A-Zangief vs. C/P/S-Rolento

Everyone knows that Dan and Rolento can be OTG’d during a CC, but not everyone knows the situations where it’s possible, and what the max damage is in each case. Maybe someday I’ll put together a vid of all the characters’ OTG combos, but I thought I’d start with Zangief. I’ve been a Zangief user since classic, and although he isn’t a very good character in this game, he’s still my best character. Anyway, these are the combos I’ve come up with. Except for the last one, which involves a dizzy, they are all possible on Dan as well (but you’re more likely to encounter a Rolento than a Dan!). If the opponent is in a groove with Safe Fall, they can escape before being OTG’d.

[LIST=1]
[*]After a Sweep - The standard CC of [360+short, roll]x2, FAB.

[*]After Anti-Air Green Hand - for example, in an anti-crossup situation (as shown). Midscreen, it’s the standard CC given above. In the corner, start with a Fierce SPD, roll in for a Jab SPD, then superjump in for a Roundhouse German (close 360+rh). If there are only 3 hits or less in the combo just before the meter runs out, it’s more damaging to end with a roundhouse German than a super.

[*]Standard Anti-Air - PP (2 hits), Fierce GH, roll twice, 360+rh, roll, FAB.

[*]Green Hand Range - At this range, a German won’t connect. You can do a Running Grab, but the combo will end there. You can sweep and roll in also, but this does more damage: Fierce GH, c.rh, Fierce GH-roll twice, 360+rh, roll, FAB.

[*]Standard Ground CC - d/b forward, s.rh, Fierce GH, d/b roundhouse, Fierce GH, roll twice, 360+rh, roll, FAB.

[*]After Midscreen German - 360+rh, roll, activate, [360+short, roll]x2, FAB.

[*]After Lariat (near corner) - Splash, c.short, PP (hold toward), activate, 360+jab, roll, 360+fierce, roll, FAB.

[*]After Running Grab (corner) - 360+rh, roll, activate, 360+jab, roll, 360+fierce, superjump towards, 360+rh.

[*]**After SPD (corner) **- 360+fierce, roll, activate, 360+jab, roll, 360+fierce, superjump towards, 360+rh.

[*]After a Sweep (corner) - d/b roundhouse, activate, close s.rh, Fierce GH x5, mash PP, jump in, FAB.

[*]After Dizzy Combo - jump straight up, up+fierce, d/b forward-Fierce GH (dizzies), walk in, jump straight up, neutral fierce, d/b roundhouse, walk in, activate, [360+short, roll]x2, FAB.
[/LIST]

Check [media=youtube]H05glGu6BhY[/media] for a visual.

cool

Nice Gief!!