Zangief Combo/Tech Thread: Tips and tricks from the mother land!

tatsu for ken is -8 for light, -9 for medium, tatsu for ryu is -10 for any except ex which is -19, you can easily grab them out of any blocked tatsu when they land, or do cr.mp st.lk into lariat if you need the damage

One interesting thing I’ve noticed (and sorry if it’s already been said) is that if the opponent is cornered and you land a st. HP/ st. HK xx full V-trigger, while the opponent is in juggle state st. HK and immediately use LK/EX bear grab. You can get them with the running bear as soon as they land. Of course it’s still a gamble. I have had some success with it. The armor of the EX version also offers some help if the opponent wakes up with a button.

That is a fun mixup for sure. Beware that it is a 50/50 gamble. You’ll either hit the rbg, or they’ll jump and punish hard. Already people are starting to read the s.HK reset after v trigger cyclone as an impending spd on landing. The damage is alluring, but safety first and perhaps stick to ex air spd for the guaranteed damage and living to continue the fight.

So after watching some snakeeyez matches I see he would v trigger into reset with body splash or dash st hk. I am unable to get meaties with hk and hp with this setup.

I am curious why he wouldn’t use f.mk to reset instead. It allows for meaty setups with hk and hp. It also leaves them in range for hp spd. The timing is a bit strict to get the meaty. Is there something I’m missing?

alright guys I may be crazy or my inputs are just sloppy so maybe you guys can help me confirm this, but I may have found a option select for gief. If it works it’s not something super powerful but it’s something.

Since I don’t have any way to play online right now I’ve just been hitting the lab just testing stuff out. Here goes…

So I’ve been playing around with half circle back +PPP+KKK. Here’s what I do I do crouching LP at the down forward part of the HCB (half circle back) then at the end of the motion (the back) I press PPP+KKK. If the opponent gets hit or blocks the cr.LP it will automatically go into EX Running Bear Grab, but if the cr.LP whiffs you just get a whiffed standing normal throw if you’re still holding back, if you go into neutral right after the PPP+KKK when the crouching LP whiffs you go into taunt. This can be done with cr.LK as well. I tried this with only using just KKK but it goes in EX RBG after cr. LP whiffs.

This can be done with standing LK as well and if you whiff with it you won’t do anything, if you do the HCB+PPP+KKK input fast enough, but if it hits or is blocked it will go in EX RBG.

Now there’s a lariat version, for this you just end the HCB in the down back direction and it will go into lariat instead.

There’s also some intricacies with the other normals as well like if your v gauge is full and you use cr. mk for example and try to do the lariat version of this method it will go into v-trigger, but right now I’m too tired to delve deeper.

I’m doing all of this on a PS4 pad since I don’t have a stick yet with PPP and KKK map to buttons. Hope you guys can confirm I’m not crazy or that my inputs are not sloppy and it’s just a coincidence!

I’ve been watching replays all morning and haven’t seen St.HK reset to spd hit once. This is after v trigger or St.HK cc, st. HK. People are definitely figuring it out.

So instead you can do hk reset into jump grab or a strike etc. It’s a guessing game for them, like most resets / wakeup.

Agreed. I think the best idea is to take the guaranteed damage of air ex spd if you have the meter or headbutt if you don’t and just play from there. Going for the St.HK to spd is very risky.

I will agree people are catching on, but the point of resets is to open up more safe options on their wakeup.

This leads to a better chance of landing the next mix up as well as a bit of conditioning your opponent to respect your options.

If they see the same thing every time (v trigger/cc hk~air spd) it makes guessing your next attack easier.

You can reset this into a meaty/spd with hk, f. Hp, f. Mk. All leaving you at different ranges and different frame data. F. Hp allows the opponent quick recovery/back recovery. The rest dont. This allows the opponent the chance to misjudged the situation more often.

If the air spd would have stunned, you can now reset them into a stun without taking reduced damage from scaling.

Sometimes the safe option is the best, but sometimes you want to instill fear or try to make a comeback which resetting allows you to do much easier.

Excellent post you’re totally right. I was watching this video and thought about your post Kanon. This illustrates your ideas well I think.

https://youtu.be/3nONBbYxwT4

Beautiful v trigger sequence at 1:50

Might be known already, but vs Birdie you can v skill walk through banana to get it out of the way.

Dunno if this has been posted yet:
https://youtu.be/KmbRj81CCpQ
Reminds me of Gigas buffering for Hugo in 3S. Could be huge if you can master it.

How often is a good player just gonna stand there and let you walk up to them to pull this off? It’s definitely a positive but not a game changer by any means imo.

What are you guys doing on cross up splash? I’m doing j.f+hp, c.lk, lariat. I just tested crossup c.MP lariat and that works if you’re really close. Anything else to consider?

I use cr.MK xx Lariat because of the range but you’re going to get the same damage (I probably shouldn’t though since it is so unsafe).

A variation that I think we should consider, because the splash is so recognizable, is one involving RBG. So I’ll crossup splash and if my opponent recognizes the crossup and blocks it I will cr.LK, cr.LP, EX RBG. It’s not perfectly safe but I’m counting on my opponent to continue blocking or to transition into a mindset where they’re going to press a button in order to punish me. Either way a very short ranged EX RBG is hard to deal with and I’m OK with placing that burden on opponents.

If I hit em with a cross up splash when they’re not crouching I do CR.MP, St.LK xxx lariat. Ideally I want forward HP, St.LK xxx lariat, but for me it’s a lil difficult to time the forward HP to combo with the splash. If they’re crouching and I hit em with cross up splash I just try to go for a tick throw or if I have a fully stocked v gauge I just do Cr.HP xxx V-Trigger.

Landing a HP SPD into stun followed up by jump in splash - F.HP - Super is so satisfying.

EX RGB does this sometimes for me. In a case where it should probably work, something odd happens. Mika slides into it and the RBG just kinda whiffs. I get thrown out of it somewhat often and I wish it could absorb a jumping attack and still catch 'em!

That is just her low profiling the throw. She has no throwable hurt box during slide.

https://youtu.be/mijkI3lrpAc

Here’s a cc reset I’ve been working on. It has the potential for 0 to full stun. Ignore first twenty seconds, I’m new to this.

On block or hit of the st hp at the end, it is safe from many normals. Although, I’m not sure of the frame data.

The distance makes reversals unlikely. I’ve had a lot of success with this. Enjoy.