Posted by Gunter on 08:25:2001 06:27 AM:
Okay, I’m joining this thread a little late, so forgive me. Usually SRK is just a bunch of ppl wondering what team in MvC2 is top tier, and other ppl saying that whatever team A-san said is top tier is NOT top tier. Oh, and then of course the ppl who then ask James Chen who HE thinks is top tier. So I’ve been avoiding.
But when it comes to Gief threads, I simply can’t pass them up.
For the majority of my A3 career (which is since its debut until B5), I have been an A-Gief user. I still have difficulty conceding that V-Gief is better. I think they are at best, equal. Omni covered V-Gief pretty excellently. The only thing I would not agree with is his “vs. V-Akuma” strategy. Since B5, Choi and I have been playing this matchup a LOT, and although I think the majority of my wins against him were charity wins, I do know that jumping AT V-Akuma will get you nowhere. The most annoying thing to Choi was my anti-air jumping jab. This is without a doubt Zangief’s BEST anti-air, if for no other reason than that you are NOT ON THE GROUND while performing it. Hence, you are less susceptible to being combo’d. When fighting Akuma, you should concentrate on your ground game, as according to Choi Gief wins that… You do this mainly by s.forward, s.short, and most of all STANDING FIERCE. S.Fierce is especially good after a knockdown, as many ppl like to walk forward or jump as they get up. The Fierce will hit them as they do so. Once Akuma takes to the air, jump straight up and jab him. Worst case scenario - he blocks it. Otherwise, you are hitting him out of just about anything he tries to hit you with. Other than that little strategy, follow omni’s advice for everything, as his Zangief is eons better than mine (damn that max range SPD!).
Now for A-Gief info. I still consider A-Gief to be a worthy tournament selection. Offensively I think he is a better choice than V-Gief. His ground game is entirely identical to V-Gief except for one move - V-Gief’s toward+strong hop. That is an excellent move, but you can make do without it. By making do without it, you are now doing more damage per hit than V-Gief does (as is true for all A-ism characters when compared to their V-ism counterparts). Since omni explained how to use V-Gief so well, I’ll just go into how to make use of Gief’s supers when using him in A-ism.
At lower levels of play, you will more than likely see a lot of Kick Supers with Zangief. While this is definitely a recommended tactic, you’ll notice that at lower levels, they are not comboing into it. If not combo’d it is totally escapable. I can think of two extremely good situations to land the Kick Super -
- Jumping Anti-Air Hit (e.g. Jab)
- Ground Anti-Air Hit (pref. s.jab… although c.jab also works)
For 1) you will be taking advantage of the crouch cancel feature that has ruined A3. Remember that when counter hitting an opponent air-to-air, you can prevent them from teching away by not making your sprite go through a neutral frame. You can do this by doing any of 3 moves the instant you land - special, super, or CROUCH. Crouching and then jumping again lets you get another hit “FOR FREE!” You can also do a DP motion just before you land, and then hit Fierce as you touch the ground, and you can combo an inescapable Green Hand for another hit (this is what I tend to do 99.9% of the time). However, the best and most non-ghetto thing to do (hence the thing I tend NOT to do… doh) is to pump a double-FB motion just before you land… then hitting the appropriate kick button with which to combo a Kick Super. Because you are bypassing neutral frames, the opponent cannot tech out, and it is a free grab for tons of damage.
For 2) the reason I say to use s.jab is so you can do the FB motion-Jab-FB motion-Roundhouse sequence to guarantee your super. Zangief has no FB+punch special move. Hence, if you DO FB+punch, all you get is a s.jab. IF you anti-air with this, AND IF it counter hits, you can then continue into FB+Roundhouse for an inescapable Kick Super.
But I don’t do either of those options. Many people say I don’t because I am infamous for being Ghetto. I will almost always footsweep a whiffed DP/FK when a Fierce SPD would be better… and if I do an SPD at ALL, it’s usually a Jab one even at point blank range. I’m just ghetto like that.
However, my favorite usage of the super bar is anything BUT ghetto.
You will rarely ever see me use the Kick Super. Only about 0.1% of the time am I using the Kick Super. 0.4% of the time my bar is for Alpha Counters. 99.5% of the time, it is for FABs.
The simplest way to land an FAB is to jump in, do the motion in the air, and land while pressing the appropriate punch. You can whiff a move in the air if you want, though that is mainly to A) pre-counter their move, and B) fake them out.
The next simplest way is to tick into it. A favorite trick of mine which I stole from James Chen’s match on the B4 tape (Chensor taught me Zangief before B3, in the good old A2 days…), is to beat their wakeup with a c.short and buffer into an FAB from that. In the corner, if your opponent jumps after the short, you can anticipate that and switch to a Kick Super, but that’s another story.
Now for my favorite trick with A-Gief. “My Trick”. Actually, it isn’t my trick, but simply something I picked up in my training time in the 2 1/2 years I lived in Japan. However, since I’ve never seen anybody else in the US use it (prolly cuz everyone else in the US is using V-Gief… except for Chocobo and his damn Crazy No-ism Gief! Grrr…), I am claiming it as My Trick -
Anti-Air Final Atomic Buster.
This is easily the best usage of a super in the game, style-wise. Vs. any air hit that hits HIGH, and ESPECIALLY shotos Air HKs, whiff a c.short and use that animation to anchor you while you do a 720+punch. If timed correctly, they will land in your FAB. You can also do this after a whiffed DP (esp. a blocked Sakura Fierce DP… but you’ll probably only see that situation if your opponent misjudged how much energy/guard meter you had left), but anti-air is MUCH more flashy.
-David Alexander S. Dial-