Zangief Combos

Hey, if you can react to a single attack with either a combo or nothing, more power to you, but my guess is that you’re like everyone else and you can’t. You can probably react to whether jumping fierce to standing strong works, I can at least, but by the time you’ve thrown out standing strong you’ve already committed too much, since if it isn’t connecting, you can’t do anything else. And this is just for jump ins, there’s no way you can start and verify a standing strong into ex hand, it’s just not doable. So yes, verifying is extremely important.

The only time you can do the close strong/forward normals is when you’re right next to the opponent, which means you actually got in. You cannot gamble that your close strong/forward will hit, because if you mess up, you get punished and have to find your way in with one fewer ex bar (which is extremely important in lots of matchups). Not to mention that by pressing those normals you lose a pretty serious opportunity cost. Zangief needs to be all about keeping his options open and dangerous up close, and if you throw out a close strong/forward, you’re being neither. You’re losing the ability to tick into spd with jabs/shorts, the ability to verify into a combo, the ability to verify that your combo is not hitting and try spd or leaving a hole for the opponent to start jumping that you can punish with a further combo, etc.

Also, if you do jumping fierce to close standing forward and it doesn’t connect, some characters will punish you. Close standing forward is -3 on block, just enough for some characters to jab you into big combos, and if you cancel into ex green hand on block, you’re in even worse shape.

The close strong/forward combos are really only usable when you’re certain your attack is going to hit, and you’re only certain when your opponent gives you an opportunity to punish something big (like a whiffed ultra). But if you get a chance to punish something, you have better options than that. You’re almost certainly not going to be able to land a jump in combo on punishment, so your combo is reduced to standing strong/forward xx ex hand for 250 damage. You could have done fierce spd for 240 (which builds meter instead of using it), close 360+k for 200 damage and excellent post-grab positioning (while building meter), ex close 360+k for 220 damage and great positioning, level 3 focus xx any command grab for damage in the mid 300s, buffer into super for 500 damage, buffer into level 1 ultra for 400, or buffer into level 2 ultra for 600.

The only situation where jumping fierce/roundhouse, close standing strong/forward xx ex hand makes sense is if you’re already jumping and you’ve already pressed or you’re just about to press fierce/roundhouse and you see your opponent whiff something he shouldn’t (like a fireball or crouching kick or whatever). You know your attack is gonna hit, and it has to be an actual combo, so you might as well use this one. This is extremely rare.

I’ve almost never used strong/forward xx ex hand in serious play and almost never seen anyone else use it either. Why’s that? Because verification (ie making sure your combo is hitting, and if it’s not, keeping open other options) is most important when just throwing something out, and because you have better options when you know for sure that you can hit your opponent.

Like I said, I’ll update the combo list with those two combos, but just for the sake of completeness. They’re not very good combos for serious play.

Giving up guaranteed damage for a tick into spd is very much not a good idea. Your opponent can jump, backdash, or reversal special attack out of your tick, which means that there’s a good chance he’s going to escape. Again, you can’t verify the jump in to make sure you can press the close standing strong, so you’re just gonna press standing strong anyway, and if it’s blocked, you’re at -2 and the opponent can totally escape.

So how do you ever land tick into spd? You have to make the opponent afraid to try to escape. As above, if you’re doing crouching jabs and the opponent is blocking, you can leave a tiny hole after your jabs for the opponent to jump out of, but while he’s still in his prejump frames (different characters take from 3 to 6 frames to actually get into the air after pressing up, during which time you can’t block), do another couple jabs/shorts into ex hand to take advantage of the fact that he’s no longer blocking to punish him. If you think the opponent is mashing dragon punch while in blockstun, start comboing with crouching shorts, since the opponent can’t both input the dragon punch motion and hold down-back to block crouching shorts. If you think the opponent will dash back or jump, stop jab/shorting and press standing roundhouse.

The close standing strong to spd thing won’t help you with any of this.

mhm thanks for the detailed explanations will surely improfe my gameplay i give it a shoot and need to learn something i realy hate (linking low kicks…) about the headbut im sure :slight_smile:

by the way maybe you can answer me some questions:
-is green hand (not ex) everytime punishable with a reversal so it should avoid and only be used as counter move/gain poisitioning

i dont find much use for the new one like destroing projektils in HDR how do you use your green hand?

KKK/PPP lariat as faar as i see the KKK hase much more invincibility (feet) and the PPP much more hitbox (feet) are this and the time of cours the only diffrences?

if noticed that my Firce/Roundhouse even on hit be punishabel with reversals does i use them to close ? i dont unterstand why every move can be punished if it not knocks down:( (the same for MK;MP happened all the time when i use them and gain a hit Crushing MK–>Reversal DP…

Regular green hand is always unsafe, even on hit, so never use it in combos unless it’s the killing blow. Even ex hand is unsafe if it doesn’t knock down (which happens if the second hit doesn’t connect, like when you’re too far away). Basically, if the hand doesn’t knock down, you’re gonna get punished. And yes, the regular green hand is bad for beating projectiles. Its only use is to move you around quickly, like toward a running opponent, after spd to get you close to the opponent, or to get in range for a quick buffered 720.

The kick lariat doesn’t go through fireballs on startup, so if you want to go through meaty fireballs, your only options are punch lariat and ex hand.

As you can see in the frame data thread, lots of Gief’s normals are unsafe on block and some are either unsafe or neutral on hit. For example, far standing mk is -7 even on hit (which is retarded), so be wary about using that move.

thanks for your help!

unsave on hit is realy something i can not understand in any way thanks for the hint since in SF4 reversals are so easy its something realy important to know :frowning: i know understand how to read the framedata nice man :stuck_out_tongue:

unsafe on hit means that that move have too much recovery frames and even if you hit them you’re open to punishment.

thanks wath those S means after some moves i mean since our ULTRA is not cancable those make no sence for me?? as excample Hard Crushing Punsh

didnt know where to ask this persae but does zangief have a kara spd?

you can answer this question yourself take a look on the moves how are moving zangief “forward” those are CrushingMK/HK standing HK since none of this move is able to cancel he do not hafe a kara throw

but every “moving” move has framedisadvantage on block best way would be his standing HK good movement less disadvantage Block/Hit -2/+2

“kara?”

if i could answer it myself i wouldnt have asked. think about it.

was no offence instead of a help…

Hardcore Gamer mag SFIV guide says that he doesn’t have any kara moves so I assume no.

i tried this combo on ryu the far standing kick is everytime out of reach am i too slow or will this combo only work on some charaktersand realy close?

Crouching lp, crouching lp, far standing mp, far standing lk xx ex hand**
Damage: 30+30+(.890)+(.730)+(.6*160) = 249

wath would zangiefs B&B combos suppost to be?

Jumpin+LK xx KKK/PPP ?
(Jumpin/Crossover)Crouching lp, crouching lp,crouching lp, far standing lk xx ex hand?

Hey guys, a nice mid level combo I’ve been doing…

Crossup Splash…
cr. lp, cr. lp, cr.lk xx ex hand (288)

Does 288 damage to Ryu, which is more than crossup splash, cr. lp, cr. lp, cr. lp, st.lk xx ex hand (283.)

It’s easier to do because of the crouching lk > standing lk, and does more damage because cr. lk is 40, and st. lk is 30.
And it’s OK to get a standing LK in the 6 hit combo, because it only tones the damage down to 281…so it’s always worth going for the 6 hit, cr. lk combo instead of the 7 hit, st. lk

Ultra, the damage on this combo is wrong.
"HP splash, crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, **
Damage: 110+40+(40*.8)+(40*.7)+(40*.6)+(160*.5) = 306"

I did this combo, and it got me 314 on Ryu.
Three crouching lk’s instead of four however, got me the 306.

I too can’t get the cr. lp, cr. lp, st. mp, st. lk combo to connect properly.
LK misses, unless I don’t cross up. (even then the combo is so hard that it’s just not worth it)

maybe your ryu was in ad shape becouse the damage will reduced further if he got seiosly less helth!

if the st. short in the cr.jab x3 -> st. short hits, is it always considered a link or can it also be a chain? i can get the ex green hand to combo in 3/10 times but that’s far from where i want to be.

Crossup Splash…
cr. lp, cr. lp, cr.lk xx ex hand (288)
**
Do this combo instead.
This should be the new bread and butter Zangief combo.
These combos

crossup splash, cr. lp, cr. lp, cr. lp, st.lk xx ex hand (283.)
and
the ever rare (because of bad range on cr. lk)
Crossup Splash, cr. lp, cr. lp, cr. lp, cr.lk xx ex hand
(289)**

Aren’t worth the risk, or reward, in comparison to the much easier, and always possible 6 hit combo **Crossup Splash…
cr. lp, cr. lp, cr.lk xx ex hand (288)

**Out of the cr. lk, you should be able to get EX green hand every try.
Because you can input, cr. lp, F, D+LK, DF+2P and it cancels. Much much easier.

nvm i’ve got the cr.lp x3 to st. lk to ex green hand 90% now. I finally understand that it is definitely a link and how a link works

But the 6 hit combo I posted does more damage, and is easier…what don’t people like about it???

Basically…

jump attack, cr.lp x2 to cr.lk xx EX.hand > jump attack, cr.lp x3 to st.lk xx EX.hand

the thing about the 6 hit combo is that it builds less meter and has less range.
If the xup splash isn’t deep enough it could potentially whiff the cr. lk. it’s not much but every little bit helps

i could choose not to do 3x cr. jab and opt for 2x cr. jab into st. short as well and it has more range than cr. short as well.

cr. lk can be easier to input with the forward ->down lk - >df hand, just the timing of the link.