I don’t see how the disk version would make a difference, I had been playing with a digital version prior to usf4 and never lagged, half my matches lag now it seems.
yea paramisery i had to go out and buy an Ethernet cable to help with the lag…its not as bad anymore…but this new game screwed the net code…even for the pc version which was in my opinion the best version to play…i think they are using this release as like a beta 2…arcade release they put some changes out to test to a wider audience…then the download version came out…to test the net code and maybe fix some of the terrible stuff with the new characters…like Hugo’s dizzy being invulnerable for half the duration…and Elena’s hurt box issues…hopefully when the disk version comes out the fix some stuff.
Lol, Chris you crazy. Gief is crazy good now.
He’s especially important now that team divekick is back.
not sure if this is known information or not, but found out redfocus doesn’t combo after ex.gh against crouching characters, or at least the vast majority of the cast.
happened to me a couple times online and was mad salty when it whiffed lol. had to look at the replays and go into training mode just to make sure what was happening.
i’ve tested it in training mode against the majority of characters (including all the big bodies), and so far i’ve found it to only combo against crouching honda & rufus.
edit
was going to do this later but curiosity got the best of me and I finished testing every character
ex.gh->redfocus against crouching characters only combos on honda, rufus & blanka
Not Hugo? What is this madness?
its funny how hugo can duck high tiger shots…
ya, pretty weird lol.
i think the reason why ex.gh->redfocus combos only on crouching honda, blanka & rufus but whiffs all other crouching opponents is the reel back animation.
most characters upper body when hit in crouch position tend to lean back pretty far, but because honda, blanka & rufus have kind of unique crouches, it combos as if they were standing (honda & blanka are almost on all fours, rufus is literally sitting on his butt)
edit
further note:
max range cr.lk->ex.gh->redfocus to these crouching characters just barely connects against honda & blanka but not rufus
while max range st.lk->ex.gh->redfocus whiffs on everybody =/
cestus… do u think we can fuzzyguard that on hugo? LOL.
So has anyone of you notice that there is a little increase in the recovery after lp spd?
Also i don’t know if its me but ken’s buffs really hurts zangief? i mean, in super i did above average against any ken but in ultra i’ve been only losing. i recall that his dragon punch has become way too fast, they always get me after lpgh even if i hit… and with ryu. how do you play that new match up? his jump forward strong punch its like god like…
I don’t think we will see it in real matches, from what i’ve understand from the dude that discovered it and made the video, it work only in that specific situation
-Hugo must wiff his SPD (only HP version? I’ve not try it on MP/LP SPD)
-you must hit him at that point of his wiff animation
-you must be very close
-you must do correct imput for the “double headbutt”, it’s easy make it wrong and instead second headbutt get cl.HP(too early) or wiff (to late)
Also i think even if he wiff his SPD, i neutral jumped him, headbutt connect… still i think i will prefer go with a guaranteed
cl.MK -> exGH
and follow (if i can) with RFA -> HP SPD/Ultra, instead risk to wiff the second headbutt for whatever reason
Btw for the lulz i’ve try
Headbutt -> Headbutt -> lv3RFA -> U1, does 680 dmg
I landed that double headbutt stun combo last night in ranked. Easy setup is just after SPD, ex-gh over and then neutral headbutt and hope he goes for an SPD. Landed it on Humbag’s Hugo. wheeee
Yea I am actually liking Ultra Gief.
He didnt come out as bad as i thought he was, but there might be one more balance patch so its possible capcom will fix it then.
Ryan Hart (Sagat) vs RG Snake Eyez (Zangief) - FT5
I would love to get Snake Eyez’s thoughts on USF4 Zangief. Watching him play is an absolute joy.
Is there a full list of punishable moves using Ultra 2? I thought I could punish Cammy’s super and ultra 1 with it but apparently I could not. Also, does focus into ultra 2 work on all characters or is it character specific? I tried it a couple of times on Ryu and could not get it.
He played really well in the first game but I don’t know why he got so impatient in the next 2 and started making a lot of mistakes and doing way too many jump ins.
There’s only 2 ways Gief beats Sagat. The Sagat player makes mistakes or the Gief player takes big risks. If the Sagat is playing lame, being a wall and committed just being a reactionary robot, Gief has to take chances to try and throw him off to have a shot at winning.
Here’s what Zangief can now punish with the new 8 frame startup jab green hand. I’m not including super obvious things like dragon punches and ultras, things that are unsafe when point blank but safe at a distance like Cody’s short ruffian kick, Elena’s slide, or Fei’s hp rekka, or things that are better punished by spd, 360k, ultra, and so on. Gief has to be in range for lp hand to hit of course, so you have to pay attention to distance on things like Akuma sweep and Rolento st hp that can outrange lp hand. And of course, since jab hand is -2 on hit, it’s punishable by certain command grabs and supers, so watch out for that.
Some of these things are really important tools for their characters, so this is a major help for Gief!
Abel: cr hk
Adon: nothing
Akuma: cr hk, cr hp
Balrog: cr hp
Blanka: cr hp
C Viper: ex burn kick, uncanceled seismo
Cammy: close hk, cr hk
Chun: nothing
Cody: cr hk, mp/hp/ex criminal upper, regular zonk
Dan: nothing
Decapre: ground pound, sweep, mp-hp, mp-hk
DeeJay: far st hk, close st hp, ex sobat
Dhalsim: close yoga fire
Dudley: cr hk
E Honda: mp/hp/ex headbutt
El Fuerte: run splash, qbomb
Elena: hk spin scythe, mk/hk spin scythe followups, mk/hk/ex lynx, st hp, down-back+hk
Evil Ryu: st hk, cr hp, cr hk
Fei Long: cr hk
Gen: punch mode cr hk, kick mode cr lk, kick mode cr hk
Gouken: cr hp
Guile: cr hp
Guy: any hit of bushin chain, ninja sickle
Hakan: cr hk
Hugo: st mk, st hk
Ibuki: cr hk, ex raida, target combo 6, target combo 8
Juri: cr hk, close hp, mk/hk/ex pinwheel
Ken: cr hp, mp-hp target combo
M Bison: ex pscyho, regular psycho crossup setup
Makoto: st hp, toward+hp no followups, toward+hk, cr hp, ex fukiage, lp hayate
Oni: toward+hp, cr hk, close fireball, ex ground pound
Poison: cr hk
Rolento: st hp, all forward rolls
Rose: cr hk, cr hp
Rufus: cr hp, lk-hk target combo, super
Ryu: close hp, cr hk, cr hp
Sagat: nothing
Sakura: cr hp
Seth: st hp, cr hk
THawk: nothing
Vega: cr hp
Yang: st hk, mp-hp-back+hp target combo
Yun: cr hk, toward+hp, mp-hp-back+hp target combo
Zangief: down-toward+hk
Wow ultradavid, this is golden information. Thank you for this !
Nice Work Ultra.
Did you exclude from that list, things that Zangief can punish WITHOUT LPGH. Eg. using st.lk xx EXGH or LP SPD.
Or only things that he can NOW punish in Ultra, that he couldn’t before.
*Also kiddies have to watch their spacing, because that’s key. I mean, how many opponent’s will do POORLY spaced pokes.
I’m curious as to see, which of those pokes, IF SPACED PERFECTLY well, can be punished with LPGH. And which pokes CAN’T, presumably, as you mentioned, due to limited reach.
As I’ve always believed, whiff punishing using LPGH is the new messiah.