Hey, I don’t know about the rest of you guys but with Yang I can never beat Akuma. I’m afraid to jump cause of shoryukens, hurricane kicks/air hurricanes, and of course he can bypass Yang’s awesome ground game by just jumping around a lot with dive kicks, fireballs etc, and even with parrying you can’t totally stop his air attacks. So what do you guys do to beat Akuma? (I have considered using SA3 to pin him down, or score free damage after a MP, HP, B+HP chain)
imho this match up is so and so, akuma can dish out damage but stuns, yang can t take damage but can stun. i have a friend that picks akuma, most our matches end in like 10 seconds lol
learn to air parry or jump less when he s in distance. i find timing a single air fireball lil trickier than parrying air hurricanes, if your looking to place priority in improving against akuma, work on parrying those 2 air moves since yang kinda needs his jumping to cover ground and later down the road it helps against other jumping multiple hits or timed shizniks. i hate that mofo’s divekicks too(especially cause i have no parry skills), just block them, eventually he ll make a mistake and do one too high towards the head. commonly, akuma players only wanna do that when they re at their ideal space to land around the mid section~shins, and it lands too fast to back up enough and make it whiff, even so its hard to punish with a low move leading to slashes.
jumping RH, while a universal solution, he s too commited, jumping mk is more flexible and can trade with alot of things, but yang will take the bigger chunk against akuma or lose to other shit in his arsenal.
just block and wait, parry and punish or don t let it happen to begin with.
keep your tech/guard right of course, akuma players will try and crack D by grabbing/kara grabbing, sticking out fierce and mk at sweep distance to catch a loose limb after say a close mk or couple crouching lks, etc…
they ll use what you mention for petty damage or to crack D for knockdown/big damage/whatever too. its all about the mix ups, pay attention to details and tech late if you can unless you smell a grab/kara grab coming.
commonly, akuma players like to back up or wait till knock down to use air fireballs so that he s at good distance when he lands(fireball coming downward from the jump would be safest from akuma’s point). if you spot it early, bitch slap that and akuma’s 3 move air attack out the air with whatever since they re likely to be done after the arc of the jump, but spot it first cause its easy to bait/punish loose play like that by doing it earlier or air parrying, this is just a suggestion.
one thing i use to do was teleport at the early point of their jump/air fireball to punish from the other side/landing point, since he s already committed to the air, but this isn t always guaranteed and you can just as easily be doing something else, not to mention if it works, and theres alot of leeway, they won t do it again until later on or something.
SA3 is good if you can knock down often and control where you want them, otherwise “pinning” them down isn t so easy if they re aware of what your looking to do, the meter flashes lol.
you can do it after yang’s chain combo yes, but with only that much damage and what you have to commit to get them where you want on the screen, you can just as easily crack D and serve EX slashes in half the time. it doesn t require anymore/less skills, just different skills, and EX slashes accomadates more commonly to yang players(just wired/tempted to use it).
if you know how to use it, its pretty “free” damage and your in advantage after the ending combo, but if they re good at blocking, by the time you get the opening from doing divekicks/crouching attacks/overheads, the meter will be at less than 40% and the ending combo while STILL damaging, isn t as much as playing around and getting couple EX slashes off.
thats just my opinion of the problems you presented, do what you want.
got any other characters bugging you? maybe i can help.
Hi, just a couple of quick yang question:
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I notice how some yang/yun player can do a cross up dive kick as the opponent is getting up. Can anyone verify if this trick is character specific or does it work on everyone? Also in order to do the crossover should I use fw/rh divekick and what’s the timing cause I also tried to do it and either I end up in front or behind them, I guess I’m doing it too early.
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after a UOH (opponent crouching and got hit) sometimes I can link a cr.fw => slashes, again can someone confirm if it’s chara specific?
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what’s the practical use of the standing mk (The one u can jump cancel and follow up)? currently the only mixup I got is either a) follow with qcf+mk and then maybe a lp to reset and follows b) sj. RH, land and mixup c) sj. mk -> dive kick? Now of course this is applies if the mk hits, but I only manage to get it hit after a parry or some clear openings. I also in some jap video that he can do the hcb+punch flip and then follow up w/ a standing mk and it combos!! Can someone verify this?
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How to do kara hcb+p? and is it practical or not?
Thanks
- character specific, all skinny/wierd characters can t be crossed up in the CORNER while most characters can be, this applies for teleports in the corner as well.
yes- akuma, urien, necro, sean, alex, chun, makoto, 12, ryu, oro, dudely, elena, hugo, ken
no- ibuki, yun, remy, Q, yang
any character can be hit from the opposite side with a cross over divekick anywhere on the screen except the corners, but most require a knockdown to be mildly safe.
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it might be character specific without a knockdown, i d have to check on that.
otherwise i m gonna take a guess and say you connected it after a knockdown. just make sure the UOH hits when they re standing back up(as soon as they would be able to block), if they block down, there should be enough leeway to squeeze crouching lk/lp/mk. -
thats basically the mix ups, use your experience and choose the best options for the situation.
the mk into divekick can be comboed from the close mk, you just press mk later in the super jump.
clarify yourself, what is a “flip”?, do you mean palm into close mk? if so its character specific. chun for example can be juggled with crouching mp/mk into palm on the last hit that would stun her after a ex roll kick, if your walking in close enough for a crouching mp to connect, i m sure you can squeeze a close mk if you walk far enough. chun, elena and Q are the game’s most juggleable characters for yang, after a palm in the corner you can link 2~3 sets of slashes(2 each) without much trouble. -
kara’in far fierce into command isn t too practical, kara throwing with yang isn t really needed. he walks fast enough to have what you need. kara’in close fierce into command sounds good on paper, since it seems like it can be applied like makoto’s lk into command, but since it doesn t come out unless your at crouching lk range, you can easily get grabbed, since its likely you ll be doing them after air resets and knockdowns.
EDIT- i m sleep deprived and pretty stoned so take it with a grain of salt.
one word for yang vs. airfireball : teleport
zing!
A friend of mine uses Akuma like an extension of himself. He always does the evading fireball to try psyche me out. My answer to :qcf: :k: .
Trust me. Teleport requires too much timing. His rolling kick will take Gouki out of the sky