Iron Body - Zangief General

Hello fellow zagief users, can anyone explain the terms that I see popping up the most like SPD? thanks in advanced.

I consider the increased start up frames for SPD to be a buff, it makes performing tighter tick throws a lot easier. In SF4, I practiced frame perfect tick throws for a long time, but they’re so free in this game; you don’t have to wait for your opponent to return to a neutral state, they’ll recover during the start up of your 360 and then they get grabbed right away.

One aspect of Zangief’s oki game remains intact; his post-SPD mix up. It doesn’t make much sense to roll towards Gief after his SPD, so most people will tech in place. That’s good enough for me.

If I switch into Gief during a combo, I’ve been doing cl. HP, st. LK xx LP Green Hand. It leaves you right beside your opponent with good frame advantage, and it does only a few points less damage than cl. MP, st. MP, st. MK > st. RH.

It’s fun to do st. LK xx LP Green Hand on hit or block, then just doing P-Lariat. LP Green Hand is -4, so most characters can punish it with a frame perfect cr. jab. Other characters have special moves that are faster than 4 frames. But if they screw it up, or try to jump or back dash, they get tagged. It’s a dumb gimmick, but it works from time to time.

SPD = Spinning Pile Driver
360+:p:

RBG = Running Bear Grab
360+:k:

GH = Green Hand/Banishing Flat
:dp:+:p:

i know. what made you say i meant the ssf4 forums? i meant the sfxt forum where i have difficulty against cody… and mk buffed with cr.hk works so well in SFXT

this and also FAB = final atomic buster
360+all 3 kicks.

Cody isn’t in this game. Well, he is in this game but he’s not publically available, you won’t be seeing people using Cody in tournaments and online until the fall. There is no reason at all to be concerned about Cody in SFXT right now, I assumed you were worrying about Cody in SSF4… if you were talking about SSF4 then you need to post in that forum not this one.

Annoys me that the lariat can’t hit people behind you…but whatever
on the positive side I’m finding the RBG to be a move that tends to take people off guard and surprises them when they get hit by it

ok thanks. i played against a cody on sfxt and cody is godlike for me.

um? did i miss a meeting?

If anything, it’s the fault of the gief player because he did a bad lariat. I’d take the current lariat over the shit that was in IV series.

Gief can RGB Chun out of her super.

I love teh new gief. But I don’t like the shit lag and fucked sound this game has. I feel so torn between SFIV and this half baked cross over. Running Bear Grab is the bees knees now though. I also think it’s hilarious that everyone gets target combos. It seems way easier to man handle people with gief given you can jump in with literally any button and then link L > M > H with punches or kicks. The recovery roll is also a good tool for Gief.

My team for now is Zangief and Steve. I’ve never played Steve before, but I am finding him to be a lot of fun. I just throw him out first for practice and when he gets beat up Gief comes in.

I think headbutt causes a juggle state too, but I haven’t had time to play with that in training.

Ground bounce, its pretty sweet :smiley:

how?! when someone jumps at me and ends up on the other side it’s not really a bad lariat it’s just really awkward the lariat should hit people behind you otherwise it just looks weird

Wait for it to autocorrect. If the character is on your other side, you’ll turn to face them, then lariat.

Whats Zangeifs go to bnb hitconfirms and punish

Are you crazy? IV’s lariat owns the shit out of this one. The only “bad lariat” is one that misses completely.

Running train on idiots for doing stupid things like jumping at Gief is not supposed to be difficult.

I just hate getting punished because the lariat only hits in front of gief not behind him

Are you guys having trouble jumping toward? Feels like a good part of the time I want to jump toward I get neutral jump instead. Input bug?

So I’m playing Hugo/Gief and Guile/Gief. Gief seems pretty decent in this game, but I dunno if he’ll be a long term character.

hugo splash, cr mp xx ex clap, cr mp xx ex lariat tag cancel gief, jump hp, close hp, far mp hk launch, hugo cr lp xx clap, st lp st mp, mk backbreaker = 718 damage lol

I know what you mean, I had that problem in training mode trying to test out some roll punishes and I was just neutral jumping. It kind of feel similar to when I tried playing on an octogate stick but I think I got used to it pretty quickly. It doesn’t really make sense to me that they’d make it easier to neutral jump by widening the input window for say someone who plays with a normal console controller but this is Capcom we are talking about.

Gief’s bnb is X (Example Bodysplash) into cl. st. hp link into st. lk (This is a 2 frame link btw) xx EX GH and then juggle with cl. st. mk, cl. st. mp, and st. mp chain to st. hp. The jugglable normals don’t really matter when it pertains to order as long as you do those normals I think, but I find it much easier to hit cl. st. mk as a followup to EX GH.

In the corner I think cl. st mp, cl. st mp, cl. st mk xx PPP Lariat is a better ender by about 15-20 damage (and some meter gain).

Alternatively, you have a few other options to getting to Gief’s ender (lk to EXGH etc.). You can do cr. jb link cl. st. mp link st. mp link st. lk (This also works without the jab), or just buffer your EX GH into one of Gief’s cancelable pokes.

I noticed that too. I thought they might have changed the number of pre-jump frames Gief has, but I just tried in the training room and it feels similar.

They might have done some tweaking to remove the “short jump” though. Still, if you hold up for a few frames, then hold up-forward, it still recognizes it as a forward jump. They could have tweaked the numbers of frames that the game allow the player to do that though…

I had a similar issue where I often jumped when going for tick throws (mainly the super). It might just be that I’m not used to the different frame data. I never had this type of issue in SSFIV though…