Been trying to get better with using air SPD. It is a really good move. Basically, if both of you jumped and you are somewhat near, LP air SPD will grab the opponent.
Been kicking me in the head p hard everytime I do anything else whenever me and my opponent are in the air, regardless of whether I hit, was hit or traded. Air SPD is the better option 99% of the time.
Also can save you if you mistime a jump and are about to land on a fireball (particularly, Ryu’s super) but this is a bad habit and should not happen. But you have an incentive to jump if you see the opponent doing it.
On the other hand, Iron Muscle is really bad. The fucking punch doesn’t ever come out when you want it. It is so slow for no good reason and there’s no way to reliable make it come out fast.
Icon muscule can also use as anti air
You always have positive frames after u absorb a jump attack & opponent landed on ground
Let them guess u are going spd or clpslkppp combo
Good shit to Snake for getting as far as he did. Magus actually made a great point too. No chip kills is just another thing that screws us big time in this game. This character needs some serious help.
I don’t think you have frame advantage after you absorb a jump attack, unless you hold v skill long enough and hit them, then it’s 2 frame advantage. After they land they can instantly do whatever they want to punish you. Absorbing a jump attack is asking for a throw or combo. Against inexperienced players I’ll flex then walk forward, absorb 4 hits, hit them with v-skill then combo with CA. It doesn’t work for players who knows Zangief.
Even if your v skill hit them and you have 2 frame advantage. It’s more like they let you guess if they are going for a neutral jump full combo or DP. Either of their options does more damage than yours because you already lost plenty of white health. If you watch Snake Eyez’s recent matches, after V skill and V reverse, he just jabs. Because if he does a SPD and his opponents neutral jump, he would lose much more health than the damage he could do with a SPD.
congrats to snake eyez! there was some points in the match between fang where I just wanted him to EX RBG against some of the crap he was throwing in the close midrange but it is what it is. Good shit snake.
Made a second video with some more examples, some a little more practical.
Mika’s charge kick sometimes cleanly hits Gief through SE, sometimes not. The most painful examples are IMHO Nash, Birdie and Rashid, since those are some of the hardest MUs for Gief, and trying to go through the banana, Rashid’s fireballs and Nash’s EX Boomeran would be p real uses for Ex SE.
Let’s hope this is patched, and Siberian Express is buffed, cause we are playing basically without one of the special moves. Right now my only use case for SE is killing cornered people who have been p good at keeping my LP SPD away. Regular Siberian Express is basically useless and will stay that way unless buffed somehow. I never ever use it on purpose. Never.
Well, sometimes I use it to kill dizzied female characters
Against the typical early to mid jump in. You can. But you need to execute it properly, Chief Gief knows
Iron Body has about 10 frames delay on the absorb. And the jumping attack has to undergo 4 recovery frames on landing. From the point of absorb onwards, you need about 7 frames to be at advantage. Hence why, it would only work against early jumping attacks.
The trick is commit to the Iron Body early (a bit before the jumping attack hits, something like having the Iron Body just after they leave the ground works well), and release razor sharp on contact, to be at advantage. Then you go into Crouch LP or Crouch LK.
The mistake of using it against jump attacks, is to Instant ON/OFF the Iron Body on contact. Which appears to penalize you with slight delay, or maybe you haven’t reached a required charging time to allow you to come out of the armor immediately. Also factor in the importance of being ONE or TWO frames too late on that release, as each frame is crucial to whether or not you have advantage.
The opponent could always re-counter with a riskier late jumping attack or an empty jump. And Iron Body as an anti-air, has got to be one of your last go to Anti-air. EX Sibberian Express is much much better.
Well, actually we will never use your iron body as your main tools for anti-air
However, the problem is, when we active your iron body, we will never know your opponent are going to jump, or ground attack you.
I am just talking about the strategy, once opponent jump on you after you active iron body, when you can do afterward in such alternative situation.
Early lariat is still our friend as the main tool to anti-air
EX RBG as an anti air? How does that work? I’ve literally never landed that move and have always gotta kicked right out of it from opponents in the air. What sorcery is this?
F, FD, D, DB, B + KK - 4 frames before you get hit, so you get the armor out. But not much sooner. So you want the jumping attack to hit you, as soon as your armour is active.
Think Akuma’s raging demon Ultra 1 from SF4. You want the armor to absorb the jumping attack, and they land into the grab. They have 4 landing frames, so it should be inescapable if timed right.
But it would highly depend on the jump in. I found some success with it. Probably easier to crouch at DF then spin to B
I’ve found they couldn’t jump out of it. But if the jumping attack was timed late, the grab misses. You’ll have to experiment. Early in the game, testing and discovery is paramount.
You sure? Because standing LP is just so good, as an anti-air. Super fast, modest, and has a nice post set-up.
Lariat also has a good post set-up, but I gave up on it as anti-air. And have used EX Siberian Express more times than Lariat, but use mostly standing LP and crouching HP.
Of all the possible anti-airs:
[list]
[] Lariat
[] Standing LP
[] Standing HK
[] Crouching HP
[] Jumping MP
[] Jump back MK
[] EX Sibberian Express
[] V-Skill Flex
[] V-Skill Iron Body into CA
[] LP Boscht Dynamite
[] EX Boscht Dynamite
[] V-Reversal
[*] Headbutt, maybe?
[/list]
Lariat is good when some shits loves spend their whole day trying to cross up you,
slp anti-air is good against nash’s qcb k, or when you so tired to spend your full mental concentration to use you slow chp (9f)/lariat (9f) as anti-air, which needs extremely good reaction;
chp is good against cammy’s dive and bison and vega
Anyway, ex RBG anti air is funny as hell, i also tried this out in training mode
Sometimes opponent can jump out, sometime can not.
My conclusion is,
1)if you preform ex RBG too early, they can jump out,
2)if you just in the time (almost) their attack right over your head and going to touch you, and then you active ex RBG immediately, they can’t jump out
3)Why I say “almost”, is because if you execute exRBG just in the time they do meatly jump attack, it always get countered.
From what I’ve heard and seen, the armor is not instant, but takes a few frames to start.
Now when I look back on it. I think its purely dependent on their height in the air. If you activate EX Sibberian Express at the top of their jump, I think you have them. They just need to jump into your arms.
I tested it with various jump ins; lights, medium, heavy and different heights, early, late. And it seems to be.
Should work if you recognize that their jump in, lands in front of you, that’s how you want to space it.
And with the shortcut command: DF, D, DB, F + KK , shouldn’t be too hard to perform. Good Find.
It doesn’t seem to grab empty jumps though, perhaps to do with landing frames. *Actually, it did grab some empty jumps, but not all.