i have problems getting in on chun. it’s like she can literally neutral jump kick all day and i can’t get in. mixing it up with sweeps and fireballs, and you have one frustrated gief player. i don’t fight chun every day, and when i run into one who can zone well, it’s game over for me.
sagat. i have over 1000 ranked matches played, and i could count the amount of times i have fought this guy on two hands(was he only popular before because of o sagat?). so when i do run into him, i forget that…i can’t lariat through low tiger shot. before you know it, im dead.
Chun Li can’t nj Kick all day. Zangief’s j Strong is much better now vs her neutral j Kicks. Also you can just walk forward, block at the last second, and if it wasn’t a j Roundhouse, you can reversal SPD after the block. As for Chun Lis that zone well, check out some top Zangief players on the WWL channel or streetfighterdojo.com.
Kick Lariats go through High and Low Shots. But you have to do them right before the Shot reaches you. If you do it too early, your invincibility runs out. I got no problems using Kick Lariats to advance through Shots. The problem is what to do when I get close. Do I jump and eat a Tiger Uppercut, or do I sweep and eat a Tiger Uppercut? jk Sagat is much easier once you get close.
reckon im the only person here with gief questions, hope y’all don’t mind another.
i swear every time i fight akuma, i lose because of three things.
air fireball
raging demon
just being plain intimidated because it’s the “broken” character in this game and it’s a hard matchup for me
video very related, i eat many air fireballs, and even a super. i almost didn’t upload it(not too happy about the loss), but i figure it would help show what i am doing so i can get some more informed advice.
[media=youtube]UnkN0lCQBA0[/media]
that aside, i have been getting better. believe it or not, i haven’t been able to tick throw until recently. any spd i did prior to that was reactionary. that and i can make use of my super meter for once.
intimidation is the biggest factor. you gotta know your opponent’s ability to reversal and on what freqency they plan to reversal. if they’re reversal happy you gotta bait it every time (free grab) and if they can’t you gotta grab them every time.
air fireballs are really really hard to lariat. I recommend green hand when 3/4 of the screen away.
from inside that range (i.e. around 2min when you ask “is that 100% safe?”) I couldn’t tell you what to do. maybe lariat will take him. maybe making him land on a sweep is a reasonable strategy. maybe the hop move (towards +fierce i think?) will take him out. at certain positions even a preemptive s.far.roundhouse works as effective anti air. I think it’s a guessing game and you’re gonna have to experiment with your limited options.
I’m not a gief main, and have pretty limited matchup experience with akuma, so take the advice with a grain of salt. still though, I’ve offered some tools, experiment and see if you can make some of them work.
Still not taking my advice about not talking while you’re fighting, huh? The glaring thing that I noticed was that during the two rounds you took from him, your mouth was CLOSED. This enables you to CONCENTRATE.
I was very glad that I saw you successfully crossing him up in those two rounds. Those were good tick throws…especially the one into the Final Atomic Buster. Now all you have to do is stop getting so easily discouraged and try all of your jumping attacks. When you were getting pegged by aerial FBs in the fourth round, you should’ve used either jumping :hp: (not the j.:d:+:hp: Splash, just regular ol’ j.:hp:) or jumping :hk:. Those are your furthest reaching jumping attacks. All you needed was more reach in those situations to jump over those FBs and hit him. From there…stay on him…and don’t forget about the :k: Lariat! He can’t throw a FB and then sweep you if you use it properly.
I realize that this is one of the most lopsided matches in the game, but the truth is that the two Akumas I’ve seen you play are weak. Trust me. I know enough about Akuma to really make you hate that matchup…and I wouldn’t even have to Raging Demon to do so. All you can do when you’re faced with this matchup is…fight. That’s it. Complaining has done nothing for you except lose two rounds in a row to an Akuma player that you were dominating…until you opened your mouth.
I guess he could breathe through his mouth if he had to. Just stop talking and fight is all I’m saying…especially if you can’t do it well. I know I can’t.
Hmmm…maybe he should use the stick to uncongest his nose? (totally joking)
Yeah, khiempossible and OJ gave some great advice, the only thing I have to add is, when you’re out of range to Banishing Fist (Green Hand) the Air Hadoken, and you’re not close enough to jump attack Akuma, I find “bulldogging” works best. That means just block the Air Hadoken and walk forward after blocking, and keep doing that till you get close enough to BF or jump attack, or my personal favorite, reversal SPD after blocking the Air Hadoken.
Also, there were a couple of moments where he knocked you down and then did a meaty cr Roundhouse as you were waking up. If Akuma (or Ryu or Ken) are close enough to sweep you, you’re close enough to SPD them. A reversal SPD would have sucked him and his sweep inside for some hugging and loving. Practice those reversal SPDs, they’re gold.
as always, i appreciate the advice. i didn’t notice until OJ stated it a SECOND time that the two rounds i won were rounds i wasn’t talking.
ironically i went on to play a single ranked match. it was an akuma under the gamertag “DiAbL007” and i managed to make him ragequit after double supering him. where was my camera for that one :arazz:
as for the breathing thing, if the rounds are quick enough, i don’t need to breathe during my match.
I don’t really play HDR much anymore and haven’t played Akumas properly for a while but few comments.
Pretty impressed with the standing tick into FAB, whenever I do it I get counter-thrown since I lack dexterity. However it wasn’t necessary at that point and getting that close to tick is usually dangerous.
Adjust your SPD direction to put them in the corner. You seem to only SPD to the left which in the last round cost you the win since you couldn’t repeat the tick-throw. This Akuma did not seem like a player confident with their reversals.
Jumping HP (not the splash) is your best move to hit them when jumping a fireball. It has slightly better range than the HK and your hit boxes are not as far back meaning the fireball is less likely to hit you.
Main problem is air fireballs. I have trouble with them but greenhand is usually the best option with good timing. Jump ins are dangerous since if he lands first then you’ll get DP’d.
Regarding your jump-ins. I think you’re timing a lot of your jump in late and the splash too early… For example I think it was the second round you didn’t combo into your splash into 3 cr. jabs because you hit too high. Also one time you jumped in with a non cross-up jumping splash (where you jumped late) which was blocked and your follow up pushed you too far for a SPD. Sometimes jumping knee is better since even if blocked you can follow up with a SPD a lot easier (lighter attacks have less pushback on block).
Bait the Raging Demon with a kick lariat since the recovery is shorter although the kick lariat is not as good for tagging Akuma when you go through a fireball, especially his red one which has massive delay.
Mix-up your game a little, you got sweeped way too much. Usually I start the round being predictable just to see how an opponent reacts. Depending on how they react, I may mix-up my game. This especially refers to ticks.
Saying all this, Akumas give me hell as well.
On another note, could you tell me what camera and TV you’re using? I’m looking to buy one in a few weeks but I don’t know much about them but I thought the quality in your videos was decent.
I made this a seperate post as it’s not related (other than being about Zangief).
Any good Zangief (or Blanka) players tell me why Haru uses a standing HK (that whiffs) against a cornered Blanka that just got up before SPDing? Does standing HK beat both balls clean on wake up or something?
I don’t think it beats anything. I think it’s just a mind game. The opponent is expecting to block a tick, but a whiffed attack into SPD is too fast to react to IMO. I think Haru is gambling that even if the opponent did a wakeup reversal Roll, he can still be knocked down cuz of the corner situation. Same principle as a whiffed jump or empty jump into SPD IMO.
When he played Honda against Kurropi in that 2nd round is he doing something that cant be reverse, most Honda players would torpedo my ass every time. I’ve played Kurropi before too & he’s a killer Honda so just wondering how he was able to do that without being reversed…
About the green hand into a spd, can they not reverse this? [media=youtube]Xyza1lU52SY&feature=PlayList&p=F67268B998FD093D&index=9"[/media] at the very end 1:22 mark he did it x2 in a row without getting blanka balled…
[media=youtube]iIDw50WJlY0"[/media] the wall dive at 1:20, is there any counters to that besides just blocking?
Vega is a tough opponent here for a lot of different reasons. One reason is Vegas off-the-wall attack is extremely difficult for Zangief to hit if Vega does it repeatedly and tries to hit at the tip of the claw. Zangief has two slight changes to deal with this. First, his jumping strong hitbox extends farther now and actually matches up with the graphics for his hand, similar to the jump strong hitbox in Street Fighter Alpha 2. In practice, its still pretty hard to hit wall dives with this move though.
More importantly, his low fierce has a hitbox that extends upward 2 pixels more than before. This very tiny change is barely enough to make it beat Vegas wall dive most of the time. Considering how hard this match is in general, Im hoping Vega will still be fine here, hell just have to use different strategies.
Are you talking about j Short, SPD and j Short, cr Short, SPD? Haru mixes up his ticks well, which probably screwed up Kuroppi’s reversal timing. IDK why Kuroppi didn’t just do wakeup reversal Torpedo. In my experience this beats all Zangief’s jumpins as well as pushes Honda back a safe distance, and there’s no tick blocking to screw up the timing. Maybe Haru has a way to beat it, maybe that’s why Kuroppi is not doing it, but I’d love to know what *that *is. :razzy:
Yeah, they can reverse it. The problem for Blanka in the corner though, is that he can be swept out of a Ball after hit or block, or even SPD’d. I think the best answer for Blanka, is reversal Electricity or Bite, but I could be wrong.
Shari’s right, j Strong and cr Fierce are the best options, cr Fierce is better IMO. If a good Claw can space every Wall Dive perfectly though, there is nothing Zangief can do to counter it. Lucky thing is, it’s hard to space perfectly every time, which means if you’re alert, you can swat him out of the air. :tup:
Edit: BTW, did you guys watch the next match of Aniken’s Ken vs the same Claw? Aniken got beat down badly. :sad:
I’m pretty sure you’re right blitz in that if the other player can reversal before the tick then there’s little Gief can do against Honda.
I don’t know kuroppi’s reversal timing but a lot of players I know prefer getting out of the SPD after the tick since it doesn’t always require a reversal (unless the SPD is perfectly timed and the videos posted showed that Haru’s timing was sometimes a little off).
Against Claw, the ones I go for are cr. fierce, j.strong or greenhand. It’s strange but the success seems to vary depending on who I’m playing and what day. Cr.fierce is working pretty well recently but a couple of months back when I was last playing, green hand often beat the wall dive clean from the right distance and you get a pretty nice knock-down.
Any Gief (or Blanka) player got much to say about how to counter Blanka’s super? I was thinking earlier that many Blanka players wait for Gief to come while building up super to get some ‘free’ chip damage. Well I know in theory this isn’t true but it’s not that easy to punish the super.
cr.jab can trade, lose or win against Blanka’s super (tested it with turbo) but overall it’s in Blanka’s favour so it’s only a good option when you can’t afford the chip damage.
The two ‘certain’ methods of beating it are cr.roundhouse and SPD, both which beat it clean but requires good timing. Anyone got any other suggestions (other than block, or jump and hope)? I don’t know if kick lariat’s hitboxes will do anything about it but I doubt it.
Kick lariat can beat Blanka’s super right at the last second before contact much like beating out Honda’s headbutts. It does require some good timing, but probably not as tough as spd timing. I have never been able to spd blanka’s super, but then again I haven’t really tried lol.
Edit: Timing is like at 1:07 in this vid: [media=youtube]lEPmp9EGBUE[/media]
sup reason i put my xbox live voice/text chat to friends only. rather than telling me that i suck at the game, you could tell me what i am doing wrong so i can improve.
edit
the tv is a 42 inch vizio. the camera is a canon powershot sd450. i use a really ghetto setup, a hamper ontop of a computer chair with a sock used as padding to get a decent angle, but it gets the job done well enough for me. also, compressing videos in virtualdub is a good idea.
You were playing my buddy and he likes to talk trash but usually just to pump up the other guy. I’ll gladly play you and give you some tips and vice versa.