Zangief strategy etc

If you want a better chance and landing the “reversal” timing, yes. And to get the best chances at the ticks landing also, yes… :slight_smile:

I personally think Dic is a really bad matchup for Gief. Dic can really lock Gief out with his standing MK and RH, as they’ve got really good range. On top of which, you’ve got to be aware of flaming torpedoes and scissor kicks all the time. Correct me if I’m wrong, Dic can easily chip away at you with his weak scissor kick and jump backwards and there’s nothing Gief can do about it - unless I’m mistiming my SPDs, which I don’t think I am? This forces Gief to jump to get past those kicks and Dic can continue hitting you at long range with his standing MK and RH and if you’re a little closer, he can hit you with his standing FP, or go for a flaming torpedo/scissor kick, or to air-to-air with his high priority jumping, strong punches and juggle you. Even if you get in, you have to time your tick SPD to perfection, or you’ll see him jump away. If you get Dic cornered though, there’s not much he can do, but it’s all about getting him there.

Or have I got this match-up all wrong?

As a Hawk and Bison player, I can safely say that unless Bison is in that corner, he can easily kill Gief with only four normals:

  1. St.RH
  2. St.Forward
  3. St.Fierce
  4. Slide

Its similar to fighting Dhalsim minus the projectile, and you have less of a chance of locking him in the corner.

My advice too all Giefs who want to win is to not jump at all from a distance. St.RH will stop you everytime. Plan your Lariats carefully, and don’t just walk up and throw it out. And once you knock him down, don’t tick standing, otherwise Bison can DR out everytime.

Most (all?) characters have a way of keeping out 'Gief fairly well and Bison is no different. Most Bison players stand at a fair distance and using st.rh. If you play around with lariat you get a slide or headstomp for your troubles. If you get close they’ll usually run away with a number of moves.

A knock-down on Bison when he’s not in the corner can be hard to take advantage of. Just like most other match-ups you just need to bait some kind of mistake, predict it and punish it. Experience helps with predicting what the Bison will attempt to do.

And yeah as Jiggly says, standing ticks don’t that well against Bison. Just if you’re jumping, mix-up the strength of kicks to push him far enough to not get counter thrown.

I was hoping I was missing something in the Dic vs Gief match-up, but unfortunately not.

I started using 'Gief today, managed to link cr. jab x 2 > green fist > super to end one match. It was CRAZY…but also a fluke :slight_smile: I’m thinking of alternating between 'Gief and Cammy, I’m starting to get used to the SPD links on the d-pad. Its more difficult than the average character but the rewards are enormous!

Dude you’ve been alternating between Cammy and the rest of the cast for like ever lol

I know! I’m having my experimental stage (no homo). I wanted to use T. Hawk but I like 'Gief’s lariat too much. Plus it feels like his SPD has better range, I find myself pulling it off outta nowhere.

: D

D : Yet another one of my dreams crushed.

I think SPD has more range and is easier to tick into (because it has many active frames as opposed to Typhoon’s 1 active frame), but I think it does less damage. And yeah, his lariat is awesome, but I’ve had a lot of difficulty using it effectively. One thing I like about T. Hawk is that you don’t have to have great execution to wreck someone’s day. His cross up body splash, cl. forward, fierce uppercut will stun most of the time on crouchers (great for people with SRK motion uppercuts). Then you can finish them of with cross up body splash, cl. forward, typhoon.

Gief’s had more range, but Hawk’s is stronger. Gief’s Super has practically no range, but Hawk’s Super has about the same range as the Typhoon (if not just ever so slightly more).

If you’re willing, I’ll teach you anything you want to know about Hawk or Bison.

Playing as Zangief is extremely frustrating, half his match-ups are quite bad and most opponents can repeat 2-3 moves.

Saying this, if you’re just starting out with him his jumping splash and crouching roundhouse can somehow get you a stupid amount of wins against average players.

As for T-hawk, I picked him by accident the other day but using him felt pretty natural. His normals seem quite good and his super is much easier to tick from (I think I used st.mk?). Also having a dragon punch move seems very useful.

Normally I’d take you up on the Bison offer, I’ve wanted to main him but can’t pull off his moves consistently. I whiff his headstomp way too much to be decent with him. We’ll see if anything changes when I buy the Madcatz pad.

Hitwari - that’s what I’m saying! Especially the friggin’ body splash, that thing dizzies so fast. Plus I’m better at ticking with 'Gief than Hawk, and I like the ease of the lariat as an AA. And that sweep has stupid priority, its like it catches players even when they block!

1hitparry - You’re missing out, I’m a sexy bitch. Bring a box of chocolates and I’ll see what I can do. (Huge no homo on that one).

What can Gief do against a Chun? I keep getting beaten by ones that fly and jump all over the place, and spam her kikouken.

Meh another tough match for him. Some tips though…

  1. Gief’s j.hk loses to Chun’s jumping moves if she does it right. I haven’t tested it yet but j.mp or j.hp may have more success.

  2. If she’s cornered and you’re tick SPDing her. Use lp SPD and not hp, trust me on this one. Or you could just jumping splash her over and over. which she can have troubles with.

  3. Don’t lariat through fireballs when she has super. In fact this match is quite tough because you have to close her down fast otherwise she just jumps back and does fireball and lightning legs to build up meter.

  4. When Chun’s start jumping around usually they jump in lk eventually when you get too close and they tend to do this early and it hits high. It gives you plenty of time to SPD her when she lands.

the scrub queen is tough. ran into a cat that i couldn’t beat at evo, but i forgot about his jumping fierce punch against the kikkoken. lack of sleep and the sensory overload of evo in general kind threw everything out of whack. this does not mean that i would have won necessarily, but it would have been more competitive.

against most chuns, the jumping strong is a must. followup with splashes to keep her grounded. splash, low rh is sometimes more effective than going for the tick spd because it knocks down and a followup splash will usually give the dizzy.

jab banish hand gets you in close, has decent recovery and will of course catch the kikkoken. once you bust her bubble, jumping strong or short will knock her out of the air if she attempts to jump in, or away. sometimes she’ll headstomp and then helicopter away. i think you can hop over and jump strong to knock her out of the air, but haven’t tried it yet.

anyway, some of this should help.

What is Zangief’s answer to Bison’s well ranged standing RH

Hitwari, why do you suggest Jab over Fierce ?

I know when I’m trying to SPD Chun’s in the corner they’re, a lot of the time, able to just jump straight out of it and kick me on the way down. Does Jab SPD have better priority over Fierce?

Thanks
:T

Well the following was tested by me on training mode but I’m 99% sure that it’s correct and I’ve tried it out on online matches. It’s all about the distance in which the SPD puts you from Chun Li.

You probably know this part but if you SPD in mid screen, the strength doesn’t seem to matter in terms of the distance you put from you and your opponent. However what does matter is who your opponent is. Honda bounces in a way which means you can follow a SPD with a greenhand and you’re within ticking range whereas it’s not possible on other opponents.

In the corner, all characters can be SPD (forward motion) and they’ll be within tick range so you can repeat the SPD over and over EXCEPT for Chun Li. Chun Li bounces in a way which makes her get up faster so. However if you use a tick (e.g. s.lk) then use jab SPD, she bounces in a way which takes her longer to get up and you can follow up with another tick SPD. This is also true for strong SPD but jab SPD gives you most time, and it’s also true for all characters but matters most for Chun Li.

To add to that, if your opponent has good reversal timing then you might want to safe jump them. Against some characters jab SPD gives you time to do a decent safe jump. I find this most useful against charge characters for reasons I’ll explain if you ask :stuck_out_tongue:

On a side note, jab SPD has a faster ‘whiff’ animation which means that against fast jumpers e.g. Bison, you’ve got more time to recover if you do miss your SPD. If you want to time how reliable your tick SPDs are, go training mode and put different characters on ‘jump’ and try ticking into a SPD.

Sorry for the lengthy explanation but I wanted it to be clear.

Lariat or crouching roundhouse should beat it. By the way…have you noticed how Zangief’s standing forward kick looks just like Dictator’s standing roundhouse…only it’s faster? That should work well, too…until Dictator gets smart and starts mixing in his own standing forward. Then you’ll really have to up your poking game.

The true experts will add to what I said, I’m sure, but I’m positive you’re not the first person to have a problem with fighting Dictator as Zangief, so you’ll want to do a search for “Dictator” or “Bison” once the search engine is back up.

Pretty much. Dont jump from max range ever either. Be wary of being baited into a lariat cause they can slide you out of it.