A-Zangief - Breakdown of Moves

Standing Normals

   Jab - Nice anti-air against P and K, for when they're looking to parry/JD your RC Lariat.

Strong - Can be good for footsies, an/or when a quick standing poke is needed and fierce is too slow. 

Fierce - Use to pre-empt jumps, and to trade with fireballs. After blocking a Blanka Ball high, this is the only thing that you can retaliate with, outside of the corner. 

 Short - THE anti-sweep move. Also use to tick into SPDs/Germans.

Forward - Probably your main footsie.

Roundhouse - Good for when Dhalsim teleports high. Otherwise, only used in CCs.

Crouching Normals

   Jab - Rapid-fire combos. Also good for ticks - you can connect a Jab SPD after 3 blocked c.jabs.

Strong - Far anti-air (good against Sagat's jump-ins) and when the opponent is doing a straight-up jump in front of you.

Fierce - Surprisingly good for footsies, if the opponent doesn't have a damaging super/CC to retaliate with. Also good as a meaty.

 Short - Good tick. Against Chang, hits Choi when he comes on the ground. Also good for comboing into Punch Lariat.

Forward - Fair long poke.
(d/b+forward) Can combo into Fierce Green Hand from this.

Roundhouse - Far sweep.
(d/b+roundhouse) Good meaty. In corner, sets up a CC.

Jumping Normals

   Jab - Best air-to-air move, used after they jump.

Strong - Surprisingly long reach. Great for when jumping over fireballs.

Fierce - Longest reach. 

(d+fierce) Crossup. Possibly best jumpin for combo purposes.
(straight up jump, neutral) When jumping straight up over fireballs, esp. air fbs.
(straight up jump, hold up) Does a ton of dizzy. Good air-to-air.

 Short - Used early, good for air-to-air if you jump first.

Forward - Never used.
(d+forward) Good jumpin for combo purposes, esp. combined with a strong footsie game. When in s.forward range, this is the best move to jump in with. Also good against Dhalsim, when jumping over fbs.

Roundhouse - Against an opponent getting up, crossing up with this hits them if they try to jump back. If they don’t, land with a Geman.

Specials

Spinning Piledriver - Learn the ranges. Jab grabs farthest, Fierce does the most damage. Set up with empty jumps, ticks, dashes, and rolls.

  German Suplex - Great for grabbing them on their wakeup, anytime they are at point-blank range.

   Running Grab - Long-range, on their wakeup. Also good after a blocked j.fierce, an airblocked j.jab/short. RC through pokes, fbs.

     Green Hand - Anti-fireball. Whiff Jab versions to build meter. Good as a pseudo-poke when RC'd. Also used in CCs.

   Punch Lariat - RC for one of the best anti-airs in the game. Beats almost all of Sagat's moves, Honda Headbutts, Balrog's Rushes/Uppercuts, Blanka's c.fierce, other moves that hit  mid.

    Kick Lariat - Hits low-hitting moves. Great against Cammy's Drills. Use to bait counters when the opponent is looking for Punch

Lariats.

Supers

Final Atomic Buster - Set up with empty jumps, ticks, dashes, and rolls. Grabs farther and faster than SPDs/Germans.

       Air Grab - CC ender. As a parlor trick, use after a parried/JD'd s.jab.

Cheers man, really good info

Ive seen videos where he comboc his CC throws. Like one after another and it registers as a combo. Hows that done btw? Ive also seen it with yamazaki and Vice with their CC command grabs.

that can only be done to rolento and dan

where’s the D.A.I avatar :sad:?

I"m a big fan of your combo and yoru tournament vids Ghettogief :slight_smile:

Gunter ftw.

I"m now aware of how Gief works in A groove…plenty of high power moves he can do.

Bump.http://forums.shoryuken.com/showthread.php?t=144165

I made my decision… I’m playing A- Grief.