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View Full Version : Vs. Akuma Turtlers



rising_player
10-25-2006, 07:03 PM
Man it gets seriously annoying when your using Yang and the person against you happens to be good at turtling with Akuma. I can parry the regular akuma fireballs about 90% of the time on the ground and can parry his special fireball 2/3 of the time on all 3 hits. But then its kinda like I gotta chase Akuma the entire game while the timmer runs out, then I panic to do some damage before the timer runs out and thats when I make a mistake and get supered.

Shit its so damn hard to beat turtling akuma. Can you people give me some strategies on overcomming this? Thanks.

By the way, I have tried doing HK teleport each time akuma does a fireball in air but the freakin lag time is just too much.

subaru84
10-26-2006, 05:14 AM
I'm always struggling to take down a keep-away Akuma as well. On the ground I don't have a problem mostly, but when he takes to the air it gets extremely frustrating. I can't jump up at him, even if I air-parry a Zankuu, he gets an opportunity to close in because he lands first.

It seems all I can do is roll under and score a lucky Senkyuutai then try and drive him into the corner. Even then, one psychic Shoryuken and I'm back to square one.

THEN, when we get into a crouching match, his crouching MP owns everything I have. Hits low, so it beats a jab slash. Beats crouching MK because it's faster. THEN he chains into super, and I'm screwed. I know I can punish a blocked D+HK with EX Tourou, but since when does a proper Shoto player sweep?

CoosCoos
10-26-2006, 09:28 AM
Well, Here's some things that I do against turtle Akumas around here.

First, when he's sitting back throwing fireballs at you, parry one or two of them, and if he throws another, super jump towards then and then lk dive kick, and see what they do. This will either make them whiff something or make them jump backwards, from the turtlers I've faced here, that's what they seem to do, but others may play different, but the point is, watch and see what they do.

Should they whiff, you know what to do. If they jump backwards, keep watching and see what they do, if they throw a fireball on the way up, normally you can super jump after them and tag them with a sj. fp, or lk(maybe mk, depends though) teleport under the fireball. That way, you can close the gap and get within your sweet spot range and go for the mixups.

Also, when you do get in on him and get a knockdown, keep in mind that lots of turtlers will love to wakeup dp/super you. Look for that as well.

If you see a pattern in his ground fireball throwing and stuff, feel free to psychic SA2 on him to go under the fireball and stuff him.

But yeah, that's some stuff I guess. I hope this helps a bit. The key is to basically force the turtler to panic a lot I think.

rising_player
11-03-2006, 08:14 PM
Lol I'm so happy today. The same Akuma player I talk about above where he turtled and beat me well today I went to the arcades and beat him, plus I also beat him by OUT TURTLING him lol. He got so pissed off he said out loud

"So thats how you wanna fucking play it"

After I beat him all 3 round (MY arcade goes up to 3 wins not 2) he left after that. Can't believe I out turtled an akuma player with Yang outta all characters lol. Plus as a bonus it was the same guy who beat me last week and I got the guy pissed off lol, I tech hit every fireball he shot at me :p!!!

De4dEyE
11-04-2006, 01:01 PM
If he's just fullscreen and firing off air fireballs, build meter. Once you have enough, then the next time he jumps back and air fireballs, you can SA2 on reaction. It'll track him, and he'll just take the entire super [which normally isn't a lot of damage, but it's Akuma, so].

rising_player
11-04-2006, 02:12 PM
Well he usually just do 2 full screen fireballs before he starts closing in with that jump in grab Akuma has and sometimes he does that air juggle combo with Akuma.

He isn't a total camper, he just knows how to play really well defensively with Akuma and thats what I had trouble beating him with but he never did full screen fireballs more than 2 times before he started doing something else.

Tomahawk
02-26-2007, 10:07 AM
I'm playin against a pretty good akuma that knows how to rush down pretty well. Anyone have any info or tips on how to deal with that. Due to his range i can't outpoke him. the teleport thing helps a little but it hard to antiair him. wake up game in kinda rediculous because of the srk's and he can kara throw. Im doin okay still but there just seems to be something that i am not doing against him. Any ideas?

GhibliCat
02-26-2007, 12:59 PM
I haven't actually played any akuma players with my yang, but I would suggest doing more uoh and the toward-mk overhead if he starts beating you out with his crouching pokes. Of course, don't overdo it cause you might eat a shoryu. If he does jump-back air fireball, try to do a delayed super-jump to get past the fireball to get in close and hopefully do some damage. Wake-ups are tricky indeed - against shotos, I personally do a neutral jump on wake up and look to air-parry if they do anti-air. If they do nothing, then look for a throw when you land or do a jump-back fierce . If you like to stay grounded on wake-ups, then pace in and out of throw range when they get up and keep yourself ready to block - you should be looking for a whiffed throw-attempt or a blocked shoryu and then punish. Hopefully that helps, I apologize if that's not what you're looking for. I'm not too great at devising strats :sweat: .

Tomahawk
02-26-2007, 05:38 PM
Thanks thats a good idea though on the strat. I usually try to do that but if i am out of throw range he just doesnt do much wake up at all. Also Im kinda in a pinch interms of how he plays with the air fireball and the f,d,df+k setups that akuma has. Its a bad 50/50. I have recently be u/b fp when that happens but still seems not enough. I was wondering how to take the flow of the game away from a rushing shoto that already has the momentum



edit.

Ive kinda figured that I need to play patiently and try to look for more gaps in akumas rushes and also that idea of moving in and out of throw range was golden. Thanks GhibliCat for the "Tip-age".

HarmoNaz
02-28-2007, 06:00 PM
Yang owns Akuma. If you're losing then maybe the Akuma player is just better.

Super jump is your friend. Scares the shit out of Akuma players :wink: