Zangeif Thread

do the non hitting frames of moves actually put your opponent in block animation, and if so does that really cut short the cannot-be thrown frames after being knocked down?

If so that does sound like a pretty cool use of kara throwing.

Spinning Clothes Line… Or Crouching Jab

I think I’ve tried Zangief’s jab+Strong+fierce & still got hit lots of times by Honda’s fast head butt doesn’t matter the timing . 3P may work (at least Honda got hit as well) if ST Zangief still have the invincibility on the 1st few frames of the 3P like he had in Champion Edition but this is not the case.

I think I tried crouching jabs too but Zangief is the only one got hit (most of the time anyway).

Try the kick lariat, it has better priority.
Read the first page of the thread. UltraDavid gives a pretty good breakdown of gief’s options versus Honda. I think s. Roundhouse can beat it too if you time it right.

Sup guys.

One of the biggest troubles I have is countering Chun Li’s jumping forwards. A friend of mine will often do a jumping forward, then low forward/standing strong/Lightning Kicks/throw.
I can’t seem to anti-air with any moves consistantly (sometimes I get lucky with jumping fierce).
I’ve tried blocking the jumping forward and then doing a SPD, but so far to no avail (maybe this is possible and I need to time it better?)

I watched some videos on Youtube between Zangief and Chun Li and it always seems like Chun is trying to keep away from Zangief, never jumping in. So I imagine I’m doing something wrong.

Two questions. Anything on the Dhalsim matchup? Seems to be a lot of dropkick trading – is there anything else I know (Such as stuff Sim will try and do if I don’t understand the counter)? I’ve found Green Hand surprisingly good for getting close and trading, but I don’t know how viable that actually is.

Second, what are some good uses for Gief’s normals (besides as ticks)? In non ticking situations I just live of of standing medium kicks, crouching round houses and jabs, yet I’ve heard Gief’s normals are all pretty useful.

Try crouching right before you lariat or anticipate her jumping and do j.strong. But yea, people who sit there and try to play keep away are the hardest matches for gief. It’s usually easier if your opp. is a trying to get in.

Crouching into Lariat as anti-air, what a grand idea! I’ll try that out next time, thanks!

Jumping strong is good, as well as close standing jab as an anti-air. In the same way that lariat is. Especially against things like walldive. Standing roundhouse is GREAT as a far anti-air. It straight up beats out or at least trades with everything, too. Can’t even begin to tell you how useful it is when somone is trying to escape from the corner.

Madspunky: Standing far roundhouse will be quite useful for your needs, too. You’ll most likely trade, but you can walk right up against her as she’s knocked away even after the trade. Then you have some great mixup options: Sweep with cr. RH, whiff a move into 360, or jump over her and start repeatedly splashing (j. down+fierce) until you’re in range to tick into 360, which she won’t be able to beat unless she takes the hit crouching, in which case you can combo into a sweep, then it’s game over for her. Long story short, if you guess right after knocking her out of the air, it’s game over for Chun.

caliagent#3 and Kuenai, thanks for your input, but it seems I’m back at square one: I’ve tried both ducking Lariat and Standing Roundhouse, but these are the results against a ChunLi player friend of mine:
Ducking Lariat just does not work :frowning: Zangief just gets hit, even when timed at the last second.
Standing Roundhouse only trades hits when ChunLi jumps in at the right distance (indeed, from far) and the timing needs to be pretty precise. Roughly three out of four times the hits trade with her jumping Forward. After I hit her, she falls really far back, not giving the mindgame you describe!

This is what I found out playing four or five games. Maybe I’m timing things wrong, maybe Anniversery Edition (PS2) is wrong in some ways?

But alright, blocking her jumping forward is easy, it’s the Strong punch/Throw mindgame she does after that that gets me. Here’s the problem in short:

I have a hard time reversing the throw attempt: Lariat doesn’t seem to come out, I try to do Spinning Piledriver between the Strong punches/throws, but I guess my timing’s wrong. So far, the best luck I’ve had is to bash away and Strong hoping to do a reversal throw.
Perhaps there are better ways for Zangief to stop ChunLi’s Jumping Forward, Standing Strong, Throw/Crouching Roundhouse mindgames?

If you don’t have a reversal with a lot of invincibility on it then you don’t have a straight counter to Chun’s jump MK. That’s the whole reason why 'Sim struggles a little with her. The reason people don’t jump at 'Gief a lot is that if they mis-time their block string/combo in any way, they’re gonna eat a reversal 360/720.
Just block or stay outside of its range. The other way is to knock her out of the air early with your own air to air.

Chun’ can’t really go tick throw crazy on 'Gief, Honda or Hawk, so it’s not like her jump-ins are all that scary anyway, and all she’s doing is putting herself in a range where you can work. Her anti-air is lousy, so just keep coming down on her after you get in range.

Honestly, it just sounds like you need to work on your reversal timing.

Just block her jump-in, you don’t have anything good against it except for at a unlikely angles (right underneath her, for example). Something you gotta learn is how to constantly buffer in spds when the opponent is up close to you. So block the jump-in, immediately rotate the stick from back to up to toward to down to down-back while in block stun, then drum the fierce and strong punches. If your opponent leaves open any space in his block string, like if he’s trying to throw, you’ll throw him instead; if he instead continues his block string, you’ll just crouch block it. Keep this up while your Chun friend is doing strong-strong-strong in front of you; worst case, you’ll tech a throw, neutral case you’ll just block until he stops doing it, but more likely you’ll get a free spd every time. Your friend will quit doing that kind of pressure pretty quickly, if’n he knows what’s good for him.

This can be risky against characters with dragon punches and against Chun if she’s walking toward you with stored super, but otherwise it’s a good plan.

Thanks guys, indeed, I have not been timing my 360s right; been doing Away-Down-Toward-Up-Fierce, instead of a motion that has you blocking at the end, and drumming two buttons. Realising this makes me feel rather stupid.
Can’t wait to try this stuff out!

If you can’t get Chun with crouch into lariat, then you’re timing it wrong. I play Chun as my main, and I know the properties for jumping forward at all heights, and lariat wins if properly timed EVERY TIME. As far as her doing the jump-in forward into strong/throw games: Lariat is your friend.

Lariat won’t beat Chun’s jump-ins from max range, which is the only range a decent Chun will jump at against Zangief. Also, lariats are a bad way to deal with strong-strong pressure both because they’re throwable and because they’re vulnerable to low forward and low roundhouse.

No point in trying to reversal lariat when you can just reversal 360 from way farther back instead.

how the hell do you beat claw?

EDIT: I finally got it down, gotta spin more fluidly - repeats to myself :“This is not Hawk”

J.strong and lariat as AA vs claw dive
Lariat > rolling ball and punch attacks
sweep > slide
Early crossup splash > flip kick
Block

The match is still hard as hell though if the vega player knows what he’s doing.

thanks. You sure about lariat as aa tho. it didnt seem to work too good when i used it.i was using punch lariat tho so i guess ill try k lariat