I’d like to ask your guys’ input about his double German suplex (the 360+K move done within close range) I noticed it does more damage than SPD, but then again you can’t do it at SPD range otherwise you get the “Touchdown!” move.
The suplex is not something to be used often. It does more damage than spd, but because its range sucks you can’t really do more than one very close tick before you hit it. Say Guile whiffs a flash kick and it just misses you; you could do suplex because it’s more damaging than spd alone, but if you do crouching jab crouching short into spd you do more damage, and since Guile hasn’t recharged his flash kick yet there’s no chance of you getting hurt. If Ryu whiffs a dragon punch such that it just misses you, and you know the opponent if great at reversals so ticking into spd isn’t a good idea, then doing suplex to punish is better.
That’s not to say you should never tick into it. Close jumping roundhouse into suplex does almost half life, for example. But this is rare and situational and character specific, so don’t get used to it. In general you wanna stick with piledrivers.
Also, the only version of this you should ever use is roundhouse, since not only does it do more damage, but it actually has considerably greater range than the short and forward.
That only works on new school DP’s? Old characters are ungrabable in their DP?
yay, finally i have something to add, and i dont even really use gief. but anyway, sirlin’s tutorials state that a dragon punch doesnt hit till after the 5th frame, so its safe to assume that you can throw during the first 4 frames.
[media=youtube]t8dD3K2_Pz4[/media]
watch the part about safe jumps
Actually they are invincible during those frames. However they have a throwable frame but I’m not sure witch one it is
i thought you could SPD during the first 4 frames? idk, i dont really use command throwers, i like to DP reversal those darn throwers instead. = P
No, those frames are invincible, but there’s randomly a frame at the end of that that’s throwable, like just before Ryu actually leaves his feet, around frame 5 or so. Not too useful for Zangief, though, since the dp will hit his spd whiff if he misses that one frame.
I’d skip that Up-Left…that’s gonna make you jump prematurely; go straight to Up. And has anybody realized the benefit of reversing w/ an up-side down negative edge KICK 360 from REALLY close? Say, after Fei’s “Chicken Wing”? It’s fool-proof.
If I’m not mistaken, that is correct. O.Ryu and O.Ken cannot be grabbed out of their DP’s since they are completely invincible.
New Ryu and Ken are also completely invincible at the beginning of their dp’s, but for a shorter time.
Two good things about 360+K…
- The close version fills up your meter 50%. :wow:
- The far version grabs on the first possible frame, so you can set up perfectly timed ticks more easily.
An example of number 2, if you knock down Dic, you can do [cross-up splash, cr.Forward xx 360+RH], and Gief will grab Dic on the first possible frame. I haven’t tested it, but it looks like Gief is outside of Dic’s throw range when the 360 grabs, so if Dic doesn’t have meter, it’s a guaranteed tick, and it’s really easy to do.
Yeah, I guess on Dic it’s really no big deal that it’s so telegraphed, because you can do it to him for free. Against some of the rest of the cast you can’t get away with that shit lol…I’m trying to remember who else you can tick for free. Other giefs?
If you try to tick another Gief, he can SPD you first, for free, every time.
If the opponent has no charge, you can tick for free against Dic, Chun, Boxer, DeeJay, and Guile. If they do have a charge, you don’t get any ticks for free.
Ok guys i didnt see it any where but I might have missed it but there is no mention of canceling a crouching jab or crouchin short ( or any other cancelable normal for that matter )
into a running bear grab. Im guessing here because Im not actually sure it really is a move you can go into from a cancel but dam it sure feels like it does!
I wondering if this is a good technique to be using because earlier in the thread it was explained that it grabs on the first possible frame so in theory doesnt that only give them a
really minimum chance of escaping since (a) there is no whiff animation. And (b) he starts running BEFOR they can do anything since they are so deep in block or hit stun.
Isnt it like the timing is actually being done for you like that ?
Lol, I sure hope I explained myself. Maybe only I understand what Im trying to say!!!
Yeah man, canceling into bear grab after like crouching short or forward is ok in some situations. If you do it close, it’s a tight enough tick so that the opponent can’t jump out, so that’s cool. But usually there’s no real reason to do this, since the bear grab does less damage and has some startup.
I just wanted to point out a pretty good move that gets forgotten: Zangief’s normal strong throw. This grab is great to start some pretty mean mind games because Zangief stays super close to the opponent. You are so close to the opponent that you can go for a crossup splash. I’ve been using this grab for awhile now, and it’s great because it usually ends up resulting in an SPD anyways, so it’s extra damage!
Also, you should always use a banishing fist after an SPD to close the gap and keep pressure on the opponent.
I thought I saw Pony using Banishing Fists after bearly conecting crouching roundhouses to get good SPD tick range. You can see it here
at the 1:50 mark (even though he misses the SPD ) :looney::looney::looney:
O but then he lands it at the 3:49 mark
He actually gets good enough tick range to throw TWO standing shorts for the mix up!!!
He didn’t miss the spd, he was expecting Ryu to super and tried to jump out of the way. But yeah, green hand after crouching roundhouse is good just make sure you do it such that you’ll recover before your opponent.
So what’s the deal with the distance you land away from your opponent after an SPD in the corner? Sometimes I’ll land real close while sometimes I’m put further away…
As far as I can tell it’s partly random and partly based on the strength of the SPD you used.