yeah videos 1 and 2 are me. “warhawk vs vangief 3” is fuson.
man i got raped. final score was 4-2 vance.
thanks for the tips rexell, i never thought of using df.hk to punish lariat. yeah neutral jump fierce is probably the best overall anti air against gief, i should utilize it more. also i shouldnt wake up flash kick gief jump ins lol.
for the record i had a couple stella’s before this MM.
Warahk, maybe you should use more fierce sonics instead of jab ones all the time. Vangief was obviously reaction jumping sonics all day, but I think the fierce sonics will hit him if he reaction jumps from as close as he was. Of course, the recovery is worse, so it’s worse if he guess jumps, but he wasn’t doing that very much. Just for a random example, look at 1:33 of the first video. I’m pretty sure a fierce sonic would have hit him there.
Warahk, I bet your biggest concern vs. Vangief was your inconsistency to anti-air his jump-ins. Just guessing though I could be wrong. Guile’s Rolling Sobat going backward beats Zangief’s jump-ins except for his Fierce.
Like Rexell said also, nj.fierce works well also, but you have to really calculate the distance with it so that it hits him all of the time when he jumps in because if you attempt to nj.hp Zangief and he does his jump mk (the low arc kick), then your fierce will miss him, he will land before you and you will be susceptible to anything he wants to do.
I want to play Vangief, i’ll make the trip out to Cali soon.
What Brian said is right as fierce boom travels fast enough to make the opponent very hard to react to at about half screen distance. An e.g I always use myself would be throwing a fierce boom right when the round starts against Blanka. Blanka will block the boom if he’s looking out to slide a boom cos the boom is fast and it’s blocked before he can react. But if I throw a lp boom, then he would be able to slide me if he’s looking out for a boom as the boom travels slow.
And dieminion
Nj.hp does beat Gief’s j.mk clean at the correct distance and timing but it has to be a bit closer than Gief’s max range j.mk. It was through feedback to me from Gief players I’ve played with that I knew about this. However, nj.hp will whiff at about the range where you have to stand block Gief’s max j.mk range. But this range, b.mk would hit Gief’s legs clean like you said.
However, it’s dangerous if Gief does empty short jump in Vanilla. I’m not really sure about super since I mostly play Vanilla but I think it should more or less be the same. I really hate Giefs doing empty jumps.
Seeing alot of gief v guile matches lately and I’ve been experimenting with nj.hp on zangiefs wake up and it stuffs lariat and cr lariat and you can land Df.hk bnb after. It has to be a few cms away though coz he can late cr lariat trade. I think once giefs see it stuffs the lariat they will be scared…However his standing Hk beats it and ex greenhand…But you can empty nj to bait this.
In order to use b.mk to beat Gief’s j.mk, Guile’s leg must hit Gief’s leg hitbox when he stretches out his leg. So Guile has to be rather far away or at Gief’s max range. I would think it’s safe from SPD as Guile is already moving out of range of SPD. I think I mentioned it somewhere before that b.mk works against some jump-ins but are however, hard to time and gauge the range. These jump-ins are usually hk and mk jump-ins. It works quite well against dive kicks when Rufus’ leg is not hitting Guile’s head or when the dive kick is coming in at a more horizontal angle. I would think it’s gonna work on Adon’s divekick too.
On knockdown, going right up and do a meaty b.mk on their wakeup is also a good way to bait out pokes from the opponent after they have blocked the b.mk. I think some SRKs and reversals will trade if you did it right cos I had it trade a few times before.
Man Warahk, I really respect your placings with Guile, your knowledge of SSF4 and Guile, and your execution, but a lot of times, I don’t understand WTF you’re thinking in your matches haha.
You vs. John Choi? I play that match so lame and make Ryu’s WORK to get to me. You’re focusing every where, jumping in, etc. I SB every thing, save meter, play footsies / spend meter to keep myself out of the corner, and try and AA everything correctly. You can probably count the number of times I jump on one hand. I think even in the beginning of one of your team matches vs. Choi’s team, Choi jumped in in the beginning of the round and you had a down charge, and you stood and blocked instead of FK’ing.
Yo seriously, Warahk, holy shit dude. You’re getting so god damn sick. Like, noticeable difference in solidness, you took on what, Ricky, Vance(?), Champ, and Choi? Anyone else get a taste of the back fist??
oh yeah guys by the way for those of you that have facebook i made a page on it called “The Gnosis Empire” i will have updates on things i have discovered in SSF4, sometimes well im hoping alot of times there will be videos and also a variety of other things people are just generally into and have lack of knowledge of. So if you have facebook please check it out also add me my user name on facebook is “Jago Margqulius shinszengate”
Warahk. i’ve seen you play against Ryu and Ken and i notice that when you crouch underneath a Tatsu you punish it with cr. strong. I dont know if that’s what you prefer to do for whatever reason? I just think that shit should be hit harder. Hard flash kick or even wait for it to go past you then DF. Roundhouse to flash kick. Usually i just Cr. Fierce because i dont react fast enough. But even thats harder than crouch strong. Also i notice when i cr. fierce it they land at a nice sweep distance where i tag em with cr. forward or wait for them to stick something out to punish.
I’d go with the cr.mp under tatsu myself. Eliminates guess which strength Tatsu was used. Has 4 frame startup. You also don’t have to worry about charging and if they try to reversal, you know have a charge to punish them appropriately.