I used to always exgh after lariat but then I realized the damage has been changed to be pretty crappy so I stopped unless I know it’s going to kill or really really need that life lead.
or go for the KO. The 4 bar RFC combo is good. But if you have a Full Super bar, you can’t accumulate anymore meter. While your waiting to empty your bar, your opponent has used up 6 bars of EX. Also, in fireball intensive match-ups, EXGH is one of your ways in. In the event that Guile or Sagat escapes to the other side, when you botch up, you need to chase them to the end of the worlds, and you need that EX bar.
Far MK is one of the best pokes to use. But you have to whiff confirm it, used only to reaction counter specific pokes. eg. Hawk’s Far HK. You can use it after a blocked Far MP to check them, in case they try to jump out, as they fear the threat of LP SPD. Otherwise, if your not confirming it in your footies, your getting lucky.
Very good question. If your using the classic bread and butter. cr.lp. cr.lp. st.lk. You could finish with far MP. Its character specific whether you get more off that. Or you could change the combo. Something like cr.lk cr.k cr.k far.mp does more respectful damage. Or cr.lk cr.lk far MP far MP (character specific). or cr.lp cr.lp far lp. far MK. Or you could look for the reset HP SPD during the first two hits of your hit combo. Or the reset HK after the second cr.lp if they try to jump or back dash. I think the Japanese players were resetting into cr.HK off of the cr.lp (if they try to jump).
I’ve hit the “sit down and start analyzing Gief players” point in on Gief training and need to know who else to take a closer look at other than Snake Eyez
Yeah, meter feels way more important now with rfc combos into ultra. Meterless ender and easier c.lk for higher damage combos makes meter less “scarce” but also more valuable for big damage as opposed to the juggle damage.
Guys is there such a thing as safe green hand on block? I was playing casuals against a Gief (I was playing Honda) and I blocked a LP GH, I punish with a Throw and I got beaten by Gief’s U1. At first I thought I did the throw very late but days later I used the same technique agaisnt my buddy he blocked a LPGH then I mash U1 and he masshed throw, he got grabbed with my U1.
So I am wondering if you can hit with the tip of the GH will that make it safe on block?
So I’m an idiot that can do 1 frame links but can’t even fucking do dp FADC ultra and right now doing st.lk buffered into ex greenhand is killing me. I can get it to come out on hit… but it comes out on whiff too. Am I just supposed to do it like lightning fast? Right now my inputs are (lk dp motion PP). What do I do? I’m already doing this as fast as I can. Thanks in advance.
You’re hitting pp too early if it’s coming out oh whiff. The way I do it is to do the motion F, DF, F + lk and then PP. Try to time the PP when his foot is all the way out. Doing it the MachoRhombus way seems crazy hard. You want to buffer the motion before hand and just hit lk and then PP.
I reckon your a genius, because ultimately the 1 frame link is a harder skill to learn than shoryuken FADC Ultra. You’ll probably be the only or few Zangief’s that can safely ground confirm into close MK for big damage - speciality cr.lp into close MK.
I forgot that close mk got buffed and then that you can confirm into cl.mk now. As for links in general I think it’s just the prospect of button timing is easier for me than proper stick motions.
If it’s coming out on whiff, there’s a chance you’re getting the greenhand via negative input. Sf4 counts inputs for special moves both on the frame that you press the button(s), and the frame you release them (and they can’t be faster than consecutive frames, ie. you’ll always get two frames of inputting the special move if you tap the button).
You can either tap and release faster, -or- you can hold the pp for a split second. Just long enough for the dp motion to no longer register. edit
It’s a problem with gief’s st.short because of its quick recovery. If you’re empty-cancelling/buffering in slower moves (like sak’s low forward), the active/recovery frames usually overlap with your button release, so you’ll never “input” the special after the normal has recovered/whiffed.