Latest Gief video. This one is just for funzies. Resets and other nonsense
That Zangief played great - very patient, rarely went HAM.
I feel that these Zangief’s are losing the match against Rose, because of a lack of match up knowledge. Especially her F+HK and throw/close MK mix up. I feel adding PPP Lariat + Throw Tech should fix those shenanigans. Obviously, Rose can re-counter with block when she’s presented with the throw/close MK mix up. The close MK is completely unthrowable, but has 7 frames start-up, so not particularly fast. But most likely fast enough to stop KKK Lariat + Throw Tech.
You can sense the desperation in Luffy, in the last match. When he starts going ham, changing gears as a final ultimatum. For example, Luffy got away with too much abuse of F+HK, which Zangief can counter with L1 FA or counter hit with cr.lp or cr.lk xx LPGH o/s.
Played some games against a rose. Had a lot of trouble getting in. Can I get some critique?
0.23: At that range, always be on the look out for Far HK or F+HK. Pre-empt primarily with o/s cr.lp or st.lp xx LPGH, or back off and whiff punish with Far MP or far MK. You can also use L1 FA.
0.24: Her slide when spaced is well is about EVEN on block. She could have got you with her 3 frame cr.lp xx Soul Spiral. Watch out. And you definitely don’t want to use far MP which is more vulnerable.
0.25. You should attempt the footsie combo. Far MP. St.lk xx LPGH.
0.30 Missed the standing o/s st.lpxx LPGH – That was your ticket in!
0.31: Again, going for that far MP after the blocked slide. Clearly rose doesn’t respect your SPD.
0.32 Missed whiff punish opportunity. Suggested st.lkxxLPGH or SPD
0.38: After cr.lp, you should attempt a link into st.lk, confirm xxLPGH
0.38: Accidental EXGH?
0.40: Can’t throw out FA or FA absorb dash against ANYTHING. You have to confirm fireball, Far HK or F+HK. It’s impractical against her slide, when spaced well to make it safer.
0.55: Can’t really do much. You don’t want to waste an EXGH just to land LP or MP SPD. Jumping forward into a late Superman HP, straight after the Ultra pause is my recommendation. You might be able to land a Jump HP. LPGH. Aim for her extended hand area.
0.64: Gotta be realistic. They have 50% HP and you have ZERO. I suggest, you cut your loses. Keep away with back jumps and neutral jumps, and try to live for as long as you can, and build meter with KKK Lariat. It’s hard to comeback with no margin for error.
1:15. Accidental cr.mp?
1:21: After the far cr.hk, jump forward immediately with late HP or late HK o/s MPGH to catch back dash. Go into cr.lk or cr.lp pressure on block of the jumping. Look for the technical for delayed wakeup.
1.23: Please explain this random EXGH
1.27: Missed combo: Far MP. St.lk xx LPGH
1:32: Missed anti-air PPP Lariat
1:37 The hit stun on the Jumping HP is quite long, and can allow you to confirm after ONE hit. I would recommend these combos. Jumping HP into cr.HK, or Jumping HP. cl.MK. cr.lk xx LPGH, or end with cr.MKxxLPGH. Note: The use of jumping HP here is inappropriate. You want to use, either MK or MP, the two faster jump attacks.
1:39 Dropped link combo. Also try not to end combos with EXGH. Because you need it for Rose’s fireballs.
Recommendations:
- Study the facing of Rose’s HK and F+HK
- Learn o/s st.lp or cr.lp xx LPGH
- Learn far MP. st.lk xx LPGH
- Stop random EXGH
- Learn anti-air PPP Lariat
- Learn how to use jumping HP. And the combos that lead from it. Namely. into LPGH, into st.lkxxLPGH, cr.HK etc
- Practice hit confirm combo into LPGH
I’d have to agree with Evansgambit.
I also might add that trying to spam standing MP isn’t the best practice. Pick your spots, and mix in other pokes.
Thanks a ton!
Definitely gonna cut down stop the random ex gh’s and practice my links!
fight starts at 3:45, not sure what happen in round 2 as my U2 whiff
You did it in the correct zone, should connect unless there’s overlap of invincibility.
Yup, U2’s move class is: Throw type. Sadly, because of this, we can never Lariat FADC into U2!
And Balrog’s Headbutt has throw invincibility:
LP Headbutt: Frame 1-18
MP Headbutt: Frame 1-20
HP Headbutt: Frame 1-22
It also has 7, 8 or 9 frames of strike invincibility and 18, 20 and 22 frames of projectile invincibility
You are descending rapidly, so you can’t catch before the throw invincible frames where off. And if you do it at the jump apex, you can steer across and float and grab him. But Balrog won’t commit before the ultra pause.
Most Zangief’s go to U1 in this match up. I only see U2 being viable after EXGH or SPD-LPGH or SPD-MPGH if Balrog jumps, back dashes or any headbutt. So you fly upwards.
Also, you need to learn cr.lp xx EXGH or cr.lp xx LPGH, to stop Balrog’s Far HP/Far HK pokes, and rush punches.
Helping entry level players do USF4 Trials or anyone who wants to defend mother Russia!
I do more than just Zangief on my channel but I hope this helps!!
[quote=“LiangHuBBB, post:1311, topic:54422”]
[/quote]Just wondering. Is it normal for them to counter pick when they fight Zangief? Or does this guy, actually use Guile?
I just think its disgusting, in a sense, that Rufus’s best strategy against Zangief is to pick Chun Li. I would like to think that using Chun Li is not Rufus’s best strategy.
Just means that we have to double our efforts.
Itazan used some good tech in this match, and that’s the very early knee drop to stuff Guile’s everything.
Cantona vs Eita winners final from the Night Mixup of Saturday
Akuma looks really really hard on this patch, as you can see rushdown Akuma can work very well against gief as he has a lot of damage potential and ambiguous crossups against him. I think akuma can play lame and runaway but switch to agressive mode at any point and kill zangief in 2-3 mixups even if he takes moderate risks.
I like to see cantona still playing tho, one of my favourites gief and the one that got me to play the character. His style is really really good imo!
Here is one of the matches I had this past weekend at a local tournament. Please critique it.I didn’t apply os counterpokes at all and that’s what bugs me the most. Before grand finals, the rose player and I had already played in bracket and he beat me, so immediately afterward I practiced on a free station in training mode counterpoking the startup of roundhouse/piede with cr. jab into ex gh,but I ended up kind of…not using it at all. It was like that in several other matches I had back-to-back leading up to GF as well. I was so nervous that some things I practice on all the time or commit to memory evade my mind. I feel like the main reasons I managed to win this was A.) the rose player’s inability to properly punish notable things ( PPP lariat whiffs) B.) because I play with this person constantly, I know that they like to throw on wake up no matter what and can’t really be conditioned to do otherwise, so I got an overwhelming amount of damage from fierce spd and C.) The crowd was overwhelmingly on my side. The loud guy behind me is a very good t hawk from a neighboring state who didn’t make it in time for the tournament, but wanted to support a fellow grappler.
Does anyone know how to best handle Rose’s soul spark/U1 trap? This is single-handedly the most frustrating thing to deal with from a non-sagat character for me personally. I familiar enough with it that I sort of know where it’s okay to jump over the fireball, but other times, like at least once in this set, I jumped at what looked like an okay distance before the U1 went off and still got grabbed.
Ultra selection: I’d probably go U1. U2 is OK after EXGH if you know your opponent, or they don’t respect the instant U2.
Match 1:
1:04: Far LK? Don’t know if they would work. We can probably rule out LK xx LPGH, as it won’t reach. No meter for EXGH. Follow up link with LK or MP. To counter poke Rose’s F+HK, use Far MP or Far LP.
You are outside range, but if you are closer, you can try Standing LP xx LPGH.
1:27: Good hit confirm off of the jump in. You used the ideal combo: cr.LP xx cr.LK. cr.LK. far LK xx EXGH. But I would prefer you dropped the far LK, make it a 3 hit string, so you can get the regular throw or FPB after EXGH.
As played, you were lucky the regular throw didn’t whiff. You had them in the corner, so using a 4 hit string and ending with LPGH to conserve the EX, would also be a solid option.
1:28: You could attempt an extended LP SPD after the throw tech, say saying.
1:32: Sometimes its good to throw out standing or crouching jab xx LPGH o/s when your inside range of Rose’s F+HK.
1:47: Missed block or counter poke opportunity. Looks like F+HK, is Rose’s go to poke.
2:06: Missed combo opportunity from jumping HP superman. At that range, the combo you need is. Jumping HP. LPGH.
2:39: random LPGH isn’t effective. Needs to be timed as a whiff punish or positioning after their whiff.
2:57: Nice lucky jump in. And good hit confirm combo. Given the scenario, I would rule out FPB/AS. Who knows, maybe you were close enough to land it.
3:04: Good regular throw. That will be one of the new features of the SPD-MPGH game.
Countless missed opportunities to convert from Rose’s far HK and F+HK. That Rose was abusing these like no tomorrow. Snake Eyez and Hagejin, would punish these.
You need to use:
- standing LP xx LPGH/EXGH o/s
- possibly crouching LP xx LPGH/EXGH o/s
- L1 Focus Attack, possibly a L2 charge with a bit of luck
Match 2:
3:27: Questionable opening with the MPGH. But it worked out for you. [Edit: Now I think, you may have wanted to counter-hit a fireball opening]
3:33: Sub-optimal damage output. Need to use USF4 combos, close MK and crouch LK. Must have been force of habit.
3:36: Good read on that back dash to use MPGH.
3:43: Sub-optimal ender. The FA is just an autopilot old habit. On a dizzy opponent, something like, whiff LPGH x 2 then finish with AS to build maximum meter. You build 30+30+170. Snake Eyez has the maths down with this kind of stuff.
3:57. In match 1, your 1-2 random EXGH in the neutral game payed off. But not this time. Luffy would eat that alive, but you escaped unpunished.
Match 3:
4:50: Good use of far HK. In case, Rose was sliding or going low.
5:08, 5:18, 5:21, 5:24, 5:26: Not a fan of random Lariat. Either version. It’s what Zangief’s end up using, if they can’t use standing LP o/s
5:13: An expensive 3 EX bar random EXGH. You threw away your comeback factor, at least for Round 2. But you could have taken Round 1 with a well placed poke o/s EX Red Hand combo + ONE correct follow up.
5:54: Random MPGH goes unpunished.
Match 4+: Mostly all the same comments.
13:35: Finally! I was thinking you should stick with U1, until I saw this. If you pick U2, you gotta roll with it sometimes. Catch jump and back dash, after the EXGH combo or SPD-MPGH. Otherwise, U1 would serve you better.
In summary:
You damage is initiated from very “inconsistent” sources.
- Random jumps, some of which are short jumps or short knee drops
- Random EXGH - countless Random EXGH, which even though you had the 2 bars to cancel, doesn’t justify it UNLESS it is endgame, for the round.
- Say NO to random Lariat
After which, you managed to guess right the majority of the time on the mix-ups. But a better Rose wouldn’t allow you the openings to jump, and punish your random EXGH’s hard.
You need to add standing LP xx LPGH/EXGH o/s to your game. That Rose gave you so many freebies from spamming HK and F+HK.
Rose needs to make the adjustment, and jump back into full combo to punish your EXGH reads.
It appears your mix-up was more regular throw/SPD and EXGH, with no contest to pre-jump. So Rose needed to shift gears and neutral or jump back.
You won it based off mix-up with absolutely no or low level of footsies. Was entertaining, nonetheless, and you played well, in your strong areas - like didn’t drop combos etc.
Thank you for the input!
looking back at all the lariats feels embarrassing. I need to commit the lp os’s and ultra gief combos (close mk instead of jabs after body splash) to memory and just do them instead of relying on old habits. Working on these would help eliminate the other problems (lariats/random ex greenhands, needing optimal damage)
That Rose was pretty terrible tbh. I don’t know what he was doing but just pressing rh all day doesn’t win you this mu. You got away with so many random things and he wasn’t punishing at all. Random gh’s, wakeup lariats, etc. Basically there were zero footsies.
I really suck in this matchup. Nerves also affected me badly.good Roses, balrogs, sometimes gouken, and sagats break me down at tournies.
Well the mu is definitely tough for Gief imo. In fact all those mu’s you mentioned, I think Gief loses all of those on paper lol.
Just a variation of anti-air Ultra. If she activates U1 at your jump apex, your gone.
Just pay attention to Time=0 for projectile releases, and EXGH the thing! (or jumping attack like MK or HP)
The fundamentals of all those matches against non-projectile characters, and gouken and sagat once you close the gap, is Zangief’s lights.
Those matchups are hard, because it takes mastery of standing LP xx EXGH o/s to be competitive, and stand a chance. Then you have to make reads off the EXGH game, to level the playing field.
After you master that, they need to up their game, because “pressing buttons” will get them killed. Then you and them, enter a whole other level in terms of footsies, with feints, defensive pokes, and drawing out the o/s for a punish.
That makes perfect sense. I couldn’t put my finger on it before but now I know exactly what I need to work on for those matchups. The next tournament I’m going to is Texas showdown next month, so I really need to get the lp os’s mastered. Last time I went to a tourney there a balrog made short work of me.