Zangief Q&A: Ask simple questions here!

cr.lkX2, st.mp, st.lk to EXGH is a goofy combo by that i mean the distance requred to pull that combo off is exremly hard just for the fact that if your to close you till do a close standing mp or if your slightly to far your lk wont connect getting that combo down consistantly will be harder than the cr.lkX3 to EXGH combo by far.

as for the cr.lkX3 to EXGH you can just do the first Cr.lk then pink the next 2 which is pretty simle just need to get the timing down good.

Thanks for the tips. But how you guys handle backdashers if you try to go for cr.lkX3 to EXGH?

You can switch to df c.lp~hk xx c.lp, s.lk xx EXGH for backdashers. I never remember to do it though.

Edit: sorry had it backwards

I do c.lp, c.lk (press hk and fwd down at the same time) OS all the time, it gets almost every backdash in the game on point blank and it´s easily confirmable into combo if it hits.

Good call. I think I just spend my knockdowns too much on delayed c.lp/c.lk blockstrings to read their tendency to mash/n.jump/back dash etc. Probably wasting good opportunities

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Im just gonna try to answer a bunch of questions I see on here:

  1. Most useful gief combo/easiest way to do bnb:

My gief bnb is cr. lp, cr. lp, st. lk ex gh. The reason I do this is threefold. One, the st.lk has more range than cr. lk so its better as an ender for the ex gh and hits in more situations. Two, it has enough hits to very easily hit confirm. Third, I find it easier to buffer the ex gh from a st. lk than a cr. lk because st. lk has more hitstun than cr. lk. The way I do it is cr. lp, cr. lp, f+lk, d, df+2P.

  1. Uses of regular gh

Theres not that much use, i’ll be perfectly honest. The most common way is to close distance, especially after an spd. Other than that, you can use it at fullscreen distance to close gap/gain meter relatively safely. If you have a good read on your opponents fireball pattern, you can gh a fireball to close gap while building meter. That said this is very difficult to do because you have to physically hit the fb with your gh; you can’t just go through it, you have to physically hit it. Finally, if you are really ballsy or your opponent whiffs an attack with lots of active frames, you can counter hit to score a knockdown. Yes, regular gh knocks down on counterhit.

  1. Anti-Air Lariat

PPP Lariat is the best antiair gief has got. Its a rather unintuitive move though because you want to hit people with your spinning fists, but they are inconsistent cuz they are spinning so you want to hit them with your head meaning you want the opponent to be as directly above you as possible. This property makes lariat much better at beating crossups than normal jumpins since normal jumpins come from a forward angle and if you do your lariat early you will hit them with your fists.

The reason crouch lariat is good is because it instantly puts gief in a standing state the instant you execute it. This makes it easier to time the lariat because gief must do the lariat later than most people do their antiairs because most people don’t have to worry about having the opponent as directly above them as possible. So the idea is to crouch for as long as possible so you don’t have to block the attack high. You then wait as long as you possibly can to hit lariat. This is known as late crouch lariat. The later you hit the lariat, the more likely your aintiair attempt is going to be successful because the later you hit, the closer they are horizontally to you. That said you must be careul not to do it too late because obviously you will be hit by the attack if you are crouching.

  1. Cannon spike punish: gh to get into range, then lp spd.

  2. Against neutral jumpers

Because of the late crouch lariat properties i mentioned above, neutral jumps are actually not that bad for gief to deal with. If the nj is really early, you can use cr. mp.If you are having trouble, just make your lariat later. Mastering late as possible crouch lariat is tough, but it is one of the keys to mastering the character as a whole. Depending on the precise neutral jump attack you can get cheeky and cr. mk or cr. hk to go directly under it and just spd them on landing.

In my anti-Gief experience with Evil Ryu and Seth, if I do a neutral jump from max lariat range and don’t hit a button, the lariat whiffs. However, if I hit a button, it hits me.

While this is true, it should be noted that gief shouldn’t really worry about antiairing you with lariat from ta range. From that far out, the nj attack will probably whiff and gief can grab you after you land. Even if it doesn’t whiff, you can sometimes walk back out of its range/active frames and then just walk forward and lp spd. This is a fairly new gief tactic that is only possible because of gief’s disgusting ae lp spd range. And even if you don’t want to worry about the spacing required for that, you can block the nj attack and not really worry about it because at that range their mixup is very limitted after landing. If you see a walk forward you can pretty easily react with spd if you think they will throw or ex gh if you think they are trying to bait the spd.

BTW, do you guys know how to do the U2 option select?

One of the cross counter asia video mentioned option select throw & kick lariat. I tried pressing LP and all Kicks together, but the throw always comes out whether the opponent was trying to throw or not. Does anyone know how to do it probably? thx.

You need to do it crouching, it´s good for moves that setup an instant 50-50 like ex lunge or chicken wing.

Oh right. crouching. of course. thx.

I have been having a hell of a time preforming AA consistently. More often then not I can’t use the lariat as proper AA in AE. Any tips on using the lariat as consistent AA would be much appreciated or if there are any other options to use because I get owned against “knifed” Codys.

Practice, Practice, Practice.
Read This Article: http://www.option-select.com/blog/entry/?id=76
Practice More.

This assuming you understand how AA Lariat works (You see the jump, crouch, wait for them to get in range of the pop up, PPP Lariat, If you traded, followup (EX) GH). Whenever you find a character who you have problems AA’ing, go into training mode and consider it part of learning the matchup. I had the same problem you did with Dudley’s Elbow, Sakura’s HK, and Chun’s HK. All it took was practice. Once you have it down you will notice the difference and the free 170-510 damage per match against not as experienced players. AA’ing correctly at EVERY opportunity is very important to solid play.

I’m working on some option-selects that I’ve never seen any gief players use. I’ll let you guys know when I get them working properly and I’ll probably post a video

jumping down LK vs jumping down HP

What are the pros and cons of using them after a knock down?

j. d+LK has very low hit stun/block stun, allowing you to tick throw your opponent immediately upon landing. More experienced players will recognize that a command throw is coming after this move, so you can bait DPs and jumps more easily. With the right timing and spacing, j. d+LK can hit very ambiguously. You can hit them in the front and then land behind them, very dangerous stuff. Against certain characters, using j.d+LK doesn’t push you back as far as the splash does, i.e. Balrog.

Splash does more damage and has more hit stun/block stun. Most people expect you to press buttons after cross up splash because it gives such good frame advantage.

It’s important to use both, mix up with both jumps to keep your opponent guessing. Against experienced players, I will try and tag jumps with normals after j.d+LK and I will try and tick throw after cross up splash.

How do I SPD?

What is the exact input for OS GH?
What is the exact input for OS U2?
What option selects can be used after spd immediate greenhand?

412369 or 632147
If you don’t know what that means look at the number pad on your keyboard or the number layout on your cellphone. It’s the motion for Chicken Wing/Hooligan Roll from Standing Block.

For OS Green Hand it’s like this for me
:f: :d: :lk: or :lp: :df: :lp::mp:

Basically, input a shoryuken motion, pressing the lk or lp button when you are on down. I’m sure there are other ways to do this with the SF4 system, but I never really mess these up with this method.

As for OS Ultra 2, Good luck with that. I just look at Desk’s video, but that shit is ridiculously hard for me.