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View Full Version : What are the best strats for defeating slow playing talented turtling fighters?



DomBomb
05-22-2009, 10:34 AM
Mind you these turtles are very good at the game. What is the best way to go about someone who just hangs back. it sounds simple, but these matches are actually very hard for sim to win.

is my only option to master BnB into super combo? and hope that the opponent does jab me to death when i IAT?

MrBuster
05-22-2009, 10:43 AM
Mind you these turtles are very good at the game. What is the best way to go about someone who just hangs back. it sounds simple, but these matches are actually very hard for sim to win.

is my only option to master BnB into super combo? and hope that the opponent does jab me to death when i IAT?

My suggestion is to just chip him with fireballs and just stay back. Once your opponent realizes whats going on, they should open up and come to you. Then start using your zoning.

DomBomb
05-22-2009, 11:07 AM
The fireball chip does work. Do you alternate between light and medium fireballs?

I like to throw mid kick straight punch fireball. That seems to work pretty well. I have almost 7,000 GP, but i still feel like a noob.

Super Phamicom
05-22-2009, 12:52 PM
Turtle against a turtle. If they're going to hang back, starting at the beginning of a round, hang back too. If my opponent picks either Guile, Chun and to a lesser extent Sagat, I try to look for signs of turtling (starting the round walking backwards, spamming fireballs, etc).

If this happens I just start fireballing. Be patient, wait for an opening. Sooner or later the turtler will either come to you, or you'll be able to read the rhythm of their fireballs and be able to time a counter and get a life lead!

Once you're able to get a sizeable life lead (even if it's just 10%) go and turtle. Let them come to you.

Since Sim isn't really great at rushdown type, aggro offense (at least I'm not very good at utilizing him thusly), this might work. If your opponent is especially good at answering your IAT shenanigans, then this might be the way to go...

konkrete
05-22-2009, 02:54 PM
Chip ad stay at long range so your b.HK anti-air will stuff any jump ins. If it's a turtler that has fireballs and you get into a war, FA or yoga tower our throw your own for a bit, and when you know he's going to throw another IAT to bnb. Stick to pokes and neutral jump HP for quick overheads.

lovepig78
05-22-2009, 03:31 PM
turtle harder

sim can win every turtle game

throw one fireball. they block it. dont do anything else but run away and AA them, u win

Jester
05-23-2009, 03:28 PM
also if it's against fireball chars, just bait their defensive fireballs against incoming yoga fires, and hp them in the mouth until they feel like coming out. 2 or 3 fierces to the face will change any turtler's mind, just don't get baited into eating ex fireballs. like lovepig said, sim wins every turtle game period, and the longer they turtle, the more meter you have. also, focus a fireball every now and again. nothing says I love you like a sim with full health, half a meter, and an ultra waiting.

fieldgreen
05-24-2009, 07:25 PM
Jump back quick fierce works great against turtle Guiles.
Just work your way into range, then dance around a Sonic Boom and then hit 'em.
After a few of these, the opponent will come at you.

Dhalsim can win pretty much any turtle match, though dancing around Sagat's Tiger Shots takes practice.

DomBomb
05-25-2009, 02:48 PM
ok now i have another problem. ...........I'm getting jumped on relentlessly. Once i'm on the ground there is nothing i can do. :(

What move do you guys wake up with when you have a guy on top you jumping on you? No time to knee, no time to teleport.

I think i might be done with DHalsim. :(

Iyo is God. How he won a tourney with Dhalsim is beyond my imagination.

I have eight thousand BP

NO ONE i run into is stupid enough to even fall for one BnB combo a match. Crouch and jab. :(

Super Phamicom
05-25-2009, 03:25 PM
ok now i have another problem. ...........I'm getting jumped on relentlessly. Once i'm on the ground there is nothing i can do. :(

What move do you guys wake up with when you have a guy on top you jumping on you? No time to knee, no time to teleport.

I think i might be done with DHalsim. :(

Iyo is God. How he won a tourney with Dhalsim is beyond my imagination.

I have eight thousand BP

NO ONE i run into is stupid enough to even fall for one BnB combo a match. Crouch and jab. :(

Block. Tech throws. Push away with pokes. Seriously.

And smart opponents will not be susceptible to IAT shenanigans. But you don't really need them to win. IAT and BnB is better when setting up a post-knockdown fireball crossup.

And how is this related to turtling?

DomBomb
05-25-2009, 03:50 PM
It's not sorry.

Ofcourse after typing this i beat an aggressive Blanka with 13 thousand BP. (not for championship)

Tao Jones
05-28-2009, 05:01 PM
How do you guys pressure a turtle? When you're behind in life and you have to get in on a guile and inflict damage what are your best options? I generally try yoga tower the sb, or slide under the sb, but as he's constantly charging its really hard to get damage on him even if I get close enough to do so. IAT seems predictable in this situation, I just end up getting flash kicked or if I don't time it perfectly I eat a sonic boom.

KittyConCarnage
05-28-2009, 05:18 PM
How do you guys pressure a turtle? When you're behind in life and you have to get in on a guile and inflict damage what are your best options? I generally try yoga tower the sb, or slide under the sb, but as he's constantly charging its really hard to get damage on him even if I get close enough to do so. IAT seems predictable in this situation, I just end up getting flash kicked or if I don't time it perfectly I eat a sonic boom.

I'll zone just right that if I jump in at him I can hit him with j.HP but his flash kick will miss. If he's throwing out sonic booms try to mk.slide under them to stay zoned and try to connect HP before he releases another one. If he's just waiting for you, fireball+AIT. If you know your AIT is too high to connect the rest I tend to lk.slide xx HP.fireball. The lk.slide seems to stuff his crouching HK or go under sonic booms and flash kick.

Serpentine
05-28-2009, 11:25 PM
Another tactic is to throw out an EX Fire to cancel one of his Booms, then IAT behind him and punish. He'll either block the second hit of the EX Fire or send out another Boom, allowing you to IAT and punish.

Amsalp
05-29-2009, 03:48 PM
Get them into a corner and predict what they're going to do once you are at the middle of the stage. Yoga tower is helpful if you can use it well because they can only have one sonic boom or hadouken on the stage and while it passes by behind you and out of the stage, you have some time to move forward a bit and get in range of punishing their sonic boom or hadouken with fierce punch when they are starting it up. Use yoga fire too and maybe EX yoga fire so that you can close some distance in too, or build up meter if they plan on spamming more projectiles (it'll help you let you do more damage if you plan on teleporting behind them with fierce punch and connecting it with his BnB combo or just regular fierce punch and yoga inferno). The knock down on yoga inferno can help you set up an ultra while they're getting up and teleport behind them or in front of them (or low hitting them).

If you try closing in some distance between you and him to get in range of hitting him with your pokes, be very careful about them jumping towards you and hitting you with a fierce kick or punch because while you are attacking, they can avoid it by jumping towards you and landing a combo that will probably cause knockdown and set them up for cross ups. You want to be in range of hitting them, but at the same time play defensively by moving back once you're in range of any jumping fierce attack and punishing that with B.RH if possible. Against someone like Chun-li or Ryu, you always want to focus on their ultra meter cause while it may be the case you are winning, they can punish you even from across the screen with their ultra and turn the whole match around. That's when you need to not throw out so many pokes to where it get's obvious and be wary about how close you are to them when using yoga fire. If they decide to go more offensive against you and jump towards you, you can always do jumping MP.

Alright I'm done with this long post D:.