Zangief General Thread: Our Russian Skies Are Protected

See i think quite the opposite, everyone seems to have a good anti air so jump ins suck. Either they have a good DP that does 120+ damage and 150+ stun or they have a standing normal that resets you at a frame disadvantage.
Jump ins are working now because the game is new but over time i dont think you will see them much.

With the tools gief has i never really see a need to jump, he can parry fireballs to get vmeter or neutralize them with headbutt. The other option that people who didn’t play ST back in the day always seem to forget is neutral jump on fireballs.

Jumps always take away too many options and leave you with a high risk/high reward situation. I think geif should be played very calculated and should avoid jumps as much as possible.
This is a direct quote from an old sonic hurricane article.

"In tactical terms, jumping is a risky gamble because you surrender the ability to block and the ability to control your movement for around 45 frames. Your opponent can predict exactly where you’re going to descend, with plenty of time to react with suitable anti-air – unless they’re in the middle of a 40-frame attack when you jump.

In other words, the direct counter to jumping is doing nothing (or blocking or doing something fast like whiffing a jab) at the same moment as an opponent jumps. Doing nothing is usually very safe and actually counters a wide range of attacks – so experts do nothing often, which means jumping at them is frequently a bad idea.

In fact as players improve, they spend less time attacking continuously and more time looking for things to punish on reaction. Since jumping mainly serves as an easy counter to heavy attacks, it works great at beginner levels and becomes progressively weaker at higher levels.

At least 90% of “advanced” Street Fighter takes place on the ground, so the only way to become an expert player is to improve your ground game. If you spend half the match in the air, then you’re basically avoiding playing real SF. You’re just doing stuff and hoping for the best, because if your opponent does nothing then you take 15% damage, lose all momentum, and have to deal with a wakeup mixup."

Care to elaborate on Nash cause I usually get bodied, I can’t punish Flash Kick, Sonic Booms are a nightmare, the stupid teleport kills all momentum you get, and his back hand has absurd range. Rashid is mighty annoying too as Eagle Spike appears to be completely safe.

The most fun games I ever have are against Ken players.

Nash Flash kick you can standing Jab on reaction or Parry for a HP SPD, do it once or twice and they will never try again.
Backfist and St HK can be parried on reaction for a free LP SPD.
Booms should not be a problem unless he is sitting on CA. Parry them to build vtrigger and them he cant throw them any more. once he has CA do not do this as on reaction he can punish a parry anywhere on the screen. Vtrigger does get him out of bad situations but that is what it is supposed to do for Nash. This keeps the match fair.
It goes like this neutral you win, close you win, but when he gets CA he wins. It is as even of a match as you can get.

At first when I started playing I thought Nash-Gief was 8-2 lol. During betas like 70% of matches were against Nash, I was mad salty. Now, having played a shitton of matches and studying the MU, I too think it’s 5-5, maaaaybe 5.5 in Nash favour.
Imo parry in this match is very important, as it can catch lots stuff Nash throws at you. Don’t be me like me tho, parrying every boom like idiot just to lose half hp to some light normal due to gray health.
Eagle Spike is not safe btw, HK that shit.

Very good point on the parry i usually do two parries and headbutt the next or neutral jump.

I think we can all agree as the game stands now Bison, Chun and Sim all stand out. Laura seems mediocre. everyone else is right in the middle, with various strengths and weaknesses. the balance in this game is real.

Indeed filldoh. Balancing a fighting game is a tough task but seems to be done pretty well here. Most matchups seem even and there are less 6-4, and even less 7-3 or worse, matchups than other installments. Solid fundamentals and good defense here are more important than ever as those skills are going to be the difference rather than character design.

For all the negativity around Zangief and his relation to tiers, he has all sorts of tools. Combo to super. Maybe the best v skill in the game. Nice v trigger. Good mix-ups. Good anti air. Great range on jab and jab spd. He has everything he needs to win we just need to play smart and patiently.

I actually just beat a Nash player who wrecked me before by utilizing the V skill more so cheers for that tip. Still struggling in general but I’d say I win about 4-5/10 matches? The key seems to be patience and focus on footsies. I have problems with what to do on wakeup though. I’m always lost there. =c

I had to take a break writing this reply cause I got into a match with LO AND BEHOLD A RASHID! Baited out the Eagle Spikes and punished with HK every time, playing defensively forcing him to come to me. It takes time but I won pretty easily. You guys are the best!

[quote=“VADtoys, post:1508, topic:176567”]

You mean when you’re waking up or when you knock him down? If you’re using V-Skill well, then if he tries to frame trap you on wakeup just V Reversal. On his wakeup, you can do whatever since he has nothing invincible IIRC.

I meant on wakeup in general when I’m knocked down. My mindset isn’t too used to actually thinking much when playing SF. This is the first game where I’ve decided I’ll try to get actually decent against people.

That’s what I said.

Man, I could really use some encouragement. I’m pretty much at a point where I can’t even pay for a win with gief. How the hell do you guys deal with constant in your face rushdown? I’ve played gief since sf2 and I’ve never consistently gotten beaten down like this before. He seems incredibly weak at close range to me, unless I’ve just gotten old and stupid throughout the years.

I can honestly say I’ve already been perfected more times in this game than any other game in my entire life. I desperately need help.

My biggest issue with Gief is getting close to guys… Having them in your face should not be an issue at all you have tools for that.

I am not a great player, but my guess is that you are having issues with blockstrings and cross ups? I find the best thing for blocking is to be familiar with the opponent. If you know what their options are, its easier to know when to block high or low.

As far as I know standing jab is your best defense against cross-ups/air shenanigans.

I have matches where I just block for what seems like forever. My attacks have been beaten out so many times I feel like I’m in a never ending frame trap. I actually block pretty well, but every time I stop blocking and push a button I get blown up.

I actually do much better at footsies range. When my opponents get inside that I’m pretty dead.

Record a game and upload to critique thread. It seems you start pressing buttons at the wrong time.

I feel the same, Gief is really good at footsie range with his big health bar but up close alot of his moves are really slow and gets beaten by everything. I barely ever use the command grabs aside from obvious punishes or if I can do a F MK to SPD.

He doesn’t even really have a big health bar. 50 life more than ryu isn’t much, gief’s s.lp does 48. And lemme find a few replays to post.

Unless you get knocked down or fail to anti air, there’s really no reason they should be able to get past the iron, Soviet wall that is crouch LP.

I agree, between the standing and crouching LP’s I have found I can keep people at bay pretty well. I was fucking around in Survival last night and beat a Vega using only LP’s lol. he could barely do shit, albeit as “Normal” AI.

Like others of said this is not so much a character flaw as it is a design choice In the game. Hard knockdowns are rare but when you get them the game rewards the attacker. After a hard knock down You are not going to be able to get someone off without eating a mix up first. Good news is Most moves that have frame advantage also have a lot of pushback. Block the entire string and reset to normal the only risk you have with that is eating a throw.

Gief would be broken with a 2 frame spd, unlike ST zoning is mediocre. plus the game would boring as everyone would run away like they did in 4.

On a side note his best poke cr jab is 4 frames that is not slow. There are only a few characters with three framers