Iron Body - Zangief General

Well I’m up to 4100 points but my Rufus is extremely weak. Who is everyone else using?

Not sure if anyone has posted this yet or not, but you can EX Suplex between many of the Tekken strings.

The one I am most familiar with is Hachi’s f.lp>lp, f.lp>mp, and f.lp>hp, which is the one where lifts his elbow and arm to do an overhead. Hachi’s can use it to extend combos too.

You can throw the EX Suplex after the f.lp. If he does only the f.lp you can catch him on -4 recovery on block (with lp’s, as well as EX Suplex). If he does the overhead or low, EX Suplex’s armor will eat the hit and then throw them. If he goes for the lp followup you will be stuck in the block string until the second lp ends, nothing will come out and Gief will automatically block. After the f.lp>lp Hachi is -3 on block, so he can jump away from the EX Suplex, but will open himself up to some block strings, or get knocked out of the air if he decides to avoid a grab.

I have mixed feelings about how to use meter with Gief, since he builds it so slow, but this is definitely useful in some situations. As a side note, you can basically Super anywhere you want during Hachi’s string :stuck_out_tongue:

Ogre/Gief, ogre doesn’t use much meter and his combos push them to the corner. Though I can’t imagine Rufus being a bad 2nd for any team.

Kazuya. Kind of lacks some matchup coverage imo though (Juri, Sim). Damage is ridiculous though lol, can’t even really get hit once.

Yeah, match-up coverage is one of my concerns. Someone that shuts Vega and Juri down would please me to no end. :slight_smile:

Seems like a couple of people use Ogre.

With Suplex being slow without EX, I’ve mostly forgotten about it but yes, it’s a really nice option. EX SPD doesn’t have that much more start-up and has its invulnerable frames, though.

im on the fence right now between kaz and julia for my gief team…when i get my game back ill be able to grind out some stuff on my day off…i just absolutly had it with hugo

Gief/Marduk for me right now. Got Gief/Jin as backup.

Zangief is so damn good in this game. I was running him with Hugo 2nd, but he’s really too popular all of a sudden, so now I’m running Gief/Yoshimitsu.

It’s awesome because his FP SPD has almost as stupid of reach as his JP, the armor on his 360K is so abusable… He’s like a gdlk version of what he’s like in SSF4. My only complaint is that his EX Hands is some of the least useful it’s ever been. It still dodges fireballs, sure, but it’s so much less safe on block and doesn’t have any priority/invulnerability.

This guy is great.

In SF4, it’s -9 on block. In this, it’s -4, according to the Bradygames guide. :slight_smile:
Otherwise, yeah, I hate how useless it is.

Anyone know the different proporties a regular command throw and an ex version does.? are they actually useful? is there times where a ex command will connect and a regular will miss? id like to know your guys imput on this please

Light SPD:
Start-up: 5
Damage: 180

EX SPD:
Start-up: 6
Damage: 230

As well as the 50 extra damage, it’s invulnerable during its start-up. i.e. if the opponent tries to overhead or even jab, it’ll go through and you’ll grab them anyway. EX also puts you further away (requiring two green hands back). The invulnerability frames make it really useful when you’re expecting the enemy to attack and if you’re low on health, being further away makes it easier to tag out.

Remember, if you’re close, EX Atomic Suplex has 4f start-up and 250 damage (but it can absorb a single hit rather than being invulnerable).

EX GH is ridiculously good for combos though. Something like body splash, cl.mp, s.mp, s.lk xx EX GH, mp mp mk hk does like 550 damage or something ridiculous off a crossup. That’s like Hugo damage attached to a character with good footsies :wink:

is it just me or is Gief’s alpha counter buggy? I have a hard time getting it to ever come out.

Heres some sweet data if some of you don’t know, you can do some really go block pressure with just s.lk s.mp, can do about 3 reps before being pushed out.

On the third st. lk you cancel it to a lp gh on block. You’re at -4 but it’s a weird timing to punish if they even know it’s punishable yet, so you can mash jab and start the pressure again.

Speaking of GH combos, I have a feeling that Splash, c.lp, c.lp, s.lp, s.lk xx lp GH leaves you at plus frames on hit. I was testing it last night as a setup to EX SPD to beat normal punishes as the GH is meant to leave you at -2 on hit, but as with so many moves in SF games, spacing can reduce some of the recovery. If you instantly go for a grab on hit of the GH, the grab whiffs meaning your opponent was still in hitstun! I discovered a similar thing in SSF4 with T. Hawks EX Spire after 3 x japs, s.lk xx EX Spire on block and that left you at +1 on block, when in fact the frame data says it should be - 3, but the spacing meant you recovered first!

Will explore further over the coming days, but that could be a combo similar to EX GH combos in AE that leaves you close and at advantage while also doing 250 + damage for some added pressure without having to guess rolls and other wake up stuff.

Sim vs gief 8-2 in sims favor. real talk.

No…EX GH is always -4 on block.

All versions of GH are unsafe on block.

He was talking about on hit not on block

Oh, you’re right. The Condor Spire thing confused me. Even so, LP GH will always be -2 on hit…