He does have a super its just on his running bear grab
Of course; I was replying to the previous post asking why he was given such an apparently crappy one. I was suggesting that a hit one would have worked better.
Anyway to add a bit more content to this post, I’ve been scouring YouTube every so often for homemade Zangief videos.
So far, only this one has turned up.
[media=youtube]tBE1vjIc490[/media]
I was thinking of avoiding Zangief entirely in favor of Hugo as he’s my favorite grappler but considering that Gief was my main in SSF4 I find it kinda hard to just shaft him like that.
However I have a problem with him. What’s this crap I’m hearing about people being able to jump away from his super AFTER the flash? It hits on the 5th frame? What kind of bullshit is that? Now the only real way to land the damn thing is on an opponent’s recovery. How am I supposed to roll with that?
Regardless I think Gief deals with fireball/zoning characters better than Hugo and it’s all thanks to his lariat. I think I’m gonna have to use him against characters like Dhalsim.
The hitbox on zangiefs lariat is insanely buffed. man you dont even have to do it late and it beat akumas daemonflip divekick
I have to say, zangief have probably the best anti air in the entire game. you can NEVER jump at him. Rufus wont be able to dive kick him at all.
i feel the same way Gief was my main in SF4 And AE but i can’t really see myself playing him over hugo with the super art he has
I randomly got the game on saturday, when the place I ordered it from obviously didnt know street dates and sent it on friday. Got it on saturday…
Anyway, after tinkering some and just playing getting used to the hitstun etc of the game… I have some things I find nice atm.
Comboes:
Best hitconfirm I use is:
c.lk c.lk s.mp s.lk XX EX-Flats S.mp XX Lariat
Or if I want to tag in my other char / go for tag combo: c.lk .lk s.mp s.lk s.mp s.rh LAUNCH then whatever!
you can do close s.mp far s.mp far s.mp s.hk LAUNCH also, for like a punish or after jumpin.
c.lp can be chained, c.lk can only link, but the link feels 2frame+
c.lk and c.lp does 40dmg
s.mp and s.mk does 80 dmg
If you can do a jump punish, you should do j.hp c.hp s.mp to magic series. or instead of s.mp s.lk to EX-Flats.
If you can only do a quick punish next to someone. You should to s.mp s.mp s.mp magic series or s.mp s.mp s.lk XX ex-flats
SPD
Light SPD does 180 dmg, Medium SPD does 200, and HARD spd does 220, EX-SPD did 230
Suplex did 230, and EX did 250.
I think RBG was 220 and ex 230 But I dont remember.
Light SPD range felt good, like SUPER SF
Footsiegame
You can do the whiffpunish/stuffers with c.lp c.lk s.lk and s.lp buffer EX-GH just like in SFIV
you can use s.lk s.mp at far range for pressure and to get in there. It is not + on block, but not punishable even with SPD. you could also at some ranges do it multiple times before you where in range for a poke that would punish you. Can be hitconfirmed into ABCC
You can whiffpunish moves with s.lk Magic Series s.mp c.rh or s.lk magic series s.mp s.rh LAUNCH
Zangief feels faster, because of the slow walkspeed on alot of characters.
You could use a variaty of gief pokes to punish into magic series, or thye iold fashion way. hes pokes are really good… However hes s.rh and s.hp has so much recovery any1 should be able to punish em on reaction
his S.mp seems to be even better now than before, in terms of hitbox. Can be used really well.
Anti Air
Lariat seems to be as good, atleast in the front. And rarely trades. But pushes the opponen all the way to the opposite side of the screen.
He can also hold RBG and absorb jumpin as an antiair.
s.mp is a good anti aire vs. some characters jump archs. But Lariat is obviously better.
Havent tried to many normals yet for AA.
Vs. Fireball chara
If you purposfully jump on fireballs you can roll to the opposit side of the screen closing in the gap really quickly!
Sounds great, Veggey! Thanks for all the information.
Looks like gief got his own forum too so perhaps a thread is in order for all that info.
Messing about with Easy Input gems and Zangief:
[media=youtube]eYHd2lQcYec[/media]
[media=youtube]OrVKDKlxIn4[/media]
Man, this wait until Friday is going to be a killer.
I don’t think jab spd range is anything like AE 2012; probably closer to what it was in vanilla SFIV.
His super does have farther range than his current jab spd. I’m aware that he does run, but outside of jab spd range he doesn’t take a single step and will go into the super animation.
I’m not 100% sure if lariat has a hitbox in the “back” half of it. Had chars jump over and fall through it during testing.
Haven’t tested anything else
You know you can just do the chicken wing input and do standing spd without the gem.
Also veggy what’s the best damage you can get after an exchange into .
Oh, I think I saw that in videos. Not sure I like the sound of that.
For every bit of good news… o_O
still unsure about zangief i might try him out for a bit tomorrow but somehow doubt he’ll take hugo’s spot
Crimson Cobra, I’m dying to know what you think of him after all your posts here. Make sure to post your thoughts!
not trying to hate on zangief or anything it’s just hugo seems more versatile and gief’s just the traditional grappler which i like but i gotta see how gief feels to me in SFXT and if i can’t go a few matches using him then I’ll just kick him to the curb for hugo
I got the game last Friday but couldn’t really dive into it until last night, some Gief things that may have been mentioned but haven’t read all this yet:
-footsies are great, buffer exgh into lights, buffer s.hp to launcher after s.mp etc.
-walk speed improved a LOT he feels like Chun walk speed from SF4
-RBG is vastly improved in terms of range it grabs, EXRBG is actually kinda scary now.
-Cannot jump out of his Super after the flash, I didn’t test much else except just that it can’t be jumped and some tick timings, have to wait a long time for block/hitstun to go away for grabs
-Air to air headbutt causes ground bounce, might be CH
-didn’t do a ton of grinding since I was checking out Tekken characters (King and Marduk are fun) but c.lp x 2, s.lp, c.lk xx exgh, c.lk xx KKK lariat did something like 289 damage (no jump in)
-really easy to hit s.mp and link c.lp/c.lk after into whatever.
-After EXGH you can do things like c.lp x 2 to sweep, c.lk xx lariat, c.lp xx gh/exgh etc. all do about similar damage but will have different setups i am sure.
-SPD ranges decreased from AE, lp SPD grabs from about wrist of s.lp range.
-Need to test but there seem to be different hit/blockstun differences for link vs chain moves, meaning some characters may have 2 nearly identical moves with 2 levels of “safeness”
-Also need to test but there is a slight pause before SPD punishes and I am worried they might not be as fast, I will test tonight.
Anyone has any questions I can test stuff later tonight, or I am sure I am forgetting things here.
Hugo seems more dangerous, but Gief is very fast on the ground now.
Yeah, forgot to mention the hitstun changes the way you’d normally set things up for spd/super. The traditional tick grab setup just doesn’t work anymore since there’s a big delay; doing it old school means you’ll just whiff the grabs almost every time.
as of right now im probably going to run geif hugo concidering i think gief can handle the majority of the rush down and tekken characters and hugo can take care some of the bad mach ups with his armor cloths line and relentless pressure game team wrestlemania here i come
Hi all, got this game on Saturday and I’ve been a zangeif main since SF2:
A lot of the stuff has already been covered like: godlike pokes, his walkspeed is AWESOME for a big guy, it felt like a normal character rather than a slow one. Combine those 2 and Zang becomes a godlike “Point” character that sets up chains to tag ins.
Now for some bad news, SPDs are a lot slower. Jab is the fastest, it is 5 frames, I couldn’t punish Ryu’s crouch mk on block (-4). His MP and FP SPDs are even slower, probably 6 and 7 frames (couldn’t punish normals that were at -5 on block). Jab SPD range feels just like AE which is good, but the slowness of it makes it less useful than in AE. Considering his stand lk is 4 frames and you can chain that into a launcher combo for much more damage, yea.
Whiff punishes (like dp) should be punished by mp,HK to launcher (if you add in a jab it will just make the rest of the combo scale more). His stand MK is punishable so don’t ever try to hit confirm it in a magic series ie stand lk to mk they can punish it with their own magic series.
EX SPD is also 5 frames and does a ton of damage, also it’s range is as good as jab SPD, and it has invincibility, so overall it very good. 1 downside is that unlike SF4 you don’t get better OKI afterwards, in fact you get tossed 2x as far as SPD after it, but with 2x light greenhands you get the same timing and spacing as doing 1 greenhand post normal SPD.
OK the #1 awesome thing I’m liking about zangief is his fast walkspeed along with his new super. His new super has his jab spd range. Let me sink that in. A 0 frame grab super with jab spd range on a good walk speed character, and you can do it standing easily. Basically you can stand lk to mp and on BLOCK confirm (cuz his mp moves him forward in a magic chain) you do standing Super and it hits. You can also just walk forward standing super and bam they’re super’d.
Since people can roll on wake up Zangief is no longer a vortex type grappler, I never really used his 360k command throw ( i should though for the armor of the far version), but since his Lariet throws people back so far I found that I corner people really quickly, and once they’re cornered people get scared, they tend to shut down because I’m doing stand lk to mp and counter poking them. Once I feel they’re scared to press anything, I walk forward and 360k super them at jab spd range, muahahahahaa you can just hear them holding up so hard, but u cant do anything!
EDIT: Oh I forgot to mention they nerfed his EX greenhand, it no longer has any invincibility, it gets beat by pokes or throws or ANYTHING it feels like. Outside of combos its kind of useless, and even in combos it’s frankly better to do a magic chain to launcher because that costs 0 bar and does MORE damage. Only real use I can think of is to do OS jab/short to ex greenhand, off its bounce you can do mp to PPP lariet for decent damage.
Btw for those thinking that hugo is going to replace zangief, l’ve been using Hugo as a partner for zang all weekend. Hugo’s spd is super slow, I literally could not punish ryu’s crouch HP on block (-8) with hugo’s SPD, the range is also short for a command grab. His pokes are super slow, his jabs and shorts are something like 7 frames. his anti air grab is only good as EX, the non ex versions will get hit by jumping normals, they only hit if you really anticipate it AND they don’t hit a normal early. His walk speed is slow, basically Hugo is great for tag in combos (cr jab to Slap to mk Air grab or Super) but every time I started using Hugo normally he felt really cumbersome. If rolling were not in the game Hugo would have a great vortex since his SPD ends up close, hell his other HCB K grab is even better than his SPD because you can combo his slap into air grab or super off it. The problem is that rolling lets people out of his vortex for free and then you’re off chasing them again with his slow ass normals (did I mention his mp has longer range than his HP so when you try to do a magic series from a certain distance the HP will whiff and u get punished for free) and his anti air that is very bad without ex meter.
Hugo does huge huge damage off a splash to cr mp to slap to cr mp to slap to super. He does huge huge damage without meter with splash to cr mp to slap to cr mp to lk clothesline to cr lp to slap to mk anti air grab (yes that’s 517 meterless combo damage). The only problem is that in a real match against an opponent who knows how to roll (i.e. hold forward on wake up) you will never be in that position. Oh and if you do some how get a chance to do a splash on their wake up? They can hold up after blocking splash and your cr mp will whiff. Thats how slow his normals are.
Interesting, sounds like maybe SPD is more of a tick, footsie tool and combos are better punishes. With more blockstun there will possibly be some pretty sick setups for the slower startup frames to overlap the end of blockstun, but maybe easy to react to.
It’s getting hard to decide on zangief the more i learn about him…i love grapplers and this could be a tough decision
Without T. Hawk in the game, my choice is between Zangief and Hugo for my grappler and Gief seems to be a bit more suited to my poking style. But man, that damage output on Hugo is crazy, especially because his super is a hit.
And as hard as that decision is, I’m having a harder time picking out my grappler’s partner (Chunly, Ryu, and Raven seem to be the leaders)