I only use these two options for a straight walk up SPD. Hold F to walk as far as you need to, then F (don’t have to do press F) , DF, D, DB, B, UB, U + LP. Must be LP for the increased range. The faster you complete your motion, the less walk back you get. Thus increasing your grab range.
Or alternatively, whiff a far standing LP, then U, UB, B, DB, D, DF, F (hold F for a split second longer to walk forward more) + LP. You get deceptively more range ending the motion in Forward.
Yup, like BP Amoco mentioned. Depending on the opponent’s anti-air, D+LK Knees or Splash can beat some and lose to other. Just gotta choose the right air attack. Plus whiff cross-up Splash, land Atomic Suplex or Ultra 1 is also good.
The Seth matchup is so fucking retarded that I’m considering going back to using Honda who I haven’t touched since Vanilla. Seth is a stupid character and not just in gameplay, I mean even his design is garbage. Oh a bald humanoid robot who copies other people’s moves. How original and not cliche at all.
Let’s see, he gets in close for free and when I try to anticipate to block a low attack I still get hit by it for some reason even though I started blocking low pre-emptively. This is because he had me in guardstun from an earlier standing normal (st. MP?) so I’m wondering if he has any unblockables that I’m not aware of. Also he caught me with one of his SPDs out of a Shoryuken FADC even though I was mashing EX SPD while in guard stun.
He’s getting in close that is good you just need to guess right now. This is an easier fight then Seth’s that run run run. After a blocked srk I mix up between holding up or block if he goes for the command grab that’s pretty much round. Make sure you have meter. Many Seth’s don’t have great fb disciplin they will throw when too close. If they are in on you you can win if you can anticipate what they are going for its kind of like the fuerte matchup where you really need to guess well and punish like 4 times.
Hey guys, I come here with a question, but first I’ll explain my problem. My aerial offense, defense and my ground defense are pretty decent, but after 2 months of playing I just noticed that I don’t know how to get a ground offense going with Zangief, I know that my main normals for this are cr.LP, st.LP, cr.LK, st.LK, st.MP, st.MK and cr.HK, and I use them frequently as pokes, but I just don’t know how to get the engine going on the ground and I end up jumping, so my question is, how do I do this? since I don’t really have a grasp of this all I do is walk forward and get everything stuffed by my opponent.
also to build meter after spd’s to get back in. Also I will use it to punish some things like blocked blanka ball because if it hits when they are airborne it scores a knockdown. It can catch back dashes to score knockdowns too.
I don’t understand the problem you are having with it. Do knees as a jump in attack and on the way down buffer a 360. Press K as you land. You need to hit the knees rather late to make it unpunishable (mainly punished with grab).
Edit: Post a video of what you are doing and I can give better help on how to correct your motions/inputs.
When I do the knees lately, an empty grab will follow, the opponent will not be grabbed. It seems that I have to do the knees in the first possible frames to get a hit and to reset this move on landing. Do you know a good tool to record a gaming video?
Well ultra 2. However if the neutral jump and stick out a limb you should be able to aa lariet. If they don’t stick a limb out aa lariet might wiff but you can spd them right when they land.