Yeah come to think of it. All ultras should have vulnerability either on startup or recovery. Hopefully they add it to the startup. Least I’ve seen it can be command grabbed if she doesn’t jump.
I have seen a gief sweep her in between the “balls” before though. LOL
Check it ? once you have the meter for U2, the last thing you should worry about is hitting your opponent with it.
If your opponent doesn’t get hit with U2, that means he’s not putting himself in the air. If he’s not putting himself in the air, then that means U2 is keeping him grounded. If U2 is keeping him grounded, then it has already done its job.
I think this was the logic behind Vance choosing U2 versus Ricky at EVO. He obviously used it to counter wakeup SBK, but the most useful thing about U2 is that it kept Ricky grounded (and cornered). The same idea applies to any matchup where your opponent has a strong air game.
No one argued the use of u2 vs chun so that’s a bad example.
As for “strong air game” chun has a great air to air game but Gief shouldn’t be jumping unless its a good read at point blank anyway and u2 isn’t that useful for going air to air either because of it’s hitbox, range etc.
I like that I’m telling people, “U2 is good for keeping your opponent grounded,” and the only responses I’m getting are, “I don’t get what you’re saying, but U2 is still useless because no one falls for it.” You guys, this game is a lot deeper than that. I also like how the only way U2 gets credit is if people see Vance use it. Yes, Vance is the only high-level Gief player that we can learn from now, but that doesn’t mean you should stop thinking for yourselves.
That’s ture. We should always keep thinking. Here is my thought to U2:U1 is better in offencive setup but U2 is a exellent tool in defencive setups.
If you played some top level vipers, akumas, el furtes and ibukis. You may find they are so fast, tricky and always at a good place where you have very few chance to spd them. And gief has a lot of problems to against their mixups from air.(for example, Vance can not handle that aggresive Akuma in EVO at all) In this situation, U2 is a good choice. I belive if Vance picked U2 in that match, He should had good chance to beat that akuma. more ever, you can use it in jumpins. but this move requirs you have very strong mind reading skills.
In all, there is no a fixed rule, you should change your tactics depending on different situations and different opponents
Speaking of thinking and changing your tactics for different situations, one setup I’ve been experimenting with in Training Mode is walking U2. The input for it is similar to that of walk U1 (better known as walk 720), except you’re hitting 3K some time during the pre-jump frames.
For those of you who already buffering U2 immediately during blockstrings to hit opponents avoiding tick SPD by holding up, this is similar to that very setup. However, like walk U1, I think walk U2 is a great way to verify whether or not your opponent is holding up to avoid tick SPD…
For example, with walk U1, you can avoid wasting ultra meter on someone jumping by not hitting 3P after your walk. Like walk U1, with walk U2 you can avoid wasting meter on someone not jumping by not hitting 3K after your walk.
Note that the walk itself could be used to bait your opponent into jumping. I came up with this idea while attempting walk U1 on Lamerboi in the corner. Because he already knew about that setup, being training partners with Vance, his reaction to my walk was to immediately jump. But, if I had chosen U2, he would’ve had to guess between walk SPD or walk U2 (to jump or not to jump).
Like I said, this is something I’m only experimenting with at the time.
Im on the same page as you where not people don’t look behind the best Zangiefs ever to find new strats out. This goes for any character though, its like if you didn’t have some highlight clip from nationals it doesn’t matter. We all gotta be thinking outside the box.
I think actually, both sides of the argument are correct people do hold that UP expecting a tick. But on the other side, wiffing U1 is alot more safe than wiffing U2. Sure, you will keep your opponent grounded by just having U2. This means a whole lot to some matchups other than the obvious U2 choices (chunli, ibuki, ect…).
What wutong is saying I agree with, but U1 is great at both offensive and defensive, as im sure he knows this. U2 is ONLY defensive, so defensive that people will not even jump to avoid this. My thing is, I WANT people to jump.
Walking U2 will be like crazy ass shit if you psych and pull that off on someone. But if you miss it is going to be ultimate fail and big punishment. When the the hitbox for U2 changes with the arcade updates this all could change though. U2 is supposedly getting a big range buff.
In short. I think U2 presence in a match is actually more damaging than U2 itself. You have no idea how much i respect out of the box thinking such as this, even if it isn’t 100% safe, I like that shit. I think the % of landing the walking U2 would be much higher than walking U1 since you are just reacting to their up jump frames. This is also limiting you though as (obviously) your op has to jump either forward or neutral for you to land. But it seems so logical that U1 is the better decision since you can punish mistakes with force rather than just another SPD.
This is where U2 trumps over U1, especially in the corner. I suppose a good counter-argument to this would be, “Well, why not use headbutt to lock your opponent down instead?” Then again, headbutt is not hit invincible in the air like U2 is.
Which is exactly why I came up with walk U2 to begin with. Eventually, once I have this technique down, I hope the walk right before U2 should give me enough time to see whether or not my opponent is jumping. Hopefully, the hitbox or angle of the move will be wide enough to hit opponents jumping back center-stage and not just the corner.
hello guys, i have been lurking around the gief forums for a little while now. I’m not good at all . Please tell me if U2 is good for every match up thanks
Will it activate if 3K is pressed during the actual pre-jump frames (I think Zangief has 6 pre-jump frames, not sure)? Or do those frames have to pass and 3K has to be pressed on an actual airborne frame? I was under the impression that it had to be done on an airborne frame, but I must admit I’ve never actually tested it well.
aye…similar thinking…I LIKE people jumping…its FREE DAMAGE. If I force the opponent into an all out ground game, I’m stuck dealing with hado spam, and long range pokes/footsies. Jumping is free damage and a position ‘buff’ for me. The only situations where I’ve found U2 to be useful in ‘theory’ are too damn psychic for my taste and as you pointed out - that can lead to SERIOUS punishment and the inability toi effectively use it the rest of the match.
I’m still in the camp that U2 won’t be really useful until it can grab grounded as well…
The Chun-Li matches are brutal… tips? What am I doing wrong? Sky is one of the best Chuns in Europe and whips me like this every time I play him in the arcade or online.
To beat a good chunli , cr lk is almost your only tool.
cr lp just doesnt work. its range much shorter and it is slow.
and whenever you splash hit a chunli 80% they are in crouch status,becuase they are trying ex bird kick
sky vs zangief in shanhai, (may need some time buffering)
I don’t think cr lk is a tool, it is 4 frames, chun’s is 3. chun-li players spam cr lk into legs into ultra 2 now so cr lk is almost out of the question!
facing solid chuns is a total nightmare. it’s like all her normals were made specifically to shut down geif. cr.mp is a great aa against her though and i try baiting ex-sbk’s and landing late headbutts to get her stunned. brutal matchup imo.
That…is assuming that Gief and Chun hit low short at the same time. Her short starts up faster and is chainable, but like anything else, it is still punishable on whiff. Moreover, you can still beat and punish her standing roundhouse with low short, even if it has crazy range.
So here is Vance doing what he does best, fucking bad matchups in the rear.
[media=youtube]osqxWZkskVk[/media]
For the life of me I can’t understand how he is able to mind fuck someone so bad that they don’t do ex bird on wake up to breakup the cross up splash. I just don’t get it. You got like nothing to lose once you see Gief hoping over you.
And also notice this is a pretty dam good Chun. She did not use s.hk unless it was close range. From mid range Gief could’ve then cr.lk O_S.
And I also don’t get why people don’t jump more on their wake up against Gief? You’ll eat 100hp from the splash, but then at least you’ll be out.