If you do lk too fast after lp the ex GH won’t come out.
I’d you are considering getting a stick, just get one and throw all your pads away.
If you do lk too fast after lp the ex GH won’t come out.
I’d you are considering getting a stick, just get one and throw all your pads away.
You need to wait a little before hitting S.LK like this:
CR.LP,CR.LP,WAIT, CR.LK EX GH
CR.LP,CR.LP,WAIT, S.LK EX GH
What are ways to make regular green hand safer to use? Once in a while I do it in combo’s and someone mashes and I still block it after the gh hits. Also if I hit someone at a far distance with the gh it seems safer. Are these correct or did I get lucky?
I think regular jab gh is something like -7 on block so if ur not getting punished for doing it then ur opponent really sux or maybe there’s terrible lag. There’s really no reason for u to do that move in any combo. The only real way to make that move semi safe is to fadc. Someone pls correct me if I’m wrong.
I think he is talking about it being unsafe on hit sometimes. I wondered the same thing for quite some time, cos i love saving meter at the end of the round with normal GH as a finisher in cr.lp,cr.lp,cr.lk link. It seems like sometimes opponents are getting faster out of hitstun animation than you out of your GH animation and do a 3 frame reversal. If that’s the case, will it help to implement one more cr.lp in to that link so that normal GH hits at the max range making it safer?
Are you guys nuts?
LP GH is -5 on hit. That is as good as it gets. That means your opponent has 5 frames to do whatever he wants!
Why is it in this game then? wtf lol
Zangief players, what is your favorite or, in your opinion, the most usefull Gief combo in SSF4 AE?
I like and use:
Jumping (Splash or MK ) + c.LP + c.LP + c.LK + EX Green Hand
I like to use it to get under jumping opponents. Or change up timing. If you use it to knock a jumping opponent out of the air I think you can use an EX banishing fist to juggle them. At any rate it has lots of uses. I typically use it if I have to close a distance.
as far as combos go… I like the st.cl.MK to ex banishing fist. it’s nice and simple. You can also do a late jp.mk to st.mk to EX banishing fist.
Most usefull combo is def c.lk c.lk c.lk c.lk XX hand
the combo that is most reliable, and also really good is c.lp c.lp s.lk s.lk XX hand
I got a problem against people who neutral jump against me on wakeup (me being knocked down.) Moslty dudley’s j.HK beats my lariat and my s.HK. do we have any other good anti air?
The guy also pmed me and said i should do a cr.lariat as AA but isnt cr.lariat the same as a standing? D:
Which lariet are you trying to use as an anti air. Also try training mode but yes late crouching ppp lariet will beat all nj attacks.
close standing lp is a little known anti air, you would need to go into training mode to see how you can use it as i don’t use it myself so I could not tell you. Same startup as lariat I think but the hitbox will be different. Don’t forget you can backdash
i usualy try to AA with standing ppp lariat. i didnt know cr.ppp lariat had a different hurtbox D:! Guess im going in to the lab ^^
In my limited experience, lp or even hp green hand can actually go through many projectiles and punish them from very long range with a followup lp SPD. I think it’s more of a prediction thing than a reaction, but the reward is not having to walk slowly through a minefield of fireballs and anti-airs.
It doesn’t have a different hurtbox I believe, it’s just that crouching lets you delay it more which means you’re more likely to hit them during your invincibility.
Are you -1 after an SPD -> Green hand setup? I think Akuma/Evil Ryu/Oni can super you for free, right?
Also, how should you punish Cannon Spike?
i usualy punish them with EX Greenhand or HK (on block ofc)
What do you do in the situation where in essence you’re both turtling, engaging in a crouching staring match? I just go blank when that happens and too often try an EX GH in the hope that I’ll catch something.
Also, and this is more psychological (;)), how do you get over the idea that SPD means everything? Every good player I seem to watch barely relies on it at all.
Hp green hand, more damage than ex, no meter, knocks down out of the air, works at every range. If close range you can do dash to 360k/720 but gotta make sure you know your ranges.
You have one of the most unfair pokes in the game with s.mp. Just walk into range, hit that button, walk forwards, do it again. Or cr.lk/s.lk buffer EX green hand. Or walk up SPD.
I don’t think you understand. SPD is how Zangief gets all his damage. It’s just that you have to do other stuff to make them get hit by the SPD. Namely, get through fireball traps and hit s.mp a lot. Then when you hit them with s.mp -> s.lk xx EX green hand you either s.mp or SPD. Besides that, Gief only gets one other kind of mixup, and that’s off trade lariat -> EX Green Hand, CH EX Green Hand, 360 K grab, or ultra. You use his short jump and normal jump to make a 50/50 on which way to block.