2013 SSF4 A.E. Zangief Change list

I wonder if Red focus will be cancelable like focus attacks from normals and special attacks? If that is possible im thinking Zangief could do a light attack into lp gh - red focus - crumple - U1, or anything else you’d want to do from a crumple. Zangief could become a monster in USF4 more so because of nerfs of all dragon punches being -3 after fadc forward dash and other escaping movesets.

Doesn’t cancelling into a Focus remove the armor? Thusly, isn’t cancelling into Red Focus moot (unless they make it so that Red Focus retains armor even when cancelled into).

What do you think about the rumors about variable wakeup man? I feel like even with all the buffs, that could seriously chop Gief’s balls down.

I think Gief will be fine even with players being able to late wakeup. Since Red focus will crumple at level 1 if you’re able to combo lpgh into red focus you’ll get in so easily with Zangief and it would be so much more worth building meter so that you basically start your mixups just from that.

What is this variable wake up I have been hearing about?

In high level, Gief doesn’t get much off of knockdowns unless it’s a hard knockdown (which he doesn’t get often). Even then, you can’t splash 3 frame DP chars (and some 4-5 framers with non-standard wakeups) and though knees stuffs DP’s, the height that you have to do it means you don’t get any pressure when you land. In fact, you’re in a mixup yourself.

Gief is strongest in the mid-close range, abusing his LP, LK and st.MP and LP SPD. Red focus makes that stronger. I think Gief players will have to really hone their reactions, though. Because he doesn’t have any armor breakers, it seems like he’ll be free to red focus unless you learn to react to it with SPD.

Crumple at lvl 1 will be too good. I already got into the habit of using focus more against problem pokes like Cammy, Chun, Bison st.RH, Blanka slide, Oni f.FP etc. Being able to blow up pokes with an unscaled U1 will be scary. And since we can combo into LP GH now and use both ultras, we won’t really need meter for anything else except an EX GH here or there to check FBs and an EX SPD every once in awhile to check meaties on wakeup.

That’s the exact point. But for some of the cast, having Ultra 2, shuts down their tools. Now unfortunately for them, you also have a 1 frame grab ultra that can be gambled or used as a punish.

Example: Ultra W: Ultra 2 stops poorly timed akuma vortex flips and Ultra 1 can be used to knee o/s MPGH to track the teleport.

I feel in some match-ups, or maybe even with the new system. The End User might decide, if they wanna go 50/50 or all Ultra 2 or 1. Cause I feel, outside of a jump confirm, Ultra 2 is a much larger risk than Ultra 1 - Especially kamikaze U2. For lesser damage pay off and post positioning. At least if they jump back, your safe with Ultra 1.

Ultra 1 is a big damage guess pretty much and I suck so I like to have it. And I’m trash with Ultra 2 despite using it for 2 versions of this game.

In matchups against characters like Sagat i’ll be picking bot ultras to prevent him from doing ex tiger knee and to have him concerned about me being in the air.

Level 3 focus attack keeps it’s armor until it’s inactive, i wonder if red focus will keep the armor effect until it’s inactive too.That attribute would make red focus really good even considering 2 bars consumption.

Wouldn’t FADC-ing a red focus cost a full bar though? this if the red focus itself costs 2 meters.

[quote=“chief713, post:206, topic:157767”]

Those are the ones that will be delayable though. I agree with the rest of your post, we’ll need to get even better footsies and crazy reactions.

It guessing it should if they dont switch it up.

The new delayed wake up mechanic might be problematic for Big Z.

At present command grabs are already are at risk to back dash, neutral jump and reversal. With delayed wakeup, set to be another option in Ultra SF4. It might mean the end to the threat of a grab as they get up? As you can’t just afford go into 50 frames of whiff right in front of them.

It would highly depend on how they implement the delayed wake up. But it should definitely need to have a HEAVY penalty. Just what the “read” is for the need of an opponent to select delayed wake up is my guess. A means to escape ambiguity? Without that penalty, defense becomes brain dead.

I’m frankly not a fan of delayed wakeup, on the sole principle that the attacker after landing the knockdown should be at positional advantage, not neutral.

I would imagine something like, your opponent can’t reversal, and goes into recovery for a set period of time. Perhaps vulnerable to attack for a few frames.

And if they beef up Running Bear Grab, Zangief can hopefully go to town on delayed wakeup. :slight_smile: Maybe, maybe not.

Zangief

LP Banishin Flat is -2 on hit
EX Banishing Flat now knocks down, start-up is 16F
LP Spinning Pile Drive throw range reduced from 1.75 to 1.6

So…these are supposed to be buffs.

Good job Capcom.

aaahahahhahahahaha
so if u get a lp os with lpgh u r in disadvantage (cant do that on gief hawk and 2f supers )
u cant os with EX gh cant combo from EX gh -10dmg on bnbs and in disadvantage !!!
cant play your normal lpspd footsie game
cant punish ex hados and booms like b4
BUT if the opponent is a soto u can knock him down with exgh?? :smiley:
if he is not?? u cant use your ex gh at all ??
perfect :smiley:

Another nerf: Far Standing MP has bigger hurtbox

Hakan looks mighty fun right now.

I’ll be at super arcade to confirm these things because right now Zangief is just a complete mess.

Making lp gh -2 on hit and the logic in mind for making it that way is because he is a grappler and is not using meter is nonsense. Whats up with making moves punishable on hit?

online warriors WIN man :smiley:
OW: plz capcom can u nerf the fuck out of gief ?? i cant beat him
Capcom: Done !