Zangief strategy etc

about corpse hop. are you SURE that you actually corpse hop?

because when i try it, it only works when they are getting up and the AI is set to limited guard (default option), which makes them try to block hop low (bug).

have you tried to corpse hop with guard off?
also, what knockdown are you trying to do it off of? sweep?

Yep, you can hop over. Hop over them as they’re getting up, and hop over them whenever they’re crouching (and you’re out of toward+fierce grab range).

hopping over them while they crouch is no problem. i just assumed you guys must have tested with the block option set to ON since i could only do it this way, not with block OFF.

spd seems fucking huge in this game.

Must be the widescreen screwing with my head, but damn.

In the original ST, could you do a spd with towards, down, back, up/back+punch? (don’t go to up). Because you can in this one.

I’m having MASSIVE trouble with the super-motion. anyone know any tricks for it?

You can do 63214 63214 then 7 or 8 or 6 + P for super.

Otherway works (not for Gief) too for Hawk.

chun_li1

With the green hand being qcf now he has some neat combos that are pretty easy to do. Ive been using these alot:

Jumpin Knees, c.jab, c.forward, green hand 4 hits

Crossup splash, c.jab x3, green hand 4 hits

Crossup splash, s. strong, c.forward, green hand 4 hits

Crossup splash, c.jab x2, c.forward, green hand 5 hits

Nothing quite like turning Street Fighter into algebra to make things more confusing for everyone.

Punish Fei Longs that like to dragon kick on wake up by timing a kick lariat moving away from Fei when standing directly next to him. The dragon kick gets wiped out by the lariat each and every time… though only if you are doing it while moving away from him. Completely destroyed a few Feis last night this way. :smiley:

Oooh, nice tip. Is this applicable to all dp type moves? I’m having a little trouble punishing jab dps.

bait them then c.FK to trip. :wink:

I watched for five minutes, then got bored. Nice in principle but a lot of it was just the same idea repeated over and over. Example splash cross up isn’t going to work all the damn time, nor is hopping over the character. Good for documenting, not so much for watching… Imo opinion of course, otherwise good job…

Anyway, what were Zangief’s buffs/nerfs?

Aside from the command changes:

–kick lariat is invincible to low attacks during the first rotation (out of 2 rotations total)
–punch lariat’s initial active hitbox extends all the way to the ground for the first 6 frames
–green hand recovers several frames faster (and seems to me to go a shorter distance, which is good, but I don’t think that’s official)
–hop goes way farther and higher and recovers faster
–running bear grab starts up and moves faster
–super can be done standing
–no nerfs

I really like the hop’s side switching, although I think it’s going to lose its effectiveness pretty quickly once opponents start looking out for this. Blanka’s been able to do it forever, and when you get to high level play sideswitching is just a rare shenanigan you pull off once in a blue moon because the opponent knows to look out for it and how to counter it, and it’ll probably be less useful than that for Gief, who requires his opponent to crouch and be in block/hitstun for the side switching to work. Crouching forward xx green hand tricks are good too, but will probably lose effectiveness for the same reason. That said, getting two new tricks that the opponent needs to be aware of, look out for, and know how to counter is a real nice buff for Zangief.

Edit: But I do really like the idea of corpse hopping over charge characters. That’ll probably become fairly regular practice.

Cool man, thanks. So, have his normal moves always built meter? I always remembered only specials building in SFII, then again I’ve never took the time to really learn.

That’s if you’re close enough to do it!

To the right (P1), most of the time, to the left (P2), all of the time… Pad doesn’t help…

To be honest I haven’t practiced it that much, I’m still just doing 360s and ticking into 720 starting at left or right like always. Is it that difficult?

One thing I am having a hard time with is the running bear grab. It seems to me like 360 motions don’t work, and I don’t find the new motion all that easy yet. But whatever, I’m sure we’ll get used to both of these things.

I was trying to do hcb, f+K which was giving me real troubles. After realising it’s only hcb+k I got it easy now…

^Not trying to insult you dude, a lot of it was very viable… Just stating why I stopped watching is all!

when you hit them or have them block the normal, you build meter.

you can’t whiff normals like 3s to build meter (which i why i dislike the game).

Yeah, Honda loses his charge, I tried it a few times today. He still has charge for buttslam, though, obviously, but he also loses charge for super. So do Chun, Guile, Claw, DeeJay, Dictator, and Boxer.

I’ve really enjoyed new running bear so far. Seems crazy fast now. If i’m going for a jump-in approach:

Jumping late d+foward->C.forward-> SPD

If I think I’m going to be too far away for SPD I just buffer a HCF and hit K when I land. It’s really great if they expect the C.forward and turtle when you land.

It’s really good for catching people off guard if they turtle on wakeup and you’re a little further away than you want to be. It’s also handy for a dizzy at close range since RH atomic suplex is your most powerful throw and it’s now HCF+K.

Anyone got any random tips for vs Bison btw? Had a bit of an arse with his standing forward today.

Also you can do super with 720 (but maybe It’s a 1080 I’m doing??) still, but it’s tricky because you need to start and end on appropriate horizontals.

Yep, they can, but the crossover hop it too fast to react to, so they can only do that if they expect it and start holding the other direction immediately. They also have to have perfect timing, because they have to start holding the other direction at the instant you hop over their body. The lesson is that you shouldn’t do this crossover hop all the time if your opponent has awesome timing.