Ultra Shenanigans

dhalsim

#1

Sim’s ultra is the best in the game. Unlike most characters, whose ultras have to be both jugglable and combo-into-able to be useful, Sim’s is useful in a whole bunch of different situations. It’s alright as a reversal wakeup attack, it’s great for meaty aegis games, it’s great for making the opponent back up or forcing him into bad situations, it’s a great chip killer, it’s good in combos and juggles, and it’s even good as an antiair. Learning to use the ultra well is huge for your Dhalsim game. Here’s a nice convenient thread where all of your options with it can be put in one place, and where we can all figure out the best ways to use it. Feel free to post up what you think his best setups, mixups, and other uses are, and if you have any I haven’t thought of, I’ll put update these first posts to include them.

Basic list of tools:

Duh
Ultra, 1+11 startup frames, max 142 active frames, max 69 hitting frames. It can hang out there for a total of 142 frames, but once it touches the opponent, whether on hit or block, it’ll only be there for a maximum of 69 more frames. If it touches the opponent with only 20 frames out of 142 left, the normal 69 hitting frames will be reduced to only 20, since the 142 number is the ultimate limit. Sim is totally vulnerable to hits and throws during the entire startup time, but the ultra always comes out regardless of what happens. Once it starts hitting, it does 5 hits of 40 damage each for 200 total damage, but if it hits the opponent late in its 142 total frames, it will do something fewer than 5 hits (still at 40 damage per hit). Blocking doesn’t affect this 5-hit total, the hits only start to be counted once the ultra actually starts hitting.

After the ultra hits, you have a few options. You can do a little more damage by reseting the opponent with a juggled normal; you can juggle into super or juggle into mummy into super, which knocks the opponent down and doesn’t let him quick stand, letting you set up a jab fireball teleport trap or whatever kind of situation you want; or you can just let the opponent land without juggling at all, which also stops him from quick rising.

Close normals
Short slide, 3 startup, 8 hitting, 12 recovery: This is Sim’s fastest-hitting low normal and tied for his fastest-hitting normal overall. Does 30 damage points. Gotta wait 23 frames to try something else.
Back+jab overhead, 14 startup, 2(1)2 hitting, 11 recovery: Kind of a slow overhead, does 50 damage. Gotta wait 30 frames to try something else.
Jumping toward jab, 10 startup (3 frames of jump startup plus 7 frames for jumping to jab to come out), 56 recovery: This is a great overhead in the sense that it comes out really fast. It’s also two mixups in one; jump toward immediate jab results in an instant overhead, while jump toward, wait just a couple frames, then jab results in an instant overhead crossup, and it’s impossible for the opponent to tell which one is going to come out. Unfortunately, since Sim’s jump is so laggy, you have to wait 66 frames to do anything else, which means that if you try this once the ultra touches the opponent, your 69 available ultra frames will run out before you can try anything else. It’s also only safe if you try it near the beginning of the ultra, since if you do it any later and your opponent blocks, he’ll recover from the blockstun from the ultra faster than you’ll recover from your jump. Does only 20 damage.
Back+strong, 6 startup, 6 hitting, 11 recovery: This is just a regular mid attack, so it’s not for mixups, but it can be useful for setups in something like antiair back+strong xx jab fire, ultra or just antiair back+strong, immediate ultra. Some opponents can escape post-antiair back+strong ultras. Does 70 damage.
Back+roundhouse, 6 startup, 5 hitting, 15 recovery: Like back+strong, this can be alright as an antiair setup, but it’s not as good as back+strong because of its extra recovery and lack of cancelability. It’s mentioned here because there are some air attacks that back+strong is best against and there are others that back+roundhouse is best against, you have to use both. Sim’s most damaging normal at 110 damage.

Far normals
Crouching jab, 9 startup, 4 hitting, 11 recovery: Comes out pretty fast, but does only 15 damage, the lowest damage number in the game. Gotta wait 24 frames to try something else.
Jump back fierce instant overhead, 12 startup, 56 recovery: Very similar to jumping jab in that it comes out very quickly, but once you commit to it, it’s the last mixup you’ll get because it lasts a total of 68 frames. Luckily you’re safe even if you try it towards the end of the ultra because it moves you so far away. Unfortunately, it only works from a particular range. Does 70 damage.

Teleports
Instant air toward punch teleport: Leaves you in the air just above the ground right behind the opponent, useful for teleport into air back+fierce overhead (back+fierce because it starts up in 6 frames instead of regular fierce’s 9) or for landing into instant short slide. You have 30 frames of recovery after reappearing, then some number of frames while you’re in the air, then (I think) 3 frames of recovery on landing. How many air frames you have depends on how high in the air you did the teleport, but you should do it as low as possible while still being airborne, a bit higher for doing air back+fierce and a bit lower for landing into short slide. Regardless, this recovers faster than a regular grounded teleport, and it shouldn’t take more than 40 or so frames before you can try something else.
Instant air toward kick teleport: Just like the instant air toward punch lariat except that it leaves you in the air just above the ground right in front of the opponent.
Instant air back kick teleport: Leaves you about half a screen in front of the opponent. This is useful to fake the opponent out in left-right teleport mixups when you’re worried about the opponent reversaling with something.

Throws
Neutral or toward throw, 3 frames: Leaves the opponent right in front of you and does 120 damage, opponent can’t quick rise. Useful to set up ultras and, in some setups, leaves the opponent on the ground waiting to get mixed up into an already present ultra.
Back throw, 3 frames: Throws the opponent pretty far behind you and does 120 damage, opponent can’t quick rise. Useful to set up ultras.

Special attacks
Jab yoga fire, 14 startup, 48 recovery: This is really useful for certain setups, like if you’re at mid range with the opponent cornered and you want to throw Feel free to post up what you think his best setups, mixups, and other uses are, and if you have any I haven’t thought of, I’ll put update these first posts to include them. out an ultra without risking that your opponent will escape with some invincible move. With 62 total frames before you can do something else, you have to be certain that your opponent isn’t close enough to smack you or escape with something on reaction to your fire. Use the jab version because it’s slow enough to still be out there when the ultra is out there, it stays out without disappearing much longer than strong or fierce, and it doesn’t knock down. Strong and fierce fires knock the opponent into a juggle state, which can be good, but it’s bad for your ultra setups because it can let the opponent fall and escape the ultra entirely, and even if the opponent gets up into the ultra, that means that he gets another chance to escape with some invincible move. Not worth it. Jab fire does 50 damage.
Strong/fierce yoga fire, 14 startup, 48 recovery: Unlike the jab fire, these actually knock the opponent down and can set up an ultra. Strong fire does 70 damage and fierce does 80.
EX yoga fire, 14 startup, 50 recovery: This has two hits. It doesn’t knock down if it hits the opponent while he’s standing, but it does if the opponent is in the air. If used as an antiair it can set up an ultra, but otherwise it’s more useful in situations where you’d use jab fire but want some extra blockstun and chip damage.
Yoga flame. Which strength is used doesn’t really matter on this move, both because basically the only time you’ll use it is in combos and because their recoveries are all fairly similar (except for the ex version, which is considerably longer). The opponent gets knocked down and thrown a little ways in front of you, giving you a decent setup for an immediate ultra. The only problem is that the opponent can still quick rise, so you can’t be sure when he’ll get up and some characters can actually just jump out of post-flame ultra setups. Does 80 damage.
EX up flame, 5 startup, 17 hitting, 30 recovery: Starts up fast, has a great hitbox, and knocks the opponent down, so it’s another good antiair setup. Does 100 damage.

Super
Super, 1+3 startup, 21 recovery: The super makes a great setup for an ultra. The opponent can’t quick stand after a super, which means that everyone has to wake up into the ultra after a super. The super can also juggle after a successful ultra mixup for lots of health. It does 350 damage.

General words about setups and goals

Street Fighter isn’t just a game of dealing damage, it’s about a game of control, especially of space and options, and that control is often how you can force your opponent into damaging situations. So when you’re going for an ultra setup, yes, of course the best case scenario involves you damaging the opponent, but that’s not necessarily always your main goal. It can be just as important to make sure that you force your opponent into another bad situation or out of a situation that was bad for you. For example, say you just got knocked down so that you’re about 2/3 of a screen away from the corner, with you now facing the corner. Now say your opponent is rushing at you, but you really don’t have enough life to afford to be able to deal with his mixups. This is a really bad situation for you to be in; your opponent currently has control of the match. But if you throw out an ultra here, you immediately turn the tables. He can’t keep rushing up to you because that means he’ll have to either get hit by or try to block an ultra, so instead he’ll back himself up, thereby not only getting rid of his pressure and control but giving you control, since you’re now safe to set up whatever you want and since the opponent has to corner himself. If you’re close enough to the corner, he might even have to block and you might even get a chance to mix him up before the ultra dissipates. If what you need is for the opponent to back up, then great, the ultra is there for you.

This is a long way of saying that ultra setups are all about controlling the opponent, and what kind of control you want to assert should depend on the situation you’re in. If you’re in a situation like the one above, the most important kind of control is to force the opponent out of a situation that’s good for him and into one that’s bad for him. If you’re in a regular kind of situation, the most important kind of control is the one that forces your opponent to take damage and to have to make plain ol’ guesses to avoid taking more. Cerrtain opponents can escape or hit you out of certain setups, as I’ll talk about in the third post, so you have to tailor your setups and your mixups to make sure that you, and not your opponent, retain control at all times. Make sure you position yourself in such a way that you keep maximum control over as many different options as possible and make sure that you leave open as many options for yourself as you can.

Probably my favorite thing about Sim’s ultra is that it’s almost impossible to waste. Almost every setup almost always pays off in at least one way, whether in damage, in getting you out of a jam, in making your opponent corner himself, or, if nothing else, just getting your opponent to move a full screen away from you, which lets you get to whatever sweet spot position you want to be in. Apart from throwing out ultra randomly from 3/4 of a screen away, getting thrown out of a random ultra, or make some actual mistake like trying antiair ultra to beat a crossup attempt, you pretty much can’t waste the ultra. Obviously you should concentrate on setting up some of these setups more than others, and you should always want to deal damage with the ultra even if your main goal is a positional one. But honestly, almost every time is a good time for an ultra. It’s just that certain times are better than others.

General words about mixups

You have two kinds of mixups in general: high-low and left-right. You get the high-low mixups by doing one of the close/far overheads or a close/far low attack. You get the left-right mixups by teleporting to one side or the other. This works because the opponent always has to block away from where Sim is, and when you teleport, he has to start blocking away from where you end up immediately upon your reappearance, which really can’t be reacted to in time. He can’t be sure which side you’re going to end up on, so he just has to guess which way to block. You can also combine these two kinds of mixups for left-right high-low mixups in the form of teleporting to one side or another with an air fierce or a crouching short. And of course you can also mix the opponent up by varying the timing on any particular one of these things.

Like with most things in Street Fighter, you generally want to minimize the risk to yourself while keeping open as many opportunities for dealing damage as you can. With this in mind, I think a few of Sim’s options start to look a little worse in most situations.

The biggest losers are jumping toward jab and jump back fierce, both of which work great as instant overheads (even instant crossup overhead, in the case of jump toward jab), but which make it so that you can’t try any more shenanigans if you try them once the ultra touches the opponent. In general, if you’re close, I think back+jab overhead is better. If you’re far, the opponent knows you’re going to want to use a crouching jab so you can get multiple mixup attempts, and this combined with the fact that jump back fierce only works from a specific far range means that the far high-low game is kind of weak. In general, teleport shenanigans are probably better. That’s not to say that jumping jab and the far high-low mixup are useless, they’re definitely not. For example, they’re less risky than the other high-low options, so in situations where you need to be off the ground or far away, they’re good options. It’s just that they’re pretty situation-specific.

Unlike jumping jab and fierce, the grounded up close high-low shenanigans let you try 2-4 mixups per ultra, which is awesome. At the same time, they’re also riskier in some situations. Many opponents can literally respond on reaction to your ultra with reversal ex dragon punches, ex flash kicks, ex green hands, lariats, headbutts, 360s, ultras, supers, etc; in other words, in some situations this is basically asking for trouble. Again, this isn’t to say that the up close high-low game is bad, because it isn’t. You really only have to worry about being punished up close if you set the ultra out too late or if your opponent has an invincible grab or something, so you’re safe in lots of cases as long as you wait to start mixing the opponent up after he starts blocking or getting hit (so that if he wants a reversal attack you don’t get hit and can punish it, and if he doesn’t reversal, you can mix him up once he gets caught in the ultra), although you should sometimes hit him beforehand just to keep him honest. You can also try this if you set the ultra out from farther away and then teleport up into high-low games. The up close high-low game is really good if you can set it up because you can get 2-4 chances to mix it up, but again, this is situation-specific.

Probably the most dependable games are the left-right teleport mixups. Teleports can give you 2-3 mixups per ultra and at the same time they’re generally safe. The only situations you have to worry about are where the opponent has an invincible down-charge reversal so that crossing him up doesn’t make a difference in his reversal abilities and where the opponent just correctly guesses which way you’re going to go and does an invincible reversal in that direction. The risk of this can be taken out by making sure that your teleport doesn’t become hittable on its recovery until after the ultra starts touching the opponent.

General words about antiair ultra

Antiair ultra is good. Yes, your opponent’s air attack will still hit you if it’s close enough, but then they’ll get juggled for 200 damage and whatever else you want to juggle with. This almost always comes out in your favor, especially if you’re up on life. The ultra is at its best as an antiair when the opponent comes in a little in front of you or right over your head; it won’t do anything about crossups except get you hit. You should try to time this early so that you don’t risk your opponent recovering on the ground before getting hit and so that you can sometimes escape getting hit by the opponent’s jump in. Watch out for characters who can alter their jump trajectory mid-jump, since they can sometimes get around the ultra on reaction.

Why not just do antiair super, you say? Well if you have both super and ultra ready, depending on your situation it might be better to do antiair ultra, take a hit, then dash forward or mummy and juggle with super for 550 total damage, over half life on most characters. Or, depending on the situation (like if you’re low on life), it might be better to do an invincible antiair super for 350 damage and then set up an ultra on the opponent’s wakeup; this is both safer and gives you the potential for dealing more overall damage, since this way you get to juggle more after the ultra, although it also means you risk not dealing damage on the ultra at all if your opponent blocks it right.

General words about random ultra

Wakeup ultra

Wakeup ultra is alright. Again, although the ultra always comes out, Sim is totally vulnerable to both attacks and throws during the entire ultra startup, and since the ultra takes 11 slowed-down frames to come out, and since the opponent has all day to react to those frames with whatever he wants, doing wakeup ultra can be really unsafe because it can be punished hard on reaction with lots of things. If the opponent stuck an attack out before you started your ultra, it’ll still hit you, but the ultra will hit his recovery for full damage, and if he hit you with something that didn’t knock down and didn’t do much hitstun, you can still recover to juggle him or set up a trap for him once he lands. If he’s close enough to throw and he pressed throw either before the ultra or during its startup, you’re gonna get thrown (since you can’t throw tech here) and the ultra will go right through the opponent because you can’t be hit while throwing.

Basically, wakeup ultra means the opponent can’t try his regular meaty pressure (crouching jab/short or whatever he normally wants). Just the threat of it can keep people off you, and that’s great, because you should really only use it sparingly. You really don’t want to risk getting smacked with an invincible move on reaction, and it sucks to get thrown out of the ultra both damage-wise and because you’ve just 100% wasted an ultra.

Wakeup super is better in some ways because you’re actually invincible for a bit and you’ll hit anything that doesn’t have invincibility against projectiles. You don’t want to bet your super on that kind of situation very often, though, both because you want it for antiairs and combos and because some characters can punish it on block.

Ultra in pressure

There are two types of situations where you can throw an ultra out during pressure: when you’re being pressured, and when you’re pressuring your opponent. Doing it when you’re under pressure is pretty similar to doing it on your wakeup. You want to try to do it when your opponent has an attack out so that he gets hit by the ultra and you don’t want to do it when he might throw, but what you really want is for him to get off your back, whether that be by getting hit with the ultra or by seeing the ultra and moving backwards. Doing it when you’re pressuring your opponent is more about baiting him into getting hit by it. If you think he’s going to try to counter poke you or try some get-off-me move, throw out your ultra. If he did nothing, that’s not a big deal; if he sits and blocks, mix up, and if he moves back, that’s a-ok. If he did a normal, boom, he’ll get hit. If he did something like a dragon punch or whatever, you’ll get hit, but most wakeups will either trade with the ultra or fall back into the ultra, both for full ultra damage. As with all random ultras, be on the lookout for throws and people reacting to your ultra with ultras or other fully invincible forward-moving attacks of their own.


#2

So now that we’ve got a quick overview of your tools and tactics, let’s get into some actual examples of potential setups and mixups. This will still be a more generalized section, just talking about different setups and mixups, how to get them to work, what’s good about them, and what’s bad about them. I’ll try to be really detailed in the first couple setups to explain everything going on, and after that I’ll cut things shorter unless there’s something actually new to talk about.

General setups

Neutral/toward throw, immediate ultra, close high-low mixups
Explanation: This is the classic one. Just throw the opponent right in front of you and do ultra so that you recover just before the opponent gets up. Watch out, though, because this setup is about as escapable and dangerous as it is simple. Every character can pull off invincible reversal special moves to hit you through the ultra and/or escape completely (ie with a teleport or roll), so make sure that the opponent is blocking before starting your mixups. This way, you can punish reversals and do something about most escapes while still getting a chance to mix the opponent up if he tries to block. There are also characters that you shouldn’t even bother with this setup on, like ones with invincible reversal command grabs and back teleports, although in some cases it’s ok if they back teleport if you want them to corner themselves. If you try 2-3 close mixups (like back+jab, slide, slide) and the opponent blocks all of them, you can follow up with something like down-back+forward xx jab flame, back+fierce xx fire/flame, throw, or block.
Benefits: really easy to do, close enough to juggle after
Negatives: everyone can hit you through the ultra as they wake up, some characters can escape entirely

Neutral/toward throw, immediate ultra, left-right teleport mixups
Explanation: Same basic setup as above, but teleporting serves an important function. When you teleport to the other side, you’ll usually cause opponents with side charge reversal moves to lose their charge and opponents with reversal attacks that require side-directional inputs (like dragon punches and ultras) to mess up their command. This is great, because it means that you basically take the option of a reversal invincible wakeup attack away. Note that I say basically, because it’s still possible for them to use side-directional reversals, it’s just that they have to guess correctly exactly where, when, and to which side you’re going to teleport. You should usually want to teleport to the other side because that messes with their inputs the most, but don’t forget to occasionally teleport in front to mix them up. And while characters with teleports can still escape this setup, their teleports are subject to the same side-directional input problem, so teleport tricks make it as hard for them to escape as it is for other characters to reversal attack you. Of course, none of this matters against opponents with down-charge or non-directional reversal attacks like flash kick and lariat; against them, make sure you wait to see what the opponent does before you start your mixups. Again, if your opponent blocks your mixups correctly, you can try the same post-ultra tricks as above.
Benefits: really easy to do, close enough to juggle after
Negatives: doing early teleports is risky against some characters

Neutral/toward throw, dash back, ultra
Explanation: This is like the first setup in that you have to worry about some characters’ reversal attacks and escapes, but there are also some differences here. One is that you don’t have to worry about wakeup invincible throws, since you’re too far away. Another is that characters with back teleports or who get up quickly will teleport or jump back to escape for free, although at least that still means you’re forcing them into the corner or away from you. Another is that you’re taking account of the fact that most characters who can escape your ultra can only escape by moving forward, like Abel with his roll and Sagat with his ultra or ex uppercut, and you’re just as or in some cases more able to punish those characters from a backdash away. Most opponents’ reversal invincible wakeup attacks will just fall harmlessly back into the ultra, provided they didn’t hit you.
Benefits: you can react to potential forward-moving escapes with punishment, still get a couple mixups
Negatives: some characters can escape backwardswas

Back throw, forward slide toward the opponent, ultra, far high-low or left-right teleportmixups
Explanation: This is effectively just like the normal throw into backdash setup, it just starts with a back throw instead. The far high-low and left-right teleport games come with the same risks and payoffs as the far and teleport setups above. Choose between neutral/toward throw and back throw depending on which side of you you want the opponent to be on.
Benefits: you can react to potential forward-moving escapes with punishment, still get a couple mixups
Negatives: only get one chance for jump back fierce, too far to juggle if jump back fierce hits, some characters can escape backwards

Back throw, dash up, ultra, close high-low mixups
Explanation: Same as the classic setup, just starts with a back throw instead.
Benefits: easy to do, get multiple high-low mixups, can juggle after
Negatives: some opponents can escape

Back throw, slide toward the opponent, ultra, immediate teleport up into throw/close high-low
Explanation: Just like the neutral throw, backdash, ultra throw/close-high low setup above.
Benefits: can juggle if it hits
Negatives: not safe against some opponents, some opponents can escape

Yoga flame knockdown, immediate, ultra, far high-low or left-right teleport mixups
Explanation: After you do a yoga flame, which is used most often as a combo ender, short slide up and then do the ultra. By the time you can do anything else, you’ll have just enough time to teleport up to or hit the opponent before the ultra touches him. Note that the opponent can quick rise after a yoga flame knockdown, which means that you have to plan around two potential wakeup timings. Some characters can quick rise really fast and jump away and everyone can vary when they get up, which means that this setup doesn’t work well on some characters (although it still pushes them back) and is a little harder to operate because your opponent can mix up his get-up time. Make sure to wait until the opponent is up and blocking the super before starting your mixups.
Benefits: close enough to juggle if it hits
Negatives: not very safe against some characters, some characters can get away

Opponent cornered

Opponent standing some distance away in the corner, jab yoga fire, ultra, wait for it to touch him, mixups
Explanation: This is a really important setup, one of your best. You can’t always depend on getting a knockdown to start up your ultra shenanigans, so if you have the opponent cornered when you’re somewhere between 3/4 and 1/3 screen away (which is usually where you want to be anyway), here’s a setup that almost guarantees an ultra mixup. Make sure you do this when the opponent is doing something that won’t let him immediately escape, so for example try it when the opponent is jumping backward, crouch blocking if he doesn’t have some down charge move he can use to escape, using a laggy move, etc, and definitely make sure he isn’t jumping out or dashing up as you do it. Most characters can’t use their invincible reversals to get past both the fire and the ultra, and if they start blocking the fire, they’re gonna have to block you and the ultra too. Other characters can get past both the fire and the ultra, but if you block their hit, they’ll get bounced back into the ultra (ie ex Blanka ball), some you can push back in (ie Abel’s ultra), and some will get out and do some chip damage but are totally vulnerable for big punishment after that (ie Chun’s ultra). Some characters can teleport out, but if they do, you’re already sitting at a range where you can punish them. Still others can fly out of there with ex devils reverse or walldives, but again, you can react to these and punish them with jumping strong/roundhouse. This is a sick, sick setup, it’s basically guaranteed that either you’ll get to mix up your opponent and deal chip damage or you’ll get to punish an escape.
Benefits: the opponent is pretty much going to take damage no matter what, you still get a couple mixup attempts, opponent stays cornered
Negatives: pretty much none, this one rocks

Opponent standing some distance away in the corner, jab yoga fire, ultra, start left-right teleport mixups
Explanation: Just like the above setup except you teleport to the other side just before, just as, or just after the yoga fire gets to the opponent. This is probably even stronger against most characters than the above setup. The teleport will totally mess with their reversal attempt, and even if they do an invincible move and hit you after you teleport behind them, because they’re now facing the same direction the ultra is moving, and since the wall in front of them stops them moving forward at all, their reversal is going to stay in the same place and they’re just gonna end up recovering into your ultra. Basically the only characters who can consistently escape this is Dictator because of his ex devils reverse; even the other down charge reversal characters will just land themselves in your ultra in their reversal recovery. Most opponents are gonna know this, so they’ll just block anyway, which lets you start your mixups a little earlier. The reason to just sit back and do far high-low mixups instead of this teleport setup is that sometimes you really want to make sure the opponent stays cornered. After all, if you do this teleport setup and the opponent blocks correctly, oh crap, now you’re cornered by an opponent who’s still really close to you, which is a pretty bad position. Make sure that if they do block, you end with either a back throw or a back+normal xx flame to push them away.
Benefits: inescapable for almost everyone, get a couple mixups, close enough to juggle after
Negatives: don’t do it against Dictator, can leave you in a bad position

Neutral/toward throw, immediate or wait half a beat ultra, teleport into the corner, throw/close high-low
Explanation: If you’re right next to the opponent when he’s fully in the corner, your throw will leave him closer to you than it usually does. You can then vary the timing on your ultra such that it’s a little earlier or a little later than normal. If you do it immediately and you then immediately teleport behind your opponent, it’ll still kinda look the ultra is going to touch him as he wakes up, but in reality it’ll be pretty much all the way off screen and be just past its hitting frames, which means you can get a free throw. If you do it a bit later and then teleport behind him, you can make a regular mixup out of it, but if you hit the opponent once or twice in this situation, he’ll be moved past the ultra and you can throw him. If the opponent does a reversal, he’ll still get hit by the ultra for the same reasons as in the setup above. When the ultra is just off the screen, the game still registers it as being there, so reversals that move forward or have large hitboxes will still power they ways right into it.
Benefits: very ambiguous guessing game for the opponent, get a couple mixup attempts
Negatives: pretty risky against down charge characters

Neutral/toward throw, dash back, ultra, teleport left-right or far high-low mixups
Explanation: If you stay in front, this is like any far midscreen ultra setup except that you can punish characters who could have escaped a far midscreen setup with backward moving teleports because here there’s nowhere for them to back up to; in fact, depending on the exact timing and distance, the ultra can actually hit them out of their teleport recovery frames. If you teleport behind the opponent, this is basically like the above jab fire, ultra, teleport behind setup, with all the same payoffs. Anyone but Dictator who does a reversal wakeup attack when you’re behind them will just end up landing in your ultra. Don’t do this if you want to make sure the opponent stays in the corner.
Benefits: the teleport mixup is inescapable for almost anyone, get a couple mixup opportunities
Negatives: Dictator can escape, could leave you in a bad position

Sim is cornered

Your back is to the corner but you’re not in it yet, back throw, immediate ultra, teleport left-right or far high-low
Explanation: This is effectively just like the neutral throw, dash back, ultra setups above, it just starts with your back to the corner.
Benefits: basically a guaranteed setup on almost everyone, get a couple mixup opportunities
Negatives: iDictator can escape, if you go for teleport you could end up in a bad position

You’re cornered, back throw, dash out, ultra, wait to either punish an escape or mix up with teleport left-right or far high-low
Explanation: This is the same as above, just make sure that you dash back, ie out of the corner, before doing the ultra.
Benefits: basically a guaranteed setup on almost everyone, get a couple mixup opportunities
Negatives: Dictator can escape, if you go for teleport you could end up in a bad position

You’re cornered, back throw, immediate or wait half a beat ultra, teleport into the corner, throw/close high-low
Explanation: This is just like the neutral throw, immediate or wait half a beat, ultra setup above.
Benefits: very ambiguous guessing game for the opponent, get a couple mixup attempts
Negatives: pretty risky against down charge characters

Super setups

Super, immediate ultra
Explanation: This will leave you at a range where you can do far high-low mixups, and of course you can do teleport mixups too. Basically the same setup as any far ultra setup where the opponent can’t quick rise (like after throws).
Benefits: same as any far ultra setup
Negatives: also the same as any far ultra setup

Super, short slide, ultra
Explanation: This is the same situation as above, with the exception that the ultra gets to the opponent a bit faster because you do it from a bit closer. This is the post-super setup of choice against characters who get up quickly.
Benefits: same as any far ultra setup
Negatives: also the same as any far ultra setup

Super, dash toward, ultra
Explanation: This will leave you right next to the opponent. Basically the same setup as any close ultra setup where the opponent can’t quick rise.
Benefits: same as any close ultra setup
Negatives: also the same as any close ultra setup

Antiair

Antiair ultra
Explanation: Just what it sounds like. Only works if the opponent falls in front of or right on top of you, it won’t do anything against crossups. Against characters who can change their jump trajectory in the air, you should wait until it’s obvious that they’re going to land in front or on top of you. Yes, if you do it late you’ll probably get smacked by the opponent’s jump-in, but it’s worth it to make sure you he’s gonna land on it. Against characters who can’t modify their jump arc in the air, do the ultra a little earlier so that you have a chance of hitting the opponent with it before the opponent can hit you with his jumping attack. This beats air attacks that you otherwise have a hard time beating, like Claw’s jumping fierce and Honda’s jumping anything, and you can juggle after it.
Benefits: very good antiair at the right range, can juggle after
Negatives: you risk trading with some jump ins

Antiair back+strong, immediate ultra
Explanation: Antiair the opponent’s jump with back+strong and do the ultra as soon as you recover. How safe this is depends on how high the opponent was when you antiaired him and what options he has on the ground. If he was high in the air, your ultra startup will finish before he can recover and hit you, but if he was low and if he has a quick invincible reversal that can tag you through the ultra, then this isn’t safe. The reasons to use this setup instead of just regular antiair ultra are to get a chance at more damage if you’re near the corner (but not too close to the corner, because then this is never safe) or expect that the opponent won’t quick rise, because back+strong beats certain air attacks high above your head that the ultra won’t touch, or because you can’t afford to risk trading with an air attack and you want to push your opponent backward. If the opponent doesn’t quick rise, wait for the ultra to touch them and then get your mixups just to be safe, and if he does quick rise, watch out for him to just back.
Benefits: can lead to an ultra mixup, can push the opponent backward
Negatives: some characters can hit you out of the ultra with invincible reversal attacks, some characters can easily jump out or otherwise escape

Antiair back+strong xx jab fire, ultra, teleport behind
Explanation: Antiair the opponent’s jump with back+strong canceled into jab yoga fire, then do the ultra as soon as you recover from the the yoga fire. Again, you won’t quite have recovered from the fire by the time the opponent recovers, so characters with quick invincible reversals can go through it and hit you. And you definitely won’t have recovered from the ultra in time, so characters with longer-range invincible reversal attacks can also go through it and hit you. But against characters who can’t go through the fire or can’t otherwise escape, and if this was done early enough or the opponent was hit out of his jump at a high enough point, the opponent will have to block the fire. That’s when you teleport behind them with air back+hp or short slide, forcing them into the ultra for some sweet sweet mixups. If the opponent doesn’t quick rise, the ultra will be on top of him as he wakes up, so watch out for potential reversal attacks, and if he does quick rise, watch out for him to just back.
Benefits: inescapable under some circumstances, can get an ultra mixup out of it, get to juggle if it hits, can push the opponent backward
Negatives: some characters can hit you out of the ultra with invincible reversal attacks, some characters can easily jump out or otherwise escape

Antiair back+roundhouse, immediate ultra
Explanation: This is mostly the same story as the antiair back+strong to ultra setup, albeit not as good. You can’t hit opponents as high out of the air with back+roundhouse, so you know they’re gonna be closer to the ground and therefore be able to recover faster. You also recover from back+roundhouse a little slower than from back+strong, so it’ll take longer for you to get the ultra out. If your opponent has something that moves him forward invincibly, don’t even bother trying this setup. And unlike the back+strong setup, back+roundhouse only beats attacks that will land in front of you, so if you can afford potentially taking a jumping attack, it’s usually better to just try the antiair ultra. So why even mention this? Well, back+roundhouse and back+strong beat different air attacks, so if you need back+roundhouse as an antiair, hey, then that’s what you need. If you can’t afford to risk trading an ultra with the opponent’s jumping attack and you want to push the opponent backward, then do this. And if you’re somewhat near the corner, this is decent way to get some guaranteed damage followed by a potential mixup. If the opponent doesn’t quick rise, watch out for reversal attacks, and if he does quick rise, watch out for him to just back.
Benefits: can lead to an ultra mixup, can push the opponent backward
Negatives: some characters can hit you out of the ultra with invincible reversal attacks, some characters can easily jump out or otherwise escape

Random uses

Wakeup ultra
Explanation: Pretty obvious. This is only good if you think the opponent is gonna meaty you with a normal attack. If you expect a throw, then this isn’t worth doing, because the opponent’s throw will win and he’ll be safe. If your opponent has invincible moves that he can input on reaction to during your very long slowed-down ultra startup, then this isn’t worth doing, because he’ll just hit you out of it. If you expect the opponent to sit there but you really need him to move backwards, then fine, this’ll move him backwards. Like with any random wakeup attack, your opponent should at least know that you’re capable of doing this because he’ll be more cautious on your wakeup if he expects it, but don’t throw it out too often. You don’t really get mixup attempts here, since it’s more like either your opponent tries a meaty attack and gets hit by ultra, tries a throw and throws you, sits there and punishes you, or sits there and backs up.
Benefits: good way to beat meaty attacks, get to juggle if it connects, forces the opponent backward
Negatives: loses to throws and on-reaction invincible attacks

Pressure the opponent, ultra
Explanation: If you’ve been harassing the opponent with close attacks and throws, chances are he’ll eventually try to counterpoke you, and that’s where your ultra comes in. If he tries a normal attack, you might trade, but oh well. If he just sat there blocking, you might have to worry about being countered with an invincible attack.
Benefits: baiting is like a mixup, usually get to juggle after (you can’t if you trade with something like a sweep, obviously), moves the opponent backward
Negatives: not very safe

Block opponent’s pressure, ultra
Explanation: If your opponent just keeps rushing you down, throw out an ultra. You don’t generally have to worry about the opponent doing something invincible on reaction, since he’s probably going to already be pressing some buttons, but you do have to worry that he might have gone for throw. This is a fairly effective get-off-me tool.
Benefits: forces the opponent backward, pretty safe unless the opponent went for throw, get to juggle unless you trade with a knockdown
Negatives: have to worry about throw

Opponent a little distance away but threatening to pounce on you and you need to deal damage, ultra
Explanation: When you’re down in life and the opponent has you in a bad position, you can throw out the ultra and turn the tables. Whatever the opponent wanted to do, he can’t do anymore, so he’ll probably just run away, which is what you want. If this is midscreen, you might even back him into the corner, which is awesome. If he tries to jump at you, you’re probably at a range where you’ll be able to antiair him and put him right in the middle of the ultra, so that’s great for you too. It’s pretty rare that you’ll actually deal any damage with the ultra itself like this, but if you really need a get-off-me move, this is a great option. Watch out for really long-range invincible attacks like certain ultras and ex green hands, because those can get through the ultra on reaction even from some distance away.
Benefits: forces the opponent backward
Negatives: can be punished on reaction by some characters


#3

And here’s a post on how to set up ultras against each different opponent. Different opponents have different responses and options, so you can’t use the same setups against all of them.

Abel

Akuma

Blanka

Boxer/Balrog

Chun

Claw/Vega

Dhalsim

Dictator/Bison

Fuerte

Guile

Honda

Ken

Rufus

Ryu

Sagat

Viper

Zangief

Words about expected damage output in ultras:

The ultra deals 300 damage if it hits the whole way and your normal move openings and follow ups to it deal between 30 and 70 damage, so let’s say a fully landed ultra deals 350 points on average. How often do your mixups lead to ultra? It’s more than 50% of the time, since you have several types of options and the opponent has to guess which exact kind of mixup you’re going for. Let’s say you have a 2/3 success rate. If you land 350 damage 2/3 of the time, then your average damage output is 233.

In a situation where your opponent escapes your ultra and you can punish him, your punishments can range from pretty simple (jumping strong for 60 damage) to solid (back+fierce xx ex flame for 230 damage) to major (super combos in the 400s of damage), and all of them lead to good positioning for you, but let’s say that you can only get back+fierce xx ed flame for 230 damage, a little less than your expected ultra output. That’s still totally fine. Would you have liked more damage? Of course. But you’re not playing for the long run in Street Fighter tournaments, you’re playing for the immediate, so while you’d prefer that your mixup work and the opponent take full ultra damage, getting 230 damage guaranteed is frankly preferable to your opponent sitting still and trying to block your mixup.


#4

Sick thread…


#5

Updated the first two posts a bit. Also, I might need this post to continue some stuff.


#6

Very very well written and in-depth.

Just the way I like my posts :slight_smile:


#7

This post is a thing of beauty. Do you have a website or a place where I can read all of you stuff?


#8

forums dot shoryuken dot com

glad you guys think it’s useful


#9

dude… ‘useful’ is an understatement. If only all character guides were as thorough as this. Well Done man.


#10

where do you find the fortitude and time to write up these guides you should be paid for this shit


#11

I’d contribute to a SUPPORT ULTRA DAVID Fund… Times are tough… got to pay a man for his time. I’d spot a 20! (For real!)


#12

Haha whatever, guys. Really nice of you to say, but this is all free, and I do it as much for myself as for all of you.


#13

Im with everyone here, Im maining Sim and beat down all my friends because of these friends
so thank you!


#14

I came to this topic just out of curiosity and right now I’m seriously thinking of playing Dhalsim.

I’m crying tears of joy, this topic is absolutely amazing. If only there were one like this for every character.

Grats and thanks dude!


#15

Superb thread david. Top notch


#16

Wow thanks for the effort in making this awesome thread


#17

Awesome info. Thanks!

I think my favorite time using Sim’s Ultra was against Abel, who counter Ultra’d right through it, grabbed me, and just as he started the first hits of his ultra, he caught on fire from mine, which ended up KOing him. Both of us were dying laughing.


#18

thanks for the thread. it’s really helping my sim game.


#19

Appreciate the work man. Really helpful stuff.

Your right about it being so hard to waste. Even when i’m just playing casual with friends I throw it out there and it always does something useful.


#20

At least his ultra is not useless, like a Voltorb’s self destruct.