I’m having an incredibly tough time dealing with Zangief’s cross up splash as well. Once he gets me into a corner, it’s pretty much over with the damn jabs and EX green hand (passes through yoga fire). Sometimes I can B. MP anti air the splash but once the jabs start coming out it’s over. That and the tick-air knee into SPD is frustrating as well.
You want to keep away with Dhalsim’s long range pokes (I feel like I need a better term for those <.<) and also use yoga fires. At the same time, you don’t want to be backing close into a corner so when he starts trying to get close to you with jumps, teleport behind him and get away.
Don’t bother with yoga fire if you’re mid-range or up-close. If you happen to be next to him after EX green hand or a light jab green hand (not blocked or hit by), you want to jump away cause he can easily grab you with lp piledriver which still does a lot of damage (piledriver has more range than you’d think it’d have). At mid-distance where he’s jumping at you with any air, Yoga knee is your best friend and will shut down all of Zangiefs aerial attacks (body splash, fierce kick, etc).
Do not attack him while you’re in the air too much cause lariat will most of the time hit your limbs and don’t teleport behind him unless it’s really necessary (like when you’re in the corner when he’s down or when he’s high in midair). Put some pressure on him on the ground with those long range jabs (MP, MK, HK, FP) and alternate between those. Medium jabs have slightly shorter range than fierce jabs, but come out faster.
Cross up splashes can be annoying, you’re better off blocking the first hit and air teleporting away. But you gotta guess whether he’ll lariat or try to grab you after. Note he can’t grab you if you’re in block stun or hit stun. Controlling the playing field is very important and a matter of winning or losing so don’t give him a chance to corner you or get up close to you. Most of the time they’ll start the match off with a green hand so you can easily punish that if you jump back and attack at the start.
Thanks!
Yes I know some of my early mistakes was trying for a random IAT BnB combo, but anytime I did a IAT; I got lariat’d. Or if I was jumping back it was natural instinct to hit FP which would get slammed by gief’s lariat again.
I definitely need to practice my offensive game against zangief and trying to beat him with mostly normals moves. Feels like whenever I play a good gief player I’m always on the defensive.
Are there any moves that can beat gief’s jabs from close range?
The gief I play against stays far away enough for my mk slide > throw to not work; or his jabs beat the throw I think.
slides will get you spd’d before you can throw. you wont beat jabs after a xup splash.
also, don’t underestimate yoga tower. goes through spds, green hands and all the other low attacks.
You guys gotta be careful with mk slide, unless you hit at the tip of it, you’re disadvantaged on hit or block.
Random useful tip v gief, b rh on the ground beats lariats from right outside lariat hitbox. As long as lariat isn’t in your face you can b rh it from a comfortable distance and it will win clean against annoying gief that tries to spam lariats midscreen or closer as long as the lariat isnt actually touching you.
Oh yeah I want to revise what I said about jump rh jump b+rh vs lariats, I said it beat them 100 percent which isn’t true. If you try to hit lariats in the center of it the hitbox will stuff u every time…so yeah try to space yourself outside that range and you should be ok. My main problem in this fight is random preemptive j. Fwd which is hard to antiair but possible if youre aware.
I think my probelm when facing a Balrog player is the consistency on staying in Sim’s long range strategy. What this means is that I do well for like 20 secs keeping rog away but then out of nowhere Balrog would get near by jumping forward when I do S+FP and scores a knockdown. Then it turns into Balrogs game plan - Stay near opponent and punish with C+Lp, C+Lp, C+Lk, Buffalo HeadButt then Ultra. I also find if you try to IAT to score a hit Rog can just Lp or C+Lp and hit you out of it! So far B+Strong and J+Back Strong works well if you IAT but other than that I think it’s best to try and stick to what Dhalsim does effectively to win - Poke and Yoga fire long range : /
i used to have a very tough time vs boxer as once he builds up his meter, he can ex punch the lights out of you and close the distance; however, with mixing up teleporting backwards to bait his rushing punches, and lp-yoga fires from max distance w/ slides/FP, i am able to hold my ground, and even push him back. you do this enough, and he stops bk-dw charging his headbutt, and then you can start mixing up teleporting behind him. and once he uses up his ex-meter, you can mix-up yoga fires w/ teleporting forward and back to keep him honest.
once he gets close though, you need good knowledge of his block strings, and try not to get nailed by his jabs and headbutts into super/ultra, and the moment you have a chance slide/teleport behind, and then teleport back KKK again to reclaim your distance. again, using your ultra to give you space vs. actual damage can be equally effective.
i also find baiting his headbutt and retaliating w/ a simple HP-HP link will usually deter future headbutt spamming and give you more room to breathe. after that, it’s all about who can execute better.
chun kept stuffing my b.rh with her j.rh. im not sure if im timing it wrong but i decided not to try try it anymore. usually when i go against gief i just do lp fire to delayed hp/cr.hp until they jump and i usually get b.rh on them clean. ever since i started to do the knee more ive been winning almost all of my gief matchups. the only problem that i seem to have is once he has ex stocked and i get scared of ex hand. im not quite sure how to get gief away from me once im in the corner because my teleport will usually get whored out by a lariat. is there a safer way out?
EX hand is actually punishable, though not as much as his other hand moves. Just block it or avoid getting hit by it since it has knockdown (I think if I remember correctly) and you should be fine. It’s pretty common for Zangiefs to get close up to you with Green hand and then piledriver you so you’re better off just jumping away. If you have an ultra set up, use it, it’ll help you get out of a corner, but be quick about it and don’t get grabbed, even if he blocks it you’ll have time to IAT after.
Balrog is pretty annoying for a match up. I’ll just say always start the match off blocking cause head-butt will pretty much almost always hit your limbs or any attacks you through at him (It goes through all fireballs including catastrophe). MP comes out fast so mix between that and FP (maybe even MK), and have fireballs out if you expect him to EX charge punch you low or whatever and just stop them with yoga fire + FP/MP. Block low most of the time too since he can trip you pretty quickly and safely with crouching fierce kick (which is a punch :x) and just block high when you see he’s going to use a charge attack that hits high (that one move where he punches the ground) or when he’s jumping fierce kicking you.
make sure when your fighting boxer at the distance of course, throw out a yoga fire, do a c.hp following the yoga fire, his rush punches cant get you,
or you can throw out a yoga fire at 3/4’s of the screen and do a yoga tower after that since most of the time boxer will try to ex rush punch or do that sway punch that evades the fireballs, the punches will go through the yoga tower since low and mid attacks or even grabs go dont affect it, when boxer’s rush punch does miss through the yoga tower either grab or do a quck b.mk to yoga inferno, or anything after that. thats what i mostly do though, and seems to work, depending on what kind of boxer style. some turtle alot and some are aggressive.
[media=youtube]hN2MJ03sHsQ[/media]
oh how i love that back b.mk :lovin:, very nice sim keep away.
Need Claw and Blanka help. Claw does his usual thing, long range pokes, crossup Claws, Izuna Drops etc. Ive been trying to AA on reaction with b.MP but I trade a lot and I dont think thats a good thing for Sim.
Blanka has his annoying slide that goes under EVERYTHING and stays out longer than it should. It seems safe on block too? I know I can do a st.HP if I block his ball, but if he does the crossup one (EX, controls path) I have no idea what to do. Everything either trades or gets beaten by that.
Oh yeah, Geif and Honda up close, tick throw bonanza. Any ideas?
the claw i still havent figured out yet, I feellike im still guessing the entire time
blanka i think can be beat as long as you have the distances right. REALLY watch the distance of the slide and make sure your out of range. if so just fb and standard fp all day. if he ever goes for mix ups like cross up rainbow balls teleport across screen or quick teleport nuetral air RH beats alot and makes it so u never have to guess
I find teleport to work best against claw’s wall dive. I used to do mk slide underneath and then punish with HP, but once they start seeing you do that, they control the dive to land where you end up sliding. So it becomes a guessing game.
So now I just wait til they come off the wall, then do a quick IAT and am usually within range to punish as well. Worst case scenario seems to be we both miss.
Blanka is a tough matchup for me. You pretty much negate their rolling ball because you can punish with HP everytime, but you gotta watch the jumping back in the air because they’ll get you with the high ball everytime. What seems to work best for me is simply keep spitting out lp fireballs trying to catch them with something as they jump over or hoping they land on one or three of them. If they try to cross up or do the EX ball in the air where they can control the side it hits on, I teleport out of there. Still a tough matchup for me overall.
One thing I did notice during one match with an especially aggressive Blanka who stalked me everywhere…as I would jump back in the air, I will usually put out a HP on my way down (common tactic). This blanka would slide underneath my HP and catch me landing everytime. I realized that if I didn’t push HP until I was almost about to hit the ground, i would catch his slide every single time…that put a stop to that.
what about dictator? anything against him? I have trouble with his head stomp and scissor kick string, I can’t mount an effective offense against him ever.
b.mp works great againts regular headstomps. I don’t know what to tell you about the scissor kicks. I finally learned that b+s.lk will stuff any scissor kick follow up, and the first match I tried it the clown would just wait and then scissor kick again. He basically chipped me to death with that $hit. Offensively, jumping mp works well.