Zangief Combos

Look at the super and ultra damage.

Unless his super actually hits harder than his ultra, that would be wack.

Sure, sorry about that. I’ll just change the whole thing to lp mp etc, seems to be what people want. And I listed the health bars points in the frame data thread, but yeah, I think the middle was at 1000.

I don’t know what to tell ya about the ultra and super, those are the numbers listed in that Master Guide. Maybe 400 for the ultra is the minimum and it grows larger as your revenge meter increases? Not sure, but that’s what the thing says.

You forgot the most important combo of all also…

http://forums.shoryuken.com/showthread.php?t=166500

:rofl:

So about the crouching jabs v crouching shorts in Gief’s green hand combos, only start using short after you’ve confirmed that the combo is hitting. Crouching short doesn’t do enough block stun to link into itself in a tight constant-blockstun way, meaning that your opponent can dp/whatever through your blocked crouching shorts. Crouching jab doesn’t have this problem because it can be chained into itself. So say you’re doing crossup into green hand combo, do fierce splash/short knees, crouching jab, verify whether the combo is hitting (or do a second crouching jab if you need the extra time to verify), and then do crouching short etc into ex green hand.

I don’t know how stun works in combos as far as whether it gets reduced like damage does, but if it doesn’t, then Zangief has a couple guaranteed dizzy combos against Akuma. Assuming no modifiers:

Jumping up+mp, crouching lp, crouching lp, crouching lp, standing mp
Stun: 600+50+50+50+100 = 850 points

Jumping up+mp, crouching lp, crouching lp, crouching lp, standing lk xx ex green hand
Stun: 600+50+50+50+50+(50+50) = 900 points

Akuma’s stun bar is 850 points total. Niiice.

Stun and super combo gauge all get affected by the same scaling as the damage modifier:
1st hit=100% 2nd hit=100% 3rd hit=80%…etc

I’m 100% sure on this. Its in the master guide.

I’ve read that damage scales that way, but I didn’t know the guide said that stun scaled that way too. Ok, so here’s how the stun goes in those combos, then:

Jumping up+mp, crouching lp, crouching lp, crouching lp, standing mp
Stun: 600+50+.850+.750+.6*100 = 785 points

Jumping up+mp, crouching lp, crouching lp, crouching lp, standing lk xx ex green hand
Stun: 600+50+.850+.750+.650+.5(50+50) = 805

Jumping up+mp, crouching lp, standing mp, standing mp
600+50+.850+.750+.6*100 = 800 points

Still pretty close, basically a combo plus one more hit.

mmm sorry the noobness but can zangief still combo normal moves into spd , like in previous versions?

You can tick into his spd pretty well but you cant combo.

He was never able to combo into spd just that he had really hard to escape ticks.

So you know the crouching jab (x2), standing strong, standing short xx ex hand combo? Sometimes it can be hard to tell if you’re too close, which is bad because if you’re too close you’ll get close standing strong, which doesn’t link to standing short. But unlike far standing strong, close strong is cancelable, and you can take advantage of that. So here’s how you should do the motion:

Crouching jab (crouching jab), standing strong xx ex hand, standing short xx ex hand

And here’s how it turns out. If you’re at a range where you’ll get close standing strong, you’ll just cancel into ex hand and that’s fine, you can do the rest of the command if you want, or not, it won’t matter at all. If you’re at a range where you’ll get far standing strong, you won’t cancel into ex hand, but you will be able to link into standing short xx ex hand. And this is actually pretty easy to do. Finding the timing to link far standing strong into standing short can be annoying, but if you just do the motion as above at regular speed, the extra beat of ex hand in between standing strong and standing short makes the timing just right. Like, the time you should wait in between pressing strong and short for that link is the same time it takes to do toward, down, down-toward +pp (ie, the ex hand motion). Doing this combo this way guarantees that you’ll combo into ex hand, both because it takes the possible close standing strong into account and because it gives you the perfect timing for linking into standing short.

Hehe zangief with option select combos!

Too nice.

MPis wrong 600=HP ;500=MP

Why not:

Jumping up+HP, standing MP; HPGreenhand
600+100+200*0.8=860=dizzy

Noob question here.

ive played SfIV twice and ive picked geif 50% of the time, now coming from the old school days of SF and HDR what would i need to learn/forget in order to becore a better Geif player in SFIV?

ps just combos/and pointers for standard use, no what he can do just what i need to do for him

Well, it’s hard for me to judge here, since I rarely play HDR, but I still played him. I’ll just do my best here.

First, don’t think of greenhand as a method to cancel out fireballs. You can get in by timing your greenhand right and killing a fireball, but by no means is that your regular way to get in. It’s a sound method from afar, but it’s not to be used that way. You use it close in on jumpers and to get close upon knocking your opponent down. On an interesting note, if you’re feeling lucky and very daring, you can greenhand kill a fireball right in front of a shoto’s face then ultra, but seriously, don’t count on it. Next, don’t lariat in when close. Lariating from afar to get in close is fine. Lariating afar to build meter to some degree is okay, depending on the matchup. Don’t ever do this against Sagat though. Your main way of getting in should be like a small push at a time (try to be at a space where you can punish a fireball with an exgreen hand). If your opponent is letting you jump in to get close, he’s doing something wrong. You might feel that it’s okay in certain matches, and it is, but don’t get used to it. You don’t jump in SFIV as Zangief over and over, so you probably learned that from HDR and ST. Next, when you want to knock someone down who’s a good spacer, probably your main bet is Ex-greenhand. Let your opponent know that if he throws a whiff, you can hit him with ex greenhand anyday.

Okay, so this sounds like obvious stuff, but to be honest, you need to be incredibly patient with Zangief, again, something you probably know from your background, and let his imposing size and moves scare your opponent into making mistakes. I don’t know how many times I made people just do a “psychic” shoryuken only to eat an spd.

Let’s add/summarize some stuff for you now:
Getting in: ex-green hand, jump forward fierce from afar, lariat closer, greenhand whiff closer (don’t bet on this too much). But mainly, remember, just creep your way in.

Okay, so let’s say you’re in now, but your opponent is not knocked down. Utilize Zangief’s footsies well. He has good, long limbs that will safe your day. Use his jab to see if you can get something in. Spam standing mp as your way of annoying opponents who are close. It stuffs out a lot of normals and certain specials like fireballs, bison’s scissor kicks, and a multitude of other stuff. If the opponent is blocking, you can tick throw him or anticipate him jumping.

If you decide to tick throw, you can use these:
Jump mk (the retarded jump where he sticks his foot out), jump down lk (his knees), cr. lk, cr. lp, cr. mk (he moves closer with this move, so do a jab spd after this)

If you think he’s going to jump, you can in the middle of your block string, jump with him and down fierce punch or forward punch. You can also suddenly do standing mp, which will either knock him back onto the ground or manage to hip him in his prejump animations, allowing you to do Gief’s combo back to another knockdown. You can also do lariat, which should be obvious by now, but I don’t recommend this when he’s in block animation. You can also do an almost… gimmicky way of taking down would-be jumpers: forward standing roundhouse. This is where he takes a step forward and if the opponent is in the air, it will hit them (generally), or if your opponent is crouching, it will whiff and you can spd him or 720 him if you feel like it. Don’t. Use. This. Often. it shouldn’t be something your opponent is looking for, but if he is, you will get knocked down yourself.

Okay, so now, let’s say you managed to knock the guy down.
If you knocked him down with a 360 or whatever, light green hand closer so you’re with him as he wakes up. Always be close to your opponent for added pressure unless you’re up or you’re worried about some stupid thing like Blanka’s ultra to chip you to death. As he wakes up, you can tick throw him if he decides to block, you can lariat him if you think he plans to jump away (and you’re close enough), you can throw him with the right timing. But honestly? Get your opponent into a method of thinking where he thinks he has to counter one of those two options (a throw or an anti-air), so he can mess up. What do you do when you get him into that mindset? Well, I block. This is where the opponent gets scared and tries to do something like a shoryuken. If it’s jab, spd. If it’s fierce, whiff a jab + light kick then do an ultra.

For now, that’s all I can think of. If any other Zangief players (or just players in general) want to add to this (or take away. I might have given bad advice here), then feel free to do so. Ultra David will probably help you more than I did. I mean, the guy gave me some very sound advice when I needed it. Good luck, bro. Bring Gief to the game for us.

Edit: Oh, Jesus, I almost forgot. Try to learn your dash 720 well. What I like to do if my opponent is trying to space with normals is to Focus attack, absorb the hit, dash in and 720. I’m still trying to figure out what this works against, but I’m pretty sure that it can work against Ryu’s low forward, Guilde cr. roundhouse (actually, everyone’s cr. roundhouse), and Sagat standing roundhouse (you take the first hit of the roundhouse, but since you dash right afterwards, the second part of his roundhouse misses, and you can ultra him).

wow thanks dude, i do needa little more tho, but what helped the most was the Green hand. in HDR i use that alot when they wake up cause if they block 90% of the time itsa F.SPD or special,(i dont use this all the time but mainly)

also giefs FA, is it worth charging offen? does it lead to a SPD or anything like that, well i need more info cause i get the game in less then a week, and right now i have the flu so i need to feel better before it comes out lol

ps the Dash 720. how do i do that just dash forward and do a 720? cause it doesnt sound that easy lol

Reserved. Will respond after I finish my essay. :rofl:

My essay is finished, and yes, I am very tired.

Okay, in regards to your questions. No, Gief’s FA is not worth charging often. There comes a point where you can risk a few things to try it out, but honestly, experienced players will punish that upon seeing it. An exfireball will do the job, even if you dash out to try to block. If you do hit with a focus attack, your opponent goes into a crumple state, so yes, you can spd after hitting a successful FA or even an ultra. However, I just tested this out on the console and a FULL ultra = 600 damage (was it reduced? This was done against Sagat btw) and a level 3 FA -> Ultra = 590. I only did this once. I will do it again next time I get a chance to play on console, but for now, I think Zangief’s focus attack greatly reduces the effectiveness of his following move if it is a super or an ultra, again, I will go back to confirm this later, because it’s only one hit, and damage reduction should happen after the third.

Okay, to dash 720, imagine this. You are holding forward on the stick (6), you dash by tapping forward twice (6,6), then during the dash motion, you spin the circle twice so that you land on 6 again. Yes, I know, it sounds obvious, but hear me out because this is where I feel that the “feeling” of the 720 comes in. Because you are holding forward on the stick, you can use that force to help you from 8 -> 6 easier, so it should feel slow as you wind back but go faster as you wind to the forward position. Okay, so if that made no sense, don’t worry. That’s just my thinking of it. A dash 720 is merely just dashing and spinning the stick fast. Just get the timing down right so you always land at forward position after two circles.

Okay, so some new things to help you. So again, let’s say you knocked your opponent down, but you feel that a 50/50 game is too risky. Yeah, you’re right, it is. So, instead of psychic lariating or spding as he wakes up, jump over him so you cross him up as his head rises up. Use either a body splash or a knee. You can choose to mix this up by jumping at ambiguous distances so your opponent doesn’t know whether to move forward or back. Also, of key importance is to time these cross ups late, so your opponent can’t figure out if he should block or jump (in case you throw). David says that against shotos like Ryu, your best option is to cross up with Zangief’s knees (down lk). Frankly, after practice, I agree. It’s his safest crossup, and it whiffs so fast that your opponent won’t know by the time you landed and spd him. Good stuff. Also, remember how I told you that his knees can tick opponents? A dirty thing I like to do to Sagat (this is your worst matchup, probably) is to knock him down and then jump just so my knees hit his head as he rises up. This way, if he decides to tiger uppercut, he will be knocked out because the angle won’t hit you. Also, if he decides to just stand, if he block or GETS HIT by the knee, you can 720 him when you land (if you’re at the right height-- meaning if you down knee him as you are about head to chest height). Remember, don’t always knee to throw. You need to mix it up. Knee -> Zangief’s combo is always good and generally less risky, but just know your game and you will catch people off guard.

Btw, just so you know, anytime a greenhand DOESN’T KNOCK DOWN, your opponent can hit you back. Apparently there are negative frames ON HIT with greenhand. And it gets worse if they block you. Greenhand tick -> throw is not legit.

Oh, and also, don’t ever use running bear hug, unless you want to do it as a joke. It’s bad.

It,s good

i just tested out a bit and i would strongly recommend to stay awy from much LK or JABS!! since the damage is reduced and the finisher is a highdamage move you will get less provit from good combos in this streetfighter game (SAD THING!!) as excample

Lv3 FA, UAB

will do LESS DAMAGE than UAB !!

becouse the last hit from UAB is the most damage and it got reduce!! still a good way to UAB but it shows wath i mean a other excample are a 4 hit combo how Practicaly BEATS almost every combo ultra david mentioned and its easy to execute

Jump-in Combos
Jumping HP OR HK,Standing MP XX EXGreenhand 338 Damage / 380 Stun Easy to perform but a bit less options!
EDIT:–>Jumping HP OR HK,Standing MP XX PPP LARIAT 306 Damage / 420 Stun Easy to perform high Stun
beside this makes ticking into piledriver realy mithy since piledriver is no combo (except of dizzy SPD) it will get full damage and stun!

excample:

Jumping HP,Standing MP TICK SPD --> 450 Damage 500Stun

after this a sheap shot would be a headbut --> STUN g maybe the enemy will fall for it ^^only zangief would not get stunned after this

The reason I don’t have close mp/mk xx green hand up there is because you can’t really verify that your combo is hitting that way, like you have to just go for the combo without being sure it will connect. With crouching jab/short combos, you can verify that it’s connecting before you throw out the very unsafe and meter-using ex green hand, and if it’s not connecting, you can do spd or standing roundhouse or lariat or block or whatever else you want. I’ll put the close mp/mk combos up soon though, I guess.

You sure about the air up+punch headbutt thing? The master guide says that up+mp does 600 stun and up+hp does 500.

And I know that focus attack counts as two moves for damage scaling, I just haven’t gotten around to updating the combos yet. Tonight, maybe.

im sure cheked it in twice with console version! mhm never thout about verifying but since you only need to veryfy the hard kick or the punsh it should not be sooo hard or im wrong?

good to see you active here too thought you change over to dalsim once and for all^^