You actually don’t need to do that though. You can just magic serie into launcher, then switch cancel him back in. It’s actually more damage most of the time, you gain more meter that way and you give Zangief a couples seconds to regenerate some life.
From my testing it’s actually -3. Most characters can’t jab/short punish it.
man final atomic buster has got to be the best super ever…i catch so many people with that…zangief is literally carrying me through ranked right now at 4.2k i really need to learn a second character
I promised that I wouldn’t play ranked but I started tonight and stopped once I had broken 500 points. I played a number of people with several thousand points but they don’t feel like any great indication at the moment.
The only match that gave me a ton of trouble was Vega, crossing me up. I have no idea how to deal with that and I barely remember playing any Vegas in SF4 for reference. Not sure how to deal with those cross-up tatsus either but they were less prevalent despite the number of shoto matches.
I do Jump HP stand HP/HK to launcher. This does huge damage because his HP/HP normally does 120 dmg outside of magic chain, but in a magic chain they only do 86 or so (that’s not including scaling). Also doing just 3 moves before a launcher makes your partner’s combo do more damage because of much less scaling, especially if they do a super or cross art or tag zangief back in for more combo damage.
He’s really good at building meter in the corner if you can keep them from rolling/jumping out, s.lkxx s.mp pressure is super nasty if they’re cornered.
But yeah I like to pair him with someone who is a better battery in slot 1 to build meter and then bring him in on a combo so that he has a chance for his oki game and doesn’t have to work to get in.
The Space Cyclones, of course.
My Rufus is rather bad so he’s mostly there to let Zangief recover HP but his Super’s quite like Zangief’s where one silly move from the opponent can help shift the life into your favour and it has a very generous window after a boost combo.
I know Rufus mightn’t cover Zangief’s match-ups that well but at the moment fireballs aren’t really an issue since throwing them without a life lead isn’t going to accomplish much versus lariat.
I doubt Zangief has any bad matchups in this game Hes so great lol!! Jump on to fireballs, and roll next to Dhalsim and Sagat. Lets go!
Im Running Ryu X Gief, Ryu on point, feel my team is really good because neither one depends on the other. They are two independant fighters, of which both can be used to comeback.
@Willix s.lk s.mp chain can be punished by Vega c.hp and ryu SUPER for instance. And the close version can be punished by most.
Really want to learn a grappler to pair up with my vega or guile. I been practicing a little bit of zangeif and am wondering what is a good hit confirm from light attacks into ex green hand, and how hard are his links in this game?
So, I started using Gief yesterday and put in a tiny bit of lab time. Then I read the forum for some info.
I gathered two things so far that vary from what I do. I read cl.hp >> s.lk and I read mp>mp>mkxhk.
cl.hp s.lk does great damage, but I assume you guys are only doing it when you get a guaranteed punish, and using lps are your confirms on block?
What I eventually came to in training mode, is splash > sc.mp >> s.mp >> s.lk/s.lp. If by the second MP you’ve noticed block, you can spd at that range, or do the s.lk xx s.mp chain I’ve seen tossed around in here (which I want to integrate). On hit, it doesn’t do s.hp s.lk damage, but it’s a super easy confirm that still does very respectable damage.
Then, the ex green hand juggle. I liked where Gief was placed after doing s.mp s.mp s.mk xx hk. It did keep Gief pretty close to the character. What I initially did was walk forward c.mk >> s.mk xx lariat. For the most part, you can get 4 more damage, or you can get up to 20-40 more damage (off the top of my head, it may be a greater number). The lariat also provides tag opportunities to get Gief out of their if you need to. After lariat, you are far away but a green hand brings you into LP SPD range if they decide not to roll, and if they do roll, they’re right next to you (just like the s.mp s.mp s.mk xx s.hk). They can’t roll before you can green hand into range.
I’m not telling you guys to replace this with the stuff you know. I, for one, will be using a mix of both the s.mp s.mp s.mk s.hk and the c.mk s.mk xx lariat. I probably won’t use the s.hp >> s.lk or c.lp/s.lps off of body splash that often, but when the time is right, I will definitely go to that s.hp. That’s a good punisher to know.
I was also toying around with sc.mp cancelled into delay 360+k, and 360+k dash super on hit, but I haven’t found anything concrete yet (even for a gimmick).
Interesting. That might be a good switch cancel combo setup into characters that can’t reach too far after the switch. I’ll look into it when I get home.
Man The RBG/Atomic Suplex is fast! I’ve been able to do 2-3 Of them in a row catching my opponent by surprise in the process 0_0 nobody expects that move to really be a threat to them due to how it was in SSF4
I couldn’t get Vega’s c.HP to connect, but you are right about Ryu’s super. It’s still a bit weird though, since that super has 5 frames of startup.
It “might” be -4 as some people suggested… that would make it true that Vega can punish with c.HP after the blocked string. We’d need some more testing done to see if it’s really -3,-4 or -5 even.