Zangief strategy etc

This is correct information ^. I also like using this against a reversal rolling ball using Blanka. It works with a single standing (wiffing) Roundhouse or a far standing Short, standing Roundhouse into SPD.

Mix this up with a standing Short straight into SPD in case they start to wise up waiting for the wiffed Roundhouse so they can punish… :).

Vs a Blanka Super the options I use are a well timed SPD (can’t hit this but 50%) or I will jump away the instant I see the super animation start and when the movement starts towards my Gief i’ll time a jump backwards and hit them with a jump d+forward, d+jab, d+roundhouse or a similar combo after the first hit. If I’m close to him when he starts and he doesnt let it sit in place too long, I may mis-time the jump. :-\

I tried the whiffing roundhouse yesterday and got bit in the face :p. But it was a spontaneous thing and I was standing way too close.

Anyway I’ll start playing properly in a few weeks. I’ll drop you a pm then evoanon since I wanted to discuss some Zangief stuff with you. You too Balakiller and anyone else with a good Zangief.

Counter Tactic to this: The Super animation stops immediately after hitting the wall, if Blanka charges down, he can go into vertical ball immediately after hitting the wall, leaving Zangief helplessly in the air to eat a free move and a knockdown. Doesnt work against players that know what they are doing lol. SPD out of super is hard, because Blanka leave you to guess exactly when roll in place for about 2-3 seconds.

Sounds good man, I’ve always considered you better than me so I would benefit more from the discussions. XD.

Ah, I haven’t found someone who has tried that thus far. Maybe the solution is to just jump towards Blanka to get over the ball and out of harms way without taking the chip damage. No other benefit than that, though.

Adding on to this, if Blanka is near death and I have enough health to take the chip damage I block the super and do a reversal green hand to take the round. :slight_smile:

Yep, here is a video of [media=youtube]Xh5ibAFP2I4&feature=PlayList&p=F67268B998FD093D&index=19&#t=1m10s"[/media], where Haru does meaty st Short, st RH, and the st RH stuffs Blanka’s reversal Roll. So yeah, it’s not *just *a mind game. = )

Also, here is [media=youtube]jZJ4d3Dkw9A&feature=PlayList&p=F67268B998FD093D&index=14&#t=0m17s"[/media]. I think the best answer for Blanka actually might be a wakeup reversal Back Hop.

Does reversal BF consistently tag Blanka after blocking his Super? I’ve tried it before, but ended up whiffing, so I figured it doesn’t have enough range, but I was prolly doing it too slow. I usually do Running Grab, but smart Blankas can escape this. If reversal BF can reach Blanka always, I’d rather get guaranteed block damage, than no damage whatsoever. In [media=youtube]Xh5ibAFP2I4&NR=1&#t=0m35s"[/media], it looks like it’s guaranteed to hit Blanka during his Super recovery, but I could be wrong. It would be nice to confirm this with some tests.

I’m pretty sure it isn’t always 100%. I have missed it but do not recall if I just didn’t get reversal timing or not. I’ll have to take better notice of this the next time I play a Blanka.

As for the meaty green hand I used to use it a lot on Blanka, but not so much after playing BlueTallCans on XBL. He will hop backwards or do a reversal ball 99% of the time unless I throw it out randomly once a match. I do think Haru on the video you posted did the meaty green hand way too deep. I believe the best way is to make it tap at the very tip of the opponents hit box on wakeup. This way you are out of range for a throw/bite if you mistime the tick.

The mind game random # jabs into ticks seems to work well as they will have to rely on luck/prediction - because they only get one chance (see: charge) and a consistent reversal timing to avoid the SPD’s

When you become really really good at something like haru is, i changes how people play against you.

There is a difference between trying to reversal against like john choi or alex valle, and trying to reversal against someone like me.

Well the alternative way is a cr.rh which as long as it’s timed right will beat the super. It won’t scare them as much as a SPD but you can pull off a sweep on reaction a lot faster than a SPD and you can also hold down back which means if you’re late you get a block.

As for the cornered Blanka thing. I was going to suggest a hop a while ago since that’s what most people do to me as it doesn’t require a charge but going into theory fighter mode, I think Gief has options such as jab SPD which even if it whiffs can recover in time to punish.

Well I’m god awful at the moment, some guys are beating me silly. I remember we played one round before where I had a lead then suddenly you pulled off a green-hand into FAB and won the round. I quit after that since the lag was god awful but I’d give you the win ;). It sucks that I’m from the UK since I was on last night and met some pretty good US players but half my matches were laggy.

I’ve saw a couple of your matches and the green-hand tick seems like something I want to test. I’ve tried it previously a few times but it never seemed worth it to me but from what I’ve heard, you’ve managed to turn it into a good weapon.

Thanks man I’ll look it up when I have time :wink:

As a Blanka player who’s been 720ed out of his supers thought I’d add some cents.

  1. running grab before the super makes contact works 100% just do it. it doesn’t matter how far he is, the running grab has a rather long active animation
  2. whiff short into 720/360 does work with good timing, but why bother?
  3. I never reversal upball in the corner unless it’s on a jumping gief. why? gief can’t safe jump a next frame attack and a non knockdown blanka ball gets spded/swept even on hit in the corner. if gief is airborn, then he gets knocked down, and I get air recovery into blanka ball out of the corner. back dash reversal is solid mid screen, but in the corner, doesnt’ really leave you in any better position.
  4. if my back is to the corner, but I’m not knocked down dealing with tick setups, my game plan is usually to push you out to my low fierce range (just slightly further than your sweep range). there I can wait for a dumb jump and s.strong it then blanka ball under you as you fall back down. Or I can start to walk forward and tease you with low fierces and sweeps. If you’re inside that range I’m going to be pressing the short button or forward button.

being in the corner is bad, but it’s definitely fightable. you need me to make a huge mistake before you can start raping me (i.e. knocked down, or close enough to double tick into grab)

Also wanted to add that honda is safe jumpable and if you’re on point you can lariat the jab headbutt that might come out as a reversal.

What is Zangief’s counter to Blanka’s standing roundhouse(flip kick)? Is there a jump attack that can beat that clearly?

I remember seeing a video where a Blanka used s.hk rather than the usual s.mp even though I THINK it traded rather a lot whereas s.mp wins out right. I guess the spacing and timing is easier with the s.rh.

As for your question, I only remember seeing the s.rh trade, nothing that beat it cleanly but I haven’t been in too many of those situations myself to be honest but I’ll try and test it one time.

I suspect that for diagonal jumps, there’s basically three moves to consider depending on spacing:

Fierce punch:
http://www.pedantic.org/~nate/HDR/zangief/djfierce.html
Down + Forward (Knees):
http://www.pedantic.org/~nate/HDR/zangief/kneesforward.html
Down + Fierce (Splash):
http://www.pedantic.org/~nate/HDR/zangief/splash.html

Also, keep the empty jump in mind.

Here’s the Blanka roundhouse kick i was talking about, here’s my matchup against Bluetallcans. 6:09
[media=youtube]WQR5yULwwOA&feature=related#movie_player[/media]

I know there is a video section but maybe we can start posting videos of our matches & maybe you guys can critique(hopefully not to harsh) & give some tips…Thanks Thelo for the uploads!

Vega matchup(Sharizod)
[media=youtube]551ms1ZG5pQ&feature=related[/media] 3:47
[media=youtube]bYTmC-1P_h8&feature=related#movie_player[/media] 2:32
Honda matchup (Thelothegreat)
[media=youtube]hvwgHfOyeNI&feature=related#movie_player[/media] 0:00, 4:42
[media=youtube]N1bj7ECXYio[/media] 0:00,3:34, 7:37
[media=youtube]551ms1ZG5pQ&feature=related[/media]0:00, 7:46

Matchups i would like to see Gief
vs Deejay (no clue about the matchup)
vs Chun-li (somewhat no the matchup, need to see the spacing to get out of zones)
vs Balrog (i beat most Balrogs by just spamming, would like to know what beats what consistently)

From the matches I’ve seen so far…

You force things a little too much; too many jumps, hops, empty greenhands. They don’t throw fireballs so you can don’t have to rush them down. Just make sure when you get the opportunity you punish them (you missed a couple of SPDs, the one I remember is after a cross-up splash).

I always had my doubts about hop after trying it myself but I’ve plenty of people seem to claim it’s amazing. I just assumed I wasn’t using it right but after watching this I’m still pretty sure it has limited uses but I’ll test it when I can.

Those are tough matches anyway so well done.

I don’t want to talk about particular matches that much since it’s been a while and I need to play more.

The thing I do remember about the Chun match. Close down quickly otherwise she’ll build up super and use jab spd when you tick her in the corner.

The reason why i was doing a lot of jump in & hops was me trying to mix him up. If i guess right & Blanka does a sweep i will hop over & spd. If he did his slide & i did a jump in that’s a fierce punch w/ possible tick spd. Its a good trade off IMO

When you have a top Blanka/Honda player you pretty much will lose 9 out 10 times when you try to play them straight up. The matchup is ridiculous, so gief has to do as much shenanigans & risk moves as possible.

Your right though i need more patience when playing certain players. Its weird though as my fighy style w/ gief is usually turtle.

If some of you guys got some vids of you guys playing top players w/ bad matchups i would like you to post them. Im more of a visual learner.:wasted:

Here is myself and Thelo, in our latest set of matches to be recorded

[media=youtube]pIOlVNP_tBo[/media]

Critique?

I think thats the only vid against a higher tier player online :-. Wish I had my first matchup with Damdai on video :sweat: Went 1-2 and just barely lost the match by <5% health :confused:

Really great play, man. All I can think of is you should have turtled in the last match, you had a life lead but still went after Honda. I think you could have taken that round and then forced a round 3.

It looks to me more that Bluetallcans wasn’t actively thinking about particular counters against particular attacks. It seemed more than s.roundhouse was a catchall against everything (and it was very effective at that). casuals means he could have been experimenting.

you should PM and ask.

s.roundhouse definitely trades with jump ins though. that’s a fact. good damage though.

Nice work. Two things jump out at me right away:

There were chances to get in on him after he lands from the straight up fierce because he’s not charged at that point when he lands. And Honda will usually do HHS at that point so as long as you time and distance your jump in correctly, you’re money. If you don’t, you’ll eat the HHS. But it’s low risk-very high reward IMO.

Some Zangiefs can time and distance the RH sweep to hit the HHS very well. It seemed to me that you were trying to depend on the sweep quite a bit but it’s difficult and I eat a lot of HHS like you did. So I spam a lot more low jabs.