Zangief Combos

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Heres the video of it… just in case

Uhh I can hit confirm the splash. Maybe not everyone can, but I can.

nice but honestly does all the negatives oh weigh the positives ? I think, the dmg and mix up that your giving up for a lariat combo, doesn’t out weigh the dmg that you can get from a splash mp ex hand or knees into crlk stmp etc combo. I don’t know man, you play how you want but there’s a reason the best giefs in the world don’t use it or any good gief since vanilla hasn’t done if it was so good…OVER 3YRS SINCE VANILLA.

Do the combos in that video while the character is crouching, they don’t work. Combo into EX hand > anything else.

All characters have at least 1 standing frame on wakeup. It’s very possible for those to be used in a match.

Sometimes with Gief I combo into lariat for the meter. I mean keeping 1 bar is important at least to me so Gief’s footsie game is more dangerous.

No human can react to one frame lol. Some people tech and some people don’t. You would have guess what they’re doing on wake up. Now, if lariat gave a hard knock down then… that would open up new option selects, safe jumps, SAFE MIX UPS …FUCK YEAH…it might be worth it but because of how spaced range specific it is… imo it’s not worth it at all. I’ll see, if i can get Vance’s opinion or Flash’s opinion on this.

Damn, someone needs to make a counterhit combo video lol. Well, I kind of did but the quality sucks lol. [media=youtube]Bm3rOp-BXUw[/media]

I don’t think you understand what I meant. If you get a hard knockdown off of like OS sweep or 360K and do your safejump correctly it will hit or be blocked standing. The splash has a lot of hit and block stun so you have all that time to react and think about what you want to go for. As for it being range specific you are right, but I don’t think anything is useless enough to even look into.

That CH cr. jab - cl. st. mp xx exgh was sick lol.

I understand that, my point is that it’s not worth it.

Hey if you don’t want to learn that then you are only limiting your own options. I’m just saying I’d rather have the meter for footsies or reacting to fireballs in some matchups.

wow. i finally manage to luck out the last Zangief trial in challenge mode.

You know, the jumping knees, crouching LK x 4 into EXGH, containing three 1 frame links.

I’m a noob with plinking, but I managed to do it, by a method of plinking, and tapping it extremely fast. Took ages, sometimes would get 3 crouching LK, often only 2 would link.

It’s a shame, I only started playing SF4 after Super, but if it was a 2 frame link back then - Too easy. I could double tap it all day, for 4 crouching LK into EXGH.

Are there any viable 1 frame link combos, that use certain exploits, such as multiple plink options to increase your success? Can I plink both the LK and LP to make MP link easier, as I’m having a hard time doing crouching LP x 2, far standing MP, far standing LK xx EXGH. Can’t get the MP to land consistently.

Update: New combo for the Sagat vs Zangief match-up:

Jumping HP, close st.lp or far st.lp xx KKK Lariat, EXGH = 299 (405) or 289 (405)

*Key Notes:

  • Used as your longest range jump in combo, but may work at shorter ranges
  • Only works on a standing Sagat
  • When in range can be used to reaction punish high tiger shots, as far st.lp starts-up in 4 frames when you land, but you may have to substitute MK in place of the jumping HP to offset the tiger shot recovery in case, your reaction is not as on point.
  • you want to get the furthest close st.lp or the nearest far st.lp. This can be user adjusted by with a small forward or backwards walk after the jumping HP/HK.
  • Cancel into KKK Lariat as early as possible
  • Move forward after the cancel into KKK Lariat, to hit on a later rotation
  • KKK Lariat to EXGH juggle is somewhat strict - its a relatively tight link
  • EXGH juggle grants ambiguous cross-over setup if opponent quick rises
  • Immediately jump or walk forward slightly and then jump, right after you recover from EXGH
  • Mix-up between splash, knee drop or empty jump, in front or behind

To do this combo from the ground, would require a link into a normal that cancels into KKK Lariat, to offset the spacing that gives you a later rotation KKK into EXGH. Which may not be possible on the ground.

Best normals to cancel into KKK Lariat are:
a+b, a = #max frames cancelled and, b = #frames gained from advantage on hit

  • close lp = 13+2 = 15 , far lp = 9+6 = 15 , cr.lp = 9+5 = 14, cr.lk = 10 +4 = 14

As this combo has limited hit confirm use, it is strictly for punishment.

  • Post EXGH knock down and superior positioning.
  • Arguably better than safe jump set-up combos, such as jumping HP/HK, cr.hk - as you can cross up.

Rest of the Sagat guide to follow when I’m done. And believe me, it is HUGE.

Follow up to that listed combo:

A modified version, can be performed on a standing Ryu, which would be useful as a reaction punish to fireballs.

For standing Ryu, use the following:

Jumping HP/HK or MK, cr.lp or cr.lk xx KKK Lariat, EXGH.

  • You have to space the cr.lp and cr.lk to be a half step away.
  • I believe its so the 4 frame startup of the KKK Lariat whiffs (the initial hitbox of the KKK Lariat is very small, around Zangief’s body, but not his arms)
  • Then you go into the later rotations of the KKK Lariat, reducing your recovery, and allowing the EXGH juggle

When you land the combo, you get superior post positioning, attained from the atomic suplex or the original EXGH knock down.

On a similar note, I’ve theorized that KKK Lariat, has great uses, for opponents who wish to “jump out” of ticks. If you can tag them whilst air born, and juggle into EXGH. You have them back in the mix-up. Will need to test this.

Has anyone landed these combos yet? I’ve been able to consistently do it, and my execution is poor :slight_smile: But the more people, using the combo, the more tips and pointers we’ll get to land it.

Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:

  • Best BnB combo
  • Best punish combo
    You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you

i have been testing this and i was able to land it against vega, rog, abel, rufus and t.hawk

im using 2 main set ups

cross up splash, cr.lp, cr.lp xx KKK lariat, Ex GH

cross up splash, cr.lp, st.lp xx KKK lariat, Ex GH

the other one im working on is using CH far.hk, cl.lp xx KKK lariat, Ex GH, but the GH is very hard to link consistently

ill try to make some vids with this

and of course i wont forget to give the proper credits /loldesk

AWESOME!!!

I was looking into that and realized the value of juggle EXGH, and that it leads into an ambiguous cross-up or cross-over.

Even though it does an extra 50 damage and uses one bar, the mix-up after is well worth it. Thus, Always go for the EXGH after trade lariat, except for when you have them cornered.

I’ve found the KKK lariat into EXGH juggle, yields various results. Highly dependent on character and spacing, and the reeling hit stun animation state your opponent goes into, eg - being hit by a jumping HP, vs being hit by a crouch lk, before hand. This determines whether you use st lp, cr.lp or cr.lk to cancel into KKK. The juggle seems to work well on Sagat.

However, I truly don’t know the mechanism of the combo. I theorized it as far well spaced close or far st.lp, cr.lp or cr.lk cancel into KKK (move forward and hit on the second rotation) - which explains how he can juggle EXGH, since hitting later, means he finishes the KKK lariat earlier.

But actually, it could be to do with Zangief hitting with the outstretched fist part of the KKK lariat, which from my observation, almost always allows you to juggle EXGH.

I would also like to mention that, any lariat combos should use KKK if possible, due to the superior recovery and post positioning, even if you can’t juggle EXGH.

And that, far st.hp juggle EXGH is a great tool against some opponent’s back dash and jumps. To tag jumps you have to guess or set-it up. And its only -3 on block. Although it starts up in 12 frames, if it is tweaked to startup in 10 frames (hopefully in USFIV), you can cover jumps and back dashes with one move and juggle into EXGH for the knockdown.

However, the EXGH juggle far st.hp does not lead into an ambiguous cross-up, as spacing is too far.

I swear to god this will make my day.

I also swear that I’ll test shit out with these combos and try to find some tech for other characters.

Thanks a ton.

i have been toying with this a lot and i can say that this is viable against almost every character with some tweaks

df.lk and splash are the main jump ins and from then you have to use either cl.lp, cr.lp and cr.lk to create the spacing needed. In some scenarios you can use empty jump, cr.lk, cr.lp xx kkk lariat too.

you can hit confirm into lariat against every character in the game, but you cant follow up with Exgh in some cases like ryu.

ill try to compile a vid soon, but i havent had any time so it may take a while.

edit. far hp can punish backdashes like ryu but it wont work against chun

im sorry but i dont have that much time to do every set up :frowning:

Well done malvadisco. You are a true CHAMPION!!!

Unfortunately with USF4 coming, any technology may be outdated.

I feel sympathy for those that put in so much research time, and then the game changes.

That’s why this game is so hard, there is so much knowledge.