Hmm i may found a sort of a short jump. The moment you jump press Down and LK (aka missile knee drop). visually it seems like short jump. and sense its a light kick it has pretty good recovery. someone els wanna test this out so i can confirm or deny this is a shortjump. i noticed when i jump and i accidently did a missle knee drop and landed a spd. the other character was ryu. anywho thoughts? i feel characters who are alot more susceptible are fireball characters. but i feel this could still be useful all around
also try using st.mp more guys. this move is poor vs pokes that hit low but its great for people who wanna jump out of the way or if you get em in the stages of a poke.
FEEDBACK?
I know the Knee Drop changes his hitbox in certain places as per usual, but I’ll test the short jump. That could again be really useful, even if you have to do the Knee drop. I wonder of you position yourself where short jump back knees doesn’t cross up a roll and a normal jump back splash does.
As for standing strong. Yeah, it’s pretty much been Gief’s single best tool in footsies for 4 years now. Right now a lot of people are scared and just try to run from Gief 100%, but as the game goes on and people start playing footsies to try and beat Zangief, his improved footsie game will shine more.
I don’t believe knee drop will shorten your hitbox any, it might be the same horizontal hitbox, I could be wrong but gief’s empty jump has allowed me to have dps whiff pretty consistently, also like any air attack the knee drop will make make your landing frames effectively 2 frames longer, while empty jump u can spd/attack/block 2 frames quicker.
So what gems are people using? I’m pretty much sticking with fortitude and life regen because Zangief with even more health is hilarious.
I haven’t been using any gems since week 1, but I agree both extra health and extra meter gain is key. Gief utilizes both really well.
I’d prefer no gems but when other opponents are playing with assist gems, fortitude and life gems or are using tactics like hit and run with meter gems, then I feel obligated.
I’d really hate to think that gems have won me any matches but I don’t want to give B rank players with autoblock gems a further advantage by not using them.
I meant to ask if anyone was using speed gems but I don’t think anyone has been using them.
So i definitely feel like his super is legitimately broken. Why does he get to do 720 damage with a 360K motion? its just unbelievable. As a zangief player that really took the time to learn the character and ultra/grab setups from sf4, coming to this is absolutely hilarious. It is the only time in a fighting game where when i get a certain amount of bar (2 bars) it is absolutely guaranteed damage. The range is absurd as well. The ability to catch people from halfscreen with a zangief ultra that doesn’t even require execution anymore is just silly to me. What do you guys think?
It does 340 damage which is shared by a lot if not most of the other Supers. Hugo does 380 for reason and I can’t really see why considering it seems rather easy for him to land it. But in terms of Zangief’s Super being broken, he cannot combo into it, can’t do it after a wallbounce, can’t pandora into it etc. It is good but you have to remember how useful meter is in this game as well and you can only store 3 bars. It’s nowhere close to broken.
I don’t really use it unless I can end the match with it or feel that it would give me a comfortable life lead because Rufus pretty much needs some meter stocked for EX Messiah Kick. Zangief can use meter pretty nicely with EX SPDs and switch cancels, remember.
i love zangiefs super because the main thing is you can punish things your normally would never be abel to. Runs right through fireballs and does nice good solid non recoverable damage
Im loving it. Still taking a bit to remember its 3K though. I sometimes go 360PPP and get ex spd, or 360 2k’s instead.
But its so delicious. So many people don’t seem to know about the running portion or the obscene range on it.
I’m still undecided on using it when people come in on raw tags. There are some meterless options, but sometimes for the psychological kick, having them run into that super must make em feel low.
The best part is if you’re fighting Ryu or Poison, if they charge a fireball and backdash to bait an EX green hand, super grabs them no matter what.
hi…I would like to know the best combo if:
- Gief is tagged from a lancher
- Gief needs to tag again.
I’ve find two of them:
- close lk, close mp xx lariat PPP tag (it needs timing: lk must be close as possibile, mp must be after lk recovery asap)
- close mp xx lariat KKK and mash tag (it’s not so easy, you cannot tag lariat his first active frames)
When gief is tagged in from a launcher. St.mp St.mp St.mk St.hk or PPP if the opponent is in the corner. you can tag in your other partner again but the damage is really minimal
Hello, I´m new using Zangief… and because of the lack of “Combo Thread” for him here … I would like to know some combos for his cross art
Thanks a lot
If you want to tag in off Zangief’s tag in mid sceen you do close mp, far lk KKK (or PPP but you can get some better combos with your partner with KKK) then tag
Tip Vs Hugo: Hugo is really strong but slow. In my personal expierence hugo players love to use their armor move (u know absorb 1 hit and run right at you). The easy way around this is St.lk into St.Mp i myself have used this link and got wonderful results if they keep getting punished which they usually will you will get them scared then you can throw in a spd. Also if you see hugo charge up that move just pull out our ultra it will catch him if even if hes running at you, you will usually catch him. you may need to get a little bit closer if he back dashes.
your normals are faster than his, if you time it you can spam out that link and keep catching him
is this a 24/7 solid tactic? im not sure but it will make them think twice and more carefully
Hey guys, what is your favourite magic series? Which buttons do you use most?
I use cr.LK - s.MP - s.HK or directly after cr.LK into s. HK. The prob is that sometimes s.HK obviously whiffs on crouching characters. But cr.HP seems to be not great either. Sometimes it’s just too far away and whiffs as well.
Is s.HP the most reliable? Also for playing footsies with s.MP to confirm into launcher what’s best?
I’ve SPD’d Hugo out of his monster lariat a couple of times but they probably weren’t charged to EX. I’m pretty sure based on that Final Atomic Buster would catch it. The EX one’s more dangerous because, if I recall correctly, it’s -3 on block meaning he can’t really be punished and he’s right on top of you.
I’ve noticed that sometimes it hits and sometimes it doesn’t. This may be nonsense but it seems something like if you include :mk: it’ll chain and connect properly; if you skip it, it misses. There must be some science to it. :eek:
I fought the first Dhalsim that I’ve seen in weeks twice tonight. This match-up is stupid. Only for Rufus screwing up his mid-air limbs, I’d easily have lost all the rounds instead of somehow turning them all around. It’s a really strange feeling when you’re glad to see Sagat.
Yeah i have noticed the same thing to for the HK thing. And the Dhalsim matchup is beyond stupid. i feel its 3zan 7sim urgh its freaking annoying!