Moved these questions out of simple Q&A, cause a) they’re more complexed and b) I wanted some answers!:
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Opponent is in the corner, literally with their back against the wall, and your within all throw ranges (including normal throw and atomic suplex range), which throw do you use, normal forward throw, HP SPD or atomic suplex? Note: Ultra 1 is not charged or not available.
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Is the one hit EXGH juggle always the go to option, after an anti-air PPP lariat trade, assuming one has an EX bar? What’s the thoughts, on using MP or HP GH instead after the PPP lariat trade to gain positioning and to save the EX bar, at the expense of 50 less guaranteed damage? As I see, option select EXGH, projectile reaction EXGH and EX SPD giving me better millage.
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For high level Zangief play, how crucial would you rank a player’s execution of Ultra 1. Like, if a player, could perform it on command 100% of the time? Tick with the jabs and shorts off of it, foward dash, and walk forwards into. Cause backdash Ultra 1, is a nice defensive play. How would things change if, the motion was simplified, eg. 360+3P, 180+3P, QCF+3P, Start Button!!! LOL. Cause I think, its intended to be difficult to execution on purpose, to act as another barrier. Like you can’t easily perform it naked - you have to set it up, like how you setup a “serve and volley” point in tennis.
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EXGH is +1 on hit. I view it as a favorable position. Does that essentially mean, you could create the same post EXGH mix-ups, for when Zangief is upclose with + frames? Such as in the following scenarios;
+5: crouching LP on hit
+4: crouching LK on hit
+3: crouching MP on hit
+2: crouching HP on hit or crouching LP on block
+2: close standing LP or LK on hit
+1: blocked crouching LK
How do the above scenarios compare to that of the post EXGH? Which of these is better than, and which are worser than EXGH.
That is all for now. Thanks.