Zangief General Thread: Our Russian Skies Are Protected

you do the spd motion on the ground and end in up forward so you can do air spd the instant you jump.

Itazan came 3rd in the Oz Hadou australian national champs behind Daigo (1st) and Gamerbee (2nd). Haven’t had a chance to watch any of it myself yet.

Snake still alive in winners top 8 at absolute battle. He’s used a combo of Gief and Ryu. Used Gief to beat rickis chun free to get into top 8.

Infexious also finished 3rd I believe with Gief in the online euro CPT tourney.

Need some help with the Karin match. I thought I had the matchup more or less under my belt until I played this one yesterday that just kept me out all do with those pokes. Any tips? I’m not even sure what to throw out in neutral, her buttons seem to beat all mine. Thanks!

Whiff punish quick pokes and v-skill > spd through heavier pokes. Fishing for st.mp at her max st.mk range isn’t bad either.

Charged shp will absorb the hit and power through her pokes. Or if she’s too focused on poking you out, a well timed jump in mk combo will sort that out. You can throw out a couple of slk’s to make her think you are going to get drawn into her game to start with. Then go in once you anticipate the poke.

HP only has upper body armor, so it will lose to her hk pokes pretty consistently. Not the best match-up to use it as a counter poke.

For Karin, it’s a LOT of cr.LP. If you commit to doing not much more than that, then you should be able to force her to start pressing a lot of st.HK and sweep to fish for CC’s. At that point you can kinda start getting away with a flex or HP here and there. And if you can turn that into an EX SPD…well you know.

Sounds good guys. Thanks. I think my problem is sticking with the jab too much and not switching up like chief713 mentioned. Also very excited to test out flexing into spd.

Just be aware that c.lp loses to far reaching lows, like Karin’s sweep. It’s something to use for stuffing her higher pokes but don’t rely on it too heavily.

Yeah I don’t know why I keep expecting c. lp to be good in every matchup. I love it vs cammy but yeah, I’m definitely overdoing against characters with good heavy pokes.

Well he didn’t say what poke they were using. That’s why I threw in multiple options including strategies to deal with pokes in general which is something I’m trying to work on at the moment myself. Fundamentals over trying to remember which particular button beats every other button from every character.

I disagree. There will always be a place for the 3 frame Standing HP parry. Amazing VT lead in, and severely underused.

Fundamentally, I think SFV is a game where you want to use defense pokes with Heavy buttons. Especially with Big Z, because he isn’t going to have any shot going on the offense and actually trying to hit people with them. You want to manipulate the poke-to-poke ranges of the hitbox’s so you win via button priority.

Great thing about charged shp is the longer startup tends to draw a reaction out of people and get them to hit a button, especially people who are focused on poking/counterpoking. Pretty easy to mess with someones timing by mixing up taps and different levels of charges.

It’s important to know which pokes are heavily used by the character in each match-up; Karin is going to poke primarily with st.mk, cr.mk, st.hk and cr.hk. When you try to counter with st.hp as Zangief, you are guessing that a st.mk is going to come out but the risk of eating any of the others makes it not worthwhile in this match-up due to eating a counter hit.

If you want to rely on fundamentals then learning to whiff punish is your best bet in succeeding at mid-range with Zangief, which involves understanding how different character’s buttons work. That’s SF 101 and very important for establishing a presence so you can threaten with LP SPD from a distance.

That’s assuming you are both hitting buttons at around the same time from a certain range. See above. There’s alot more to SF101 than simply knowing that one button beats another. Zangief will remain low tier if we stick to that simple mindset. We’ve got some pretty cool tools to play with, we just haven’t figured out how to set up their use properly yet.

On another note, watched the top 8 from Oz Hadou Nationals the other day. Itazan was pretty amazing throughout. Probably the most consistent and solid zangief play I can remember seeing in SFV?

http://sonichurricane.com/?page_id=1702

Useful read if you need more knowledge about footsies in general. Very important for grappler players in particular to understand.

I actually went through this and it helped me out quite a bit

I can’t stand how they’ve implemented Gief’s flex. You need to hold it for a certain amount of frames, 22 I think, before the follow up punch comes out. I keep getting blown up because I absorb a hit, hold forward and release and nothing happens because I didn’t wait long enough. Such an awkward implementation. I’m guessing it was to safeguard against something becoming too strong but it’s a massive pain in the ass.

Also, why do so many players cancel s.LK into LK running bear from close range? Ticking into SPD from a c.LP seems preferable imo.

[list=1]
[] Running Bear Grab eats 1/3 of the screen on hit.
[
] Running Bear Grab gives better frame advantage while landing an SPD > Dash is +2 or worse at varying ranges.
[*] S.lk can be cancelled into lk Running Bear Grab on hit or block and still land, meaning it’s fast enough to force the opponent to guess after the tick like an SPD. Zangief will start the grab directly beside the opponent.
[/list]