By decreasing start up or recovery on fire, it can give us a meaty fire/tele mix up off back throw.
Unless you back throw into the corner, you are limited to a strictly timed safe jump teleport. I would like to gain some offensive prowess after a back throw.
No change here! DO NOT TOUCH OUR HARD KNOCKDOWN OFF EX FLAME!
After a back MP anti air counter hit, opponent will be in a juggle state.
You do not jump on Sim! It might be argued that a juggle state is to powerful after a counter hit B MP as you could land Ultra or super… but these are already reliable anti airs. I would like this change to account for some same that was taken from us in AE.
- To be continued…