Hey who knows maybe Capcom made his super have ZERO frame start up…
Zero after the flash, most likely. Otherwise it would be quite worthless.
I think he means 0 before the flash as well.
After the flash, sorry
i meant focused on his grabs and dealing massive damage with them
T.Hawk’s Not in the game and hugo’s been called a more footsies/pressure related grappler than a true grappler
Well, then, that’s not funny at all. Final Atomic Buster’s always had 0 frames after the flash.
Moves hit on the first frame of startup. Completely zero startup in the notation we use would mean it hits on the frame before the inputs are received.
Gief learns to manipulate time. crouch jab into super, it combos because it hits before the jab put them in hitstun
Zangief Combos.
[media=youtube]V6dvSksrAgY[/media]
…What?
Abel and Zangief versus Vega and Sagat:
[media=youtube]3obM0qoQRRw[/media]
Anyone able to make out how much damage EX SPD does compared to AE?
Edit: One more:
[media=youtube]7YovRFNUKHs[/media]
Hm, these actually putting me off the game rather than getting me hyped for it. Not impressed by the damage off that SPD at all.
thats really bad…that exgreen hand gets stuffed by normals…he is going to have the hardest time getting in on anyone with good normals now…(sagat)
Ugh Guess It’s back to my original plan of using hugo
Yeah, I was hoping someone would reply with something positive. I’ve lost nearly all my enthusiasm for the game.
The damage on LP and EX SPD looks roughly consistent with SF4.
Gief has more combo possibilities than he did before - juggling opponents who jump out, ground bounce on EX hand, as well as comboing into launcher/cross art.
Having both invincibility and a ground bounce on the same move would be a significant overload, and push him squarely back into a character who’s more about landing EX Hand than landing his grab. They had that before in SF4, and AE made it clear they didn’t like it.
I can see why they wouldn’t want to encourage Zangief players to throw away meter on guess EX hands, so they made it more of a combo move, although it would still be useful against fireballs and maybe as a reaction whiff punish in some cases.
Also remember that in this game Zangief won’t always have to “get in”… If his partner gets in first and then tags him in, he gets his preferred range without any of the work. A tag system lets you bypass a primary weakness of a character just like that, so I’d hesitate to judge polar characters in a vacuum.
Guessing if i wanna play a traditional grappler and just wreck stuff with a nice variety of options
I’d be better off with hugo right
im still going to play him in the begining to see how he is with hugo…worse comes to worse i can always go to king or paul
You’ve brought up a number of good points there, R-D.
I guess we’ll just have to wait and see if the groundbounce is a decent trade-off.
Well, I’d assumed it was a joke, I’m aware a 0+0 frame super wouldn’t work.
Air-to-air headbutt ground bouncing seems amazing, lets Gief get a lot more damage off air-to-air (though I guess in SF4 there was a good chance a CH headbutt was going to stun anyway). It is kinda weird they made EX GH more for combos than for getting in, considering this is Zangief, a character not especially well known for his combos outside of SFA3.
im hoping that regular green hand will atleast be better for getting in or be good for getting rid of fireballs
I’m not sure why but I assumed EX Banishing Flat still went through fireballs. Is that not the case?
If not I’ll be cancelling my pre-order…
im assuming the same thing but if your going to make it harder for gief to get in by taking away invincability from ex green hand atleast make normal green hand safe on block or able to take out fireballs
Lol cancelling pre-orde.r just because green hand ndoes nt going through projectiles…? Get a grip dude. There are 51 characters left to choose from