Well hitting a regular greenhand is completely punishable. EXGH leaves you at +1 so obviously it’s strictly better.
Again, the options went from many, to what? Just blocking or back dashing after it?
lol no. You need to understand that you are Zangief, you have more health and can do more damage than most of the characters in the game from that situation. Roll the dice or make a read, if you are ahead and don’t need to take risks, just take the damage and block.
Some of your better options:
LP SPD: if they block or stay on the ground, they get grabbed.
Jabs: Both crouching and standing are strong here, you will hit them if they jump (they flip out usually) and if you beat their normal (you are at +1 so you will always at least trade if you are both frame perfect) you can link into a short for another EXGH ender and the same situation.
I dunno. From maining gief since Alpha2, he just seems so much weaker now without that knockdown. And people dont seem to fall for spd’s anymore.
If i tick into it, I eat a reversal. if I dont go for spd, they sit and block, and i could have. I dunno. Maybe I need to get back into the game with someone else to get used to the game again.
You don’t always have to commit straight to a throw. You can do Jab Jab, block and wait and then react to their decision.
The lack of the knockdown hurts Zangief definitely, but the buffs that accompany it (SPD Range) transform him as a character. You are playing Ryu with an unblockable mid range fireball now, not a slow Ibuki that does a ton of damage.
Just started Zangief. Any things I should know up front as I practice him?
In dire need of some tips on the Cammy matchup. Also, anti-airs… do I have them? New to Gief, obviously. I played him in Turbo, but it’s a completely different game. Hella frustrated right now. Getting better at hit confirms into EX hand though.
How to approach Cammy:
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Pokes. st/cr. LK/LP buffered into EX hand. You can tag her cr.MK and st.RH well with these. st.MP, as always is good.
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Be cautious of jump-ins, especially when Cammy has meter. She can do EX cannon strike to beat lariat easily and get big counterhit damage. I suggest either blocking jump ins or going for an air-to-air splash or something if your reactions are good.
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st.RH is a big problem and Cammy will abuse it to no end. A good tool to mitigate that is Zangief’s focus attack. If she does it too close, you can get a lvl 1 FA off which gives a nice bit of damage (which helps maintain a life lead) and makes her respect you at that range. Once you have that respect, you can be more liberal with Gief’s pokes and start going for walk up LP SPD.
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Cammy thrives on frame traps and blowing up crouch teching; you have to avoid those situations as much as possible. I personally recommend mashing SPD as soon as you can. You may miss and eat some damage, maybe even lose the round; but you’ll establish that you’re not afraid to take chances and that small amount of respect that you get can go a long way and pay off huge dividends.
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As far as anti-airs (and this applies to every matchup) you’ll want to use crouch lariat. Basically, whenever you AA with lariat, do it from a crouching position and you’ll get a few extra frames of invincibility. It’s really strong. But as I mentioned, you have to be careful with Cammy because she’s one of the few characters that can deal with lariat and jump at Zangief with some sort of consistency.
So basically, you want to stay right outside of her st.RH range and abuse the pokes I listed above. Every now and then take a shot with focus attack (especially if she’s getting trigger happy with that st.RH) and stay on the ground. No need to jump in this matchup except every now and then just to keep them honest. And most importantly (IMO anyway) you have to maintain mental superiority. You have way more health than she does and can do ridiculous damage. Make her respect it. SPD her out of st.RH, go for a ballsy U2, chip away with pokes and play super defensive. All of these things can whittle away at a person’s morale, and as Zangief, if you manage to substantially mindfuck your opponent, you’ve all but won. And it’s especially true for characters like Cammy and Makoto who can more easily be forced into playing Zangief’s game since they have to get close to do damage and rely heavily on mixups. Seriously, there’s fewer scary things in this game than being a low health character at a life deficit trying to open up a Zangief playing passive agressive defense.
^^ I nearly feel guilty. Sure these threads are just a click away…but i came in here honestly looking to learn more about Gief because I’d like to pick him up for fun…but seeing as I’m a heavy Cammy/Ibuki player, that post really helped out what I feel is a terrifying matchup. Thanks in more ways than one
All that cammy advice is good. Some stuff I can add:
Cr. Jab buffer EX GH is SOOOO important it’s crazy. Go into training mode and find the ranges you can beat her st. hk, st. mk, mp’s etc.
Good cammys will make you block st. mk/st. hk similar to the way bison does. The key difference is you can SPD cammy’s pokes on reaction if you know to look for it and you make it whiff.
EXGH FADC Backdash is -9 Aka punishable by her reversal ultra 1.
DO NOT let her get you to take pressure from non-EX divekicks. Cammy’s think this matchup is harder than the rest of hers because she can’t be as stupid as usual. Blow them up for not respecting you.
Once she corners you jump back HP is your friend.
Neutral Jump Headbutt is strong as an anti-air in this matchup because even on trade cammy can’t take the risk to try and pressure you.
**************************************Cammy wakes up 1 frame slower from throws only and 2 frames slower than usual. Normally frameperfect safejumps will not work, you need to find unique setups to bait out her options.
Buffering your normals into ex gh, Anti-airing EVERYTHING, okizeme with os gh/spd, lk links
English plox?
Just a guess, but I think he means mixing up with SPDs and chasing down back dashes per say with Green Hand.
I think it’s saying Wake-Up Mix Up Option Select Green Hand/SPD…
How does I do that?
Do a some air normal on somebody’s wakeup, and Option select GH for when your jump in whiffs. A good example of when this is good:
You knock down Akuma, do knee press OS lp GH.
If Akuma blocks, he’ll block your knee press giving you a mixup.
If he reversal DP’s, your knee press will beat it.
If he Teleports, your knee press will whiff, giving you the green hand you option selected. This chases the teleport, giving you a free punish.
How to do this. Do your normal then input the special move you are trying to option select when the knee press would make contact with the enemy character model.
Hi, I tried to look for this in one of the other posts but the new SRK is a bit hard to navigate :(<br><br>What’s the priority with Zangief’s SPDs/Suplex attacks? Are all his command throws invincible against regular throw?
How does snake do those on reaction cr.lp to ex hand. <div>I know he buffers but is he buffering from df lp or db lp.</div><div>I play on stick and doing it that fast from db seems impossible. </div>
It’s not done on reaction, it’s done as a PROACTIVE poke, to counter-poke the opponent’s suspected pokes.
Using Option Select, an in game mechanism, that picks an output when multiple commands are inputted.
Option Select cr.lp xx EXGH:
F, D+LP, F+2P (hold 2P ) or alternatively,
DF, D+LP, DF+2P (hold 2P) - sliding between the lower corner of the arcade stick gate
DF+LP, DF+2P (Hold 2P) - using the SF4 shoryuken short-cut
*Using DB in place of D adds an element of safety as you can block for 1/3 of the motion.
when option selecting with LP, 2P should be MP and HP.
Here is the explanation, after inputting the option select command
Dominant Option: whiffed cr. lp - when this move whiffs, Zangief does not have the ability to cancel into EXGH. So EXGH does not come out.
Sub-Ordinate Option: cr.lp xx EXGH - when Zangief’s cr.lp counter hits the opponent’s poke, the cr.lp cancels into EXGH automatically.
Caution on spacing: You need to stay at a spacing where the cr.lp will whiff, so it does not automatically cancel into EXGH.
Was having some problems with a Rose player the other night, her pokes were beating mine nonstop. Tried st.MP st.LK OS EXGH but neither seemed to be reliable 100% of the time. Is approaching her a matter of blocking fireballs and footsieing her into the corner?
Use focus attacks. Don’t try to get a crumple, just use regular lvl 1. Her normals mostly have decent sized hit boxes, so against like st.RH and f.RH you can tag her consistently and slowly take the life lead. Also, this will bait her into going for Soul Spirals since it armor breaks. If you can gauge when she’s going to do it, you can either risk a jump in or, if your reactions are good, SPD her on whiff.
st.MP is also good at max range. It can get beat out as you already discovered, so you kinda have to be cautious with it, and any buttons actually. Against Rose you have to play a bit more reactionary. If you go in too hastily, you’ll run into random stuff. So take it slow, and like you said, block fireballs and push her into the corner. Once she’s there it should be pretty free. Just look out for random EX Soul Spiral and dash up kara normal throw. The range on it is ridiculous. But other than that, you can bully her pretty bad in the corner.
Ok, riddle me this fellow Gief players: Claw’s rolling crystal flash is -2 on block, but I can’t seem to find any way to punish. EXGH doesn’t work, it pushes Claw too far away for a reversal SPD, no normals will either reach or hit in time… Is this move just free against Gief?