I guess this is a series now
Thanks man, I don’t have that much more planned in terms of gief vids, but gonna be focusing on balrog a bit.
Agreed. Feel like I owe you Fight Money lol
more of a grappler lesson then a gief lesson.
Hey look new stuff
Zangief comboing mediums into v trigger without counter hit
https://www.youtube.com/watch?v=D2S6YR2vQok&feature=youtu.be
Is Zangief at a significant enough frame advantage after a jab anti air to allow for any set ups?
(depends on height/range)
I learned recently that you can meaty headbutt them OR once conditioned to block after aa jab you can whiff fw. hp into SPD/CA
edit: wrong normal
You can do c.mp or c.lp ticks pretty reliably.
I think you get HUGE frame advantage, possibly cancel the Stand LP into VT, or forward dash or cross under forward dash with slight advantage.
Hey there, here are some v-trigger setups I’ve been using for a while and hope they might help some of you folks.
From what I initially discovered from these setups is:
- You can meaty them with the Jumping HK, Jumping HP, Splash and maybe more attacks. This will lock them down, and stop jump aways, back dashes and counter hits the LP Shoryuken. (3 frame startup but no invicinbility) It’s not shown in your video, but it is possible to hit the shoryuken while its still grounded and combo into Headbutt. But I suspect you need to be observant to recognize back and normal recovery.
- If they back recovery, your splash hits in the front, but if they normal recovery, you hit them cross up.
- The timing is strict, as you need to step forward a tiny bit. But I also hold forward for the entire Half VT of the Cyclone Lariat. Not sure if that makes any positional difference.
- In all cases whether back or normal recovery, you can always land HP SPD.
The jumping attack is the key. Then you might want to consider aerial feints, jumping attacks intended to narrowly miss them and land into HP SPD. For example, well timed jumping HK.
Their main fear is you landing Jumping Attack. Headbutt. Stand MP xx VT and to re-loop the jump in setup. For 330 damage and 550 stun + mix up. So they should be more inclined to block.
Characters without an invincibility answer will struggle against the jumping attack.
I believe, if your attempt to get them with the back half of the VT fails, you have 17 seconds left to do so. Good Luck.
If you want to stop back-dashes or jumps when landing from the jump-in, just do a c.lk link into level 2 v-trigger again. The main strength of level 2 v-trigger is that you gain access to a reliable hit-confirm to stop players from jumping, and no longer need to make big reads in order to do it.
So, with the update there are a few new combos. I know it’s not likely to happen too often in matches, but here’s a combo on anyone with 1000 stun or less. Requires pre-activated VT, full meter and CH
j.hbutt(CH),fHP,cMPxxVT,HP(hold),Stun!,j.hbutt,fHP,CA 774 DMG
Note that it does so much damage that the exact amount varies depending on the target since low life scaling happens at the end.