Some notes from my experience against him
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Soul Spark is relatively useless in this match.
At long long (more than mid-screen) range, LP Soul Spark give Zangief hard time as it’s difficult to time jump on it; he can lariat but u can dash or FADC to crouch HK, Soul Piede, slide (worst option), super or ultra (if u have);he can’t move back lariat on LP Soul Spark, he’ll get hit; . Why i think it’s useless? MP and HP version can be easily jump or lariat (FADC it? 2 stocks for no sure reward) and LP version game strategy is ruined by FA (safest option, plus, u don’t want zangief ultra grows fastly), Ex Green Hand (not sure for players aware that its not safe), timing Green Hand on it (after u must face 50/50 if u 've dash in). Good for his FA defensive option can be countered with HP Super on reaction after dash in.
At close/mid-close range, if u MP or HP Soul Spark he can easy jump, HP let u wide open, he can jump on LP one in reaction; ex Green Hand and advanced Lariat wins all Soul Spark version at this range; he can SPD, super or ultra u at close range (LP version can hit him but hey…high risky).
The safest Soul Spark u can throw is MP version at mid-long range (about mid screen), his only attack that can reach u is ex Green Hand. U know why LP and HP are not good (one’s recovery, other’s startup).
We can say that Runaway-Soul Spark-Runaway its not a viable tactic.
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Soul Reflect and Soul throw are also useless. As for others characters, unless u predict jump, Zangief can trade easily and for Soul Reflect the safest is HP version on earlier jumping attacks (ex also but u can’t juggle with Super after) but he’s open to the others AA attacks too. Ex Soul Throw works well on later jumping attacks. As we ve touched AA strategy, i want to said that crouch HP must be avoided (only for earlier jumping attacks) since we know the existence of Zangief small range jump. I think the best AA options (which can work with all characters) are: FA cancel backdash, backdash, jump back, slide, fordward dash. And as everyone knows, some earlier jumping attacks are good AA in the game when well timed.
Rose air game is better than Zangief one’s (air HK, air HP, air MP), u ll rarely lose against him in air battle. Zangief best AA move: Lariat. If u re at close range while landing part from ur jump, u will never win against Lariat (crouch Lariat is horrible), trades maybe but damage is not on ur side. Air HK, Air HP, and Air MK can stuff earlier Lariat if spaced and timed correctly. Dont forget his crouch MP; later jumping MK, HK or HP stuff it. Empty jump at the right range to Ultra is a good strategy here. Vertical jump are good to escape some random Green Hand and punish them hardly, just be aware of his far HK. Cross ups can be done but are risky (its Zangief), just time it correctly. For jump back, lol, u ll do this a lot in this match; in the corner, jump back MK or HK are good when he jumps at u.
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The heart of ur strategy with Rose against Zangief is mid range ground game. We all know that Rose pokes are maybe the best in SF4, so in mid range, Zangief will have a hard time. He also have some really good pokes (far MP) but u can manage them. Try FA cancel backdash to escape and to fill Ultra. Teach him not to FA your pokes with some random Soul Spiral. Until he get ex Green Hand, u can pest him with your pokes.
About Soul Spiral, HK Soul Spiral is Rose best move: High priority armor break special move that knockdowns and gives adv at tip (max frame adv=+1). LK and MK version should never be done outside of combos, at mid range u can be punish by LP/LK combos to ex Green Hand. Be careful of this one and his brother: Lariat, these 2 moves have higher priority and beat Soul Spiral clean. Also after a block HK version, if he like to counterattack, u have options depending of what he throw: FA and ex Soul Spiral against Green Hand and normal moves except L normals (if he do a normal that can combo to (ex) Green Hand, backdash cancel FA); Ultra against any moves except L normals (time it a little bit later against ex Green Hand); Super against any moves except ex Green Hand, Lariat and L normals.
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What is gameplan from here?
U want to be at mid-long range against him, walks/jump/dash forward or backward in function of him at the start to position urself at this range.
Zangief only mid range ground game option except of his pokes is (ex) Green Hand which is unsafe, a good Zangief player will never do it, if so he will FADC (u get a free punition from it if he can’t) it on block to not avoid punition, this costs him super meter on wich he relies to win (ex Green Hand). For his Lariat, at this range, u can knockdown him with crouch HK. Because doing Lariat and Green Hand randomly at this range is bad, most of them go to crouch position (Rose crouch HK) and block, from here it becomes difficult and depends on some parameters and mind game from this position is crucial. The only thing i can say is, unless u have more life than him, if he can do ex Green Hand, he have advantage; u d better opt to a defensive game with vertical jump or backdash. If he can’t do ex Green Hand, u can do HK Soul Spiral, MP Soul Spark, crouch HK, dash to throw; but risk is just minimal because all of these options can be countered on reaction with Lariat or SPD.
To escape ground pressure, he can choose to jump at you; if u dont have ultra, i recommend to choose FA backdash cancel option to build it but u re free to use any AA option u know.
Knockdown scored, go to a meaty (ex) Soul Spark for wake up game if i can’t do ex Green Hand.
Here comes the loop of gameplan.
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#Throws and crouch LP combos are ur friends, ur best offensive options at close range; backdash or jump back are the safest defensive option
#For Zangief 50/50, I have nothing to say; it’s 50/50: pray that u choose the right answer to the option he choose. But it’s better to get hit when try to escape with a jump or dash than to be thrown and return to the 50/50 position.
#Ultra (timed correctly) and Super can be used as AA.
#SS2AuraSS trap: At max screen range with Zangief with low life, LP Soul Spark cancel into HP Aura Soul Spark to kill him.