are you trying to say me that SF4 Zangief needs his green hand just for mobility? just a serious question, no offense or something.
I know that Zangief is not a super-high-combo character but a character without any combos, I mean like at least 3-4hit combos, are just flat out boring as hell. Thatās why I really like the SF4 Zangief without even maining him in this game, but I mained him in every other game he appeared and I play Fighting games since 1997 so I know what Iām talking about, Iām not just a raging scrub or something.
I donāt think of you as a scrub at all, I actually was a bit shocked at first that he lost it until I saw the dash he was given along with his armored HP. Basically he is more about deception than raw punish as in 4 he primarily did things like punished whiffed attacks with a st LK OS into Greenhand. I spent 2 months mastering these techniques with the shortcut DP and even the negative edge OS st LP to LP GH just so i wouldnāt do a double st LP if i did a whiffed OS. I know exactly what he lost but iāve also seen what he has gained and thats why I am not worried. Although he will play much differently than 4 he has new tools along with a HUGE change in the game mechanics by removal of all safety measures. Back in the old days once gief got in on you it was over, I believe he will bring that fear into people again. The biggest problem with mobility in 4 is he had the worst forward dash in the game, it was 26 frames or something. Extremely easy to react to, this in turn meant he had no real method of closing distance rapidly, now with all these options including parry he can bide his time then the moment his opponent gets scared he can dash in and snatch em
Youāre the first person in this forum who was able to give me a proper/reasonable answer. Without this "eeh stop crying he doesnāt need green hand, he never did"
Thank you for that. I still hope that he get some combos, like I said I donāt want flashy 10-15 hit combos, just something more than just mind reading and grabs, you know what I mean?
I still think that he has the worst v-trigger so far.
I donāt like that everything starts with a crush counter, I know that he has the new S.HP but stillā¦
I forgot to check if his stun-headbutt still exists. I can play him tomorrow, I try to find some decent combos, something like crossup flying body,C.MP into Lariat maybe.
@purbeast sadly, no and that gives me the feeling that Zangief is still āin the worksā since every other character get the move list card 3-7 days later.
yeah please get the exact command for air spd to put my mind at ease lol, and the stun headbutts =) ill be so happy knowing, also i believed his elbow was his jumping hp, but it might be his jumping mp and splash might just be his default jumping hp, if you can find out the specifics on his command normals that would be good info to pass around.
I think all of us want a fun experience with gief so lets pool our resources and make people respect him in 5 =)
Zangief looks weak. His throws seem to do the same damage as R. Mikaās. He even takes similar damage from R. Mikaās throws. The grabs definitely donāt have the annoying āsuck you in from the other side of the screenā range. His V-Trigger isnāt a strong anti-air, Mika was able to jump-in.
This gief reminds me a little of how I played Zangief in Alpha 2. Not a lot of green hand other than to end combos, but sometimes a lariat was used for that, my objective was not to combo but to land spds. Also, lots of trading with fierce punch.
Lots of trading with fierce punch. Whatever the opponent was doing midscreen away, fierce punching it was a good idea cause it would probably trade, and you would end up with less damage than they did. I honestly would switch this armored fierce for Alpha 2ās, given that the A2 fierce had an insane range and speed, but this will do.
Wonder how well tick grabs work here.
His super looks lackluster, maybe the range is big, dunno. Without more info, seems the best investment is EX running grabs for surprises.
Something I missed on the momochi video was jumping over fireballs with fierce punch. That superman punch has always had insane range. Sometimes people wise up to it and will start to shoryuken it, but thenā¦you just jump without the fierce punch, and they just fly through the air because only the superman punch was giving you a big hitbox.