Iron Body - Zangief General

Actually, you can totally quick rise in that situation above. So, I’m gonna change the setup a bit to midscreen juggle, st mp, sweep or corner juggle, st mp, st mp, sweep. The setup then becomes:

----Juggle, st mp, (st mp,) sweep, dash, lp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)

Unfortunately ex hand, st mp, sweep does 296 as opposed to ex hand, st mp, st mp, st mk xx st hk doing 370; and raw launch, st mp, sweep only does 276 as opposed to raw launch, st mp, st mp, st mk xx st hk doing 350. But if you’re doing real combos, it’s not quite so bad. For example, my Nina/Gief combo does 490 if I end it with Gief st mp, st mp, st mk xx st hk and 478 if I end it with Gief st mp, sweep; if I’m in the corner and can get st mp, st mp, sweep, it does the exact same 490. Once you get deep into a combo, dropping a normal or two in favor of a way, way better post-combo setup is totally worth it imo.

Other stuff!

–Normal throw: cr mk, lp green hand
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent rolls, followup green hand, recover before opponent gets up

–Normal throw: cr mk, mp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)

–Close 360k: dash, dash, lp green hand
-----If opponent stands: green hand stays in front of the opponent, recover before opponent gets up
-----If opponent rolls: green hand follows the opponent, recover before opponent gets up

–Close 360k: dash, dash, mp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)

–Far 360k: dash, lp green hand, lp green hand
-----If opponent stands: green hand stays in front of the opponent, recover before opponent gets up
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals

–Ground sweep: dash, lp green hand
-----If opponent stands: green hand stays in front of the opponent, recover before opponent gets up
-----If opponent rolls: green hand follows the opponent, recover before opponent gets up

–Grounded sweep: dash, mp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)

What gems do you guys use on Zangief? Seems there is no gem thread on the 'gief forum unlike most others.

Defense and Vitality. Buff up Zangief’s best assets.

I usually use 2 Life gems, both activating after being hit by 2 specials and 1 meter activating when hitting 3 specials. Sometimes, depending on my second char, I use 2 Meter and 1 life.

Sometimes I use the Super damage gem, 1 life, 1 meter. Hitting that super with +20% is nearly like a comeback :slight_smile:

juggle, st mp, (st mp,) sweep, dash, lp green hand os spd
-----If opponent stands: meaty green hand, safe on block against most reversals
-----If opponent stands then backdashes: green hand follows the opponent, spd grabs opponent
-----If opponent rolls: green hand follows the opponent, meaty green hand, safe on block against most reversals
-----If opponent rolls then backdashes: green hand follows the opponent, either green hand hits or spd grabs (depends on character)

The LP GH whiffs for me. The MP GH meaties though. Is this positive on block if so you found a real gem ultradavid :smiley:

Just tested it appears to be positive on block :smiley:

You can st mk or st hp Vega out of sky high claw. Just after he jumps off wall. Harder with st hp. Trades more and can get yourself wall bounced with st hp if timing off. ok so St hk works as well, same as st hp.

This might be a silly question, but how do I punish Vegas Specials? I don’t get it.

Jumpback HK/MP, Lariat on reaction to claw dive, and the best method: block and punish big time :smiley:
They love to go for the crossup dive

I’m new to Zangief, never played him in any previous SF games but trying to get into russian wrestling this time around. Any chance of a beginners guide? Grapplers play so differently to shotos and I’m having a hard time knowing what to do. I’m sure a guide would be well received for such a strong character :smiley:

I could make one, but I just feel that my Gief is not good enough to write a guide.
Are you on PSN? Then I could give you at least an introduction if you got a headset.

That’s what I meant… how can I punish his blocked specials? I don’t get it.

Ehm, you block and hit him in his face :smiley:
Seriously, if he does the dive from above and you block it, he lands directly next to you. I would go for clHP-MP-HK-Launch into partner combo for 500 Damage. To make it easier do MP-HP-Launch.
If you mean the wall dive, that’s not punishable due to pushback. Actually I never tried green hand. But I usually react to it with Lariat. Even if it trades, it’s in your favour

Yes, I meant wall dive. Thanks for claryfying this. OK, so I have to try to time my Lariats more precisely.

Also make sure, you mix up KKK and PPP Lariat. Oh, and of course learn to tag cancel the Lariat for big damage. That should make every Vega stop spamming it.
Btw: if you play a Vega doing this over and over again…don’t play him again. He’s crap :smiley:

On the topic of wall jumps, what is the best option against Rolento wall jump? Can I punish or I just block and wait for another opening?

God, how I love Rolento. Just Lariat tag cancel all of his stupid jump shenanigans. So many Rolentos are free to Lariat, because as soon as realise that they can’t play their usual game, they just don’t know what to do. Really good ones won’t do that tho. Just haven’t really seen many.

Really get that Lariat AA and Tag timing down. What is your second? Aren’t you playing Hwo too?

Yep, Zan/Hwo. So PPP lariat tag into cr.MP xx HK.HH? I can tag off a lariat I’ll just work in the timing of landing it AA.

Yes, exactly and crMp-EXHH of course. Huge Damage. That timing is one of the most important things to learn. Basic, but important.
Thats the team i played before Duds came out btw. Love it! :slight_smile:

But rolento destroys Zangief in this game.