Has his mk buff helped in any of the games you played in ultra? Or is it not really noticeable?
wait you can’t combo ex greenhand now? thats kinda upsetting
I live in Australia! I haven’t played. But from what I’ve read, the buffs to MK are designed to make it less punishable on hit and whiff.
Currently, in 2012 AE, far MK is [7-6-18:-10/-7] = 90 **[startup-active-recovery:frame advantage block/frame advantage hit] = damage
The key info to note is that far MK is -10 on block and -7 on hit, so it is possible to punish Zangief on a successful hit if you can cover that distance fast enough.
In the current Ultra SF4 build, far MK is -3 on hit and -7 on block. We don’t know if that translate to reduction in the 18 recovery frames, or just a tweaking of the opponent’s hit or block stun.
If its a reduction in the 18 recovery frames, then it would be a good buff, in that, the opponent would have less frames to whiff punish your far MK. But you shouldn’t be using it proactively or randomly in footsies anyway. Only as a guaranteed reaction whiff punish. So when far MK is used properly, it is a less useful buff. Only if you face fast ranged moves like Ryu and Chun li’s super would it be noticeable.
You can combo it by cancelling from close MK and close MP, as these moves put the opponent in hit stun long enough, ie, more than 16 frames, for the startup of EXGH to connect.
But if you want to combo it from a light attack, there won’t be enough hit stun, and the opponent can block the follow up EXGH. But you can cancel EXGH from the light attacks. It just won’t combo.
For the most part, you will be using EXGH naked, by itself. Which won’t be easy, although guaranteed against most projectiles if in range.
No combo on ex greenhand and reduced range on spd as well. Wow all of this just seems horrible, They took the character i use to love away, sighs
Character change
I’m watching the Ultra exhibition now from NEC. The more I watch of this game the more I feel that every character is getting better while Gief is becoming shit. I just don’t get it at all. I’m really hating everything about this game now.
I feel they are heading in the wrong direction with the changes to Zangief.
In an attempt to balance his unfavourable match-ups. It’s put all his balanced match-ups, out of balance.
The former LP SPD range was GODLY. The option select light pokes into EXGH, although, without a knockdown, was GODLY. 13 frame EXGH, that counters most projectiles and can be kara-ed was GODLY, These key features, meant Zangief, had in my opinion, some of the best tools in the game, especially tools that can be used SMARTLY and SAFELY. And now, we’ve just lost all those things, all those safe and smart options.
What we have in place is very mediocre, in that, we can no longer play safe and smart, but have to hope to get lucky, and start guessing and taking HUGE risks. Footsie matches which is a fundamental of Street Fighter are now worst.
The main threats coming after hit confirming LPGH, are the opponent’s 3 frame normals, throw or reversals. And it would appear that they have polarized Zangief into two options:
a) Block or b) Ultra 1 or EX AS. Unlike the EXGH game in AE, you can no longer walk back, do a normal or back dash. Back dash loses to 3 frame normal+punish. So again, they’ve taken away some of your smart and safe options, and turned you into a roulette table - a Russian roulette table.
So all regular GH’s have 2 frames less of startup but 2 more frames of recovery, so now we’re at -4 on hit…but worry not! Close lk is special cancelable now!
Fuck this game.
They’re destroying Zangief
I’d rather Gief stay as he is in ae with a fix to his exgh and thats it
Zangief too stronk!!!
Close lk is special cancelable?? Sagat mu is 5-5 now
seriously now… What are they thinking?
I really hope they are at least fixing that thing’s hitstun.
The close lk change is the most useless change I have ever heard.
Wow… I was really expecting some buffs now. What the fudge is going on… This is Ultra Street Fighter IV: Corrupt Edition.
WHy are they so bent on buffing allready good characters like Balrog to the roof, and destroy allready mediocre characters like Zangief compleetly? :s
The cynic says that it is because newbs can’t handle playing or playing against grapplers.
Easy fix… Nerf the damage of SPDS, and make pokes do more dmg, and force Zangief to be used properly even at low levels. Dont overnerf the hell out of hes tools. Besides, why are they then bent on making T.Hawk the most crazy Grappler in terms of randomness?
Couldn’t that be a buff to make the projectiles easier to absorb? I bet they’ve adjusted the move properties so it’s still safe on hit.
I’m sorry but Combofiend is totally clueless when it comes to game mechanics and balance. Yeah, I know he’s not the final decision when it comes to changes but he obviously has some pull on the nerfs and buffs of each character. He’s obviously anti grappler or more specifically anti Gief.
No its a Nerf because of the corner carry that LP Greenhand had after a EX-Hand on hit. So the basicaly one good thing he had going now, the new mobility on greenhand is getting touched. lulz Its proabably still same on hit/block. Who knows what they will do, we have been asking for a more viable character since 2011, and instead we get nothing lol.
What did they do to the gh now?
With a nerf to lp spd the corner carry was perfect. Why would they take that away? Was it me playing against those guys at super in the ultra sf4 tournament even fit for proper analysis for Gief? Makes me feel like i should have sandbagged the hell out of everyone and went 0-2. Then go on to say that Gief is the worse character if thats the ridiculous logic in place. If i say he sucks no one listens but if I say he is good then he’s the best in the game hah.
snake apparently there are new changes on GH from the last build you played
-2f start up and +2 recovery

snake apparently there are new changes on GH from the last build you played
-2f start up and +2 recovery
Well. That just means that as a positioning tool - nothing has changed. Same total number of frames, so if from AE2012 to the build that Snakeeyez played, its still just as fast in total frames. Unless its in reference to AE2012.

Couldn’t that be a buff to make the projectiles easier to absorb? I bet they’ve adjusted the move properties so it’s still safe on hit.
However, what that means, and is probably correctly quoted by Qarl123. Is that with GH you could better absorb a projectile easier, get the GH out on the screen faster, but no more FREE SPD after it. I like the sound of that, you sacrifice momentum for better positioning. Except, I disagree with your safe on hit statement. Two more frames of recovery is bad for safe on hit.
But if Big Z were to GH in to render projectiles useless. He’d be well inside EXGH or kara EXGH range, and projectiles would be useless.
What about a faster greenhand, that is easier to absorb projectiles, but is at negative frames on absorb, and is hugely negative on hit. But you get the old EXGH back - you remember the good old EXGH ?