hey guys i really need help on this one…how do you deal with hakan when he gets knock down and he goes for the oil dive…cant jump out. Can’t duck in time…lariet doesnt work any suggestions?
cr.LP, there’s also the option of trying to backdash and if the oil dive is slightly mistimed you get SPD or Suplex, but it’s a huge risk. cr.LP is the answer to every oil dive.
I just wanna say that, for s.lk it shouldnt be used as a buffer. its really good for whiffpunishing, but for buffering and stuffing id say theres never a place where gief s.lk is superior to c.lk or c.lp
Is there ANY way to punish dudle’s neutral jump elbow ? I’ve tried everything and nothing works.
Also, what to do against bison’s HK? I get hit everytime, i can’t get in.
Yes, for some reason i have terrible issues with “easy matchups” for zangief.
I’ve seen Snake Eyez do low jab (I think OS?) jab green hand on wake up opponents to either start a meaty chain or green hand back dashes. Is this a true OS or is this Snake having super fast reactions? If it’s a true OS, what are the inputs to execute this?
df.lp , d , df.lp
when should i use sweep? i noticed i dont ise it as much as i should
a) Both can be used in chained cr.lp option selects to catch back dash. Eg. cr.lp (slight pause) cr.lp+HK. cr.lp etc
A few uses for the regular sweep: D+HK:
b) Hit confirm off of a heavy or medium jump in. Cross up splash, Superman jumping HP, Jumping HK, Jumping MP or MK or Neutral Jump Headbutt (U+HP).
c) On their wake up, jumping attack into option select sweep. *For short range back dashes.
d) Before the invention of safe LPGH, finish your 2 hit light string with sweep, if you predicted they’re jump out.
For the command normal: far sweep DF+HK
e) Low profile under certain neutral jumps to gain position and set up the LP SPD. Eg. Honda’s jumping HP.
f) In prediction, to counter certain pokes that you either low profile or outrange. Eg. Cammy’s far stand HK or Fei’s crouch HP or Sagat’s far HK if you are inside its range (between the knee and toe)
g) I forgot. RANDOMNLY at max range of the DF+HK.
Man, you are the best. Thanks a lot.
Ultra 2 Question
What’s the input difference between his Ultra 2 that stays lower to the ground and his Ultra 2 where he pops up super high into the air?
What’s the best input to get his Ultra 2 to stay as low to the ground as possible?
Where do you hit KKK to get the low Ultra 2 Up? Up Forward? Forward?
There really is no input difference between the two.
It’s all about timing, activating as soon as you leave pre-jump. Then steering direction.
To do the perfect U2, the ultra that catches back dashes and shoryuken and EX shoryukens.
You need to buffer the entire motion before pre-jump. So use a suitable buffer like cr.mk or whiff regular throw or EXGH
Timed too early, you will get EX RBG. Timed too late, and you won’t have the low profile to catch back dashes.
An example of this timing, would be L2 FA into Ultra 2 against tall characters.
All other times, when it doesn’t matter as much, you can buffer part of the motion after take off.
You have three jumping options, as to starting the ultra. UP if they are above you. UB if you need more time to get off the ground.
Against certain Ultras or moves, you won’t have enough time if you end in UF or towards jump. Back jump creates the space, gives you
more frames to activate. All other times use UF.
Are you saying you can do L2 FA into Ultra 2? i didn’t think this would be possible. isn’t the opponent still on the ground after L2 FA?
So are you saying the fastest way to do U2 is to end the motion in Up?
what’s the exact inputs for U2? I’ve been doing 360 and then tiger knee motion towards.
What’s the definition of “pre-jump”?
Here’s a nice gief vid. This guy Hagejin beats Daigo and Momochi with Gief!
At 4:08 the announcer says “he’s doing 1-3 1-3 1-3” What input is 1-3?
Yeah, Hagejin is a top 5 Gief in the world. He’s nuts.
1-3 = down back > down forward. It’s taken like if it was the numeric pad on a keyboard.
Yeah you can link Lv.2 FA into U2 vs the following characters: Blanka, Gief, Honda, Abel, Rufus, Bison, Balrog, Sagat, Gouken, Hawk and Hugo.
There are several ways to do U2, if you’re doing wakeup U2 it’s better to end the motion as fast as you can and just getting it over with, if you’re doing it on reaction you can either whiff a normal and do the normal input to get it out as low as possible or you can do Half circle back > half circle forward > up forward and the three kicks and you’ll get an U2 out.
Every character has startup frames on their jumping animations, Gief has 6 if I’m not mistaken, by cancelling those prejump frames into other moves, the move will win the property of the prejump frames, so you’ll get throw invincible SPD’s and Lariats.
Nice thanks for the answers.
Here’s the other video I was talking about Hagejin vs. Daigo. Zangief for the win!
Sorries for the late reply, was doing my taxes.
L2 FA will crumple on hit.
Crumple state has two parts, ground and then airborn till they collapse.
U2 can grab them in the latter airborn phase if it is low enough, and they have a “tall” falling hurtbox
No. Not necessarily. You need a 540 degree command. So one full rotation and a half rotation.
- You need to trigger a jump with UF, U or UB after which Big Z goes into 6 frames of pre-jump before he leaves the ground.
- You then need to complete the motion immediately after leaving the ground, so essentially, you don’t have to end in “UP”
If it were super turbo days, it would be 720. But we’re using SF4 engine shortcuts, including compartment/split 360. So 540+KKK
Or you could buffer everything during a previous action, end in UF, wait slightly and activate U2
Pre-jump is a transition state between ground and air, where you have mixed properties from both states. You can’t block. You can be fully combed, but you can’t be grabbed. And you can cancel your pre-jump frames into special moves. Most characters have 4 frames. Zangief & Hawk have 6. Hakan has 5. And Hugo has 8.
I think im getting the OS lp GH, but it hits the enemy even if they are blocking (and i get punished by throw everytime). And it doesn’t work when the opponent backdashes. is that supposed to work like this or a mi missing something?
Another thing. I saw that itabashi zangief OS medium punch/heavy kick. Is this actually possible or was he just pressing buttons?
Also, where can i find a list of OS that still work on USF4?
EDIT: heres the itabashi match i was talking about https://www.youtube.com/watch?v=12mZVCaOqqo
@Carter You are not supposed to do the OS lp GH in the range where they can block the lp. The purpose of it is to either counterhit or whiff punish one of their normals in the range where you can hit their extended limb with your lp.
Thanks, i was thinking about that and it makes sense. If the GH doesnt come out if the opponent is blocking, that would make gief top tier lol. And another noob question: if the opponent backdashes or jump back, is the GH OS select 100% accurate that it will come out or can that fails sometimes? (I did that against a dudley that jumped back and did fierce punch or elbow and i got punished anyway ).
Also, any idea about the itabashi’s HK/MP os question i posted before?
And finally: any cool OSs i should be using? I tried the unthrowable SPD (starting with UP to use the prejump frames) but i loose against other gief most of the times. its like even with the OS unthorable spd, im still doing something wrong.
I just started with gief’s OS. I need your guys help to improve at it. Ill appreciate that.
Set up specific back dash o/s that is character or back dash specific.
Based on chained cr.LP o/s theory. You could o/s whatever you find affective
The setup is either SPD-LPGH or SPD-MPGH.
Option 1: cr.lp xx st.lp xx cr.lp etc
Option 2: whiffed cr.lp into far HK
Execution: cr.lp st.HK+lp. cr.lp etc
Timing: Slow enough not to trigger the cr.lp st.lp+hk to empty chain into itself. Fast enough so that at most on hitstop and contact, the second lp+hk will trigger a chained lp. On whiff, there will be no hitshop, so it would be like linking cr.lp into far HK. Essentially you want to input the HK+LP sometime after the active frames of the first cr.lp.
Far HK o/s only works against longer duration and short distance (if you can reach) back dashes.