Zangief strategy etc

Hmm…so I can just mash out 360s as long as I manage to press or release a punch on the magic frame? That should help–I’ve been trying to time both my thumbstick motion and my button presses with precision. One less thing to manage.

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So I’ve been gettin’ myself an education from EggoGF’s brilliant “Haru Tejyo’s Zangief Dojo” playlist [1] on Youtube, and I have a question about HT’s crazy tick-SPDs. It seems like he can tick into SPD from almost any attack, but I see j.K->SPD and j.K->cr.K->SPD a lot, and I wonder which kick he’s using. Since all of Gief’s jumping and crouching kicks look identical, I can’t tell if he’s using short, forward, or roundhouse to do this tick setup. Anybody know?

Also, I really need to get better at the “some number of cr.Jabs into SPD” move. How do you guys work the stick for that? Half-circle ending in diagonal-up, or half-circle then fwd/back, or what? I’m using an arcade stick. When I fail, I usually jump or get a green-hand.


[1] http://www.youtube.com/playlist?p=PLF67268B998FD093D

Here’s what I do to combo into the SPD. Let’s say you want to do cross-up splash>cr.jab>SPD.

Let’s say you’re coming from the left side, ok? Cross-up and hold “DF”, and then continue to hold it since you need to crouch for the jab anyway. Once the jab hits you just smoothly roll the 360 motion (DB+BU) and hit punch.

Defensive SPD’s?

Let’s say Bison is doing his scissor kicks on you and you are forced to block. You are holding “DB” to block, right? Once the scissors animation finishes you roll smoothly to DF+U and piano all the punches so he has a harder time jumping out with medium punch.

You need to get the rhythm down and it will come to you naturally. Just practice more! I’ve become pretty damn good performing 360 motions and ticks, and I use a regular 360 pad.

Watch this for some help: http://www.youtube.com/watch?v=th5oeZcvnT8
Notice at the end of the first round how I did the 360 motion after a blocked scissor?

Does this answer your questions? PM me if you need more advice.

Thanks for taking the time to help me out, Norieaga. I think my main problem is holding down, not downback, while I’m doing the jabs. That makes greenhands come out instead of SPDs.

I know what you mean about the “rhythm”. During this past week I’ve really improved my feel for the way the game works. Once I get these last few execution problems worked out, it’ll be all about improving my decision-making…which I guess is a never-ending process. :wink:

Yup, you have to always hold “DF” or “DB” with the grapplers if you’re block or setting up a tick from a crouching attack. Make it a habit :slight_smile: Cheers bro.

It depends how close you are when you do the jump attack. Most of the time you should use J. LK when tick throwing from a jump attack. It is the easiest to hitconfirm into SPD (always does the same amount of hitstun or blockstun) and keeps them close enough to SPD 99% of the time. If they are close enough you can tick off of any jump attack. Also, if you listen closely you can tell the difference between J. LK, MK, and HK since they all make different sounds.

If you can help it, you should always try to end your SPD’s in db during wakeup/air recovery. Another good habit is to hold b or db during any move you do (aside from lariat obviously). In the air you may get lucky and air throw. On the ground you may get lucky and normal throw or block a counterattack (especially when they are knocked down). If you have trouble consistently doing SPD in blockstrings, try relying on baiting or throwing in Cr. HK more often. As long as they don’t know you can SPD, they will still fear it hehehe/how I beat people with gief in classic mode lol.

Thanks again for the help Norieaga and Big O. I have another question…I have heard people say that Vega is an incredibly annoying fight (yeah, no kidding), but that if Gief can get the knockdown, then it’s all over. I get knockdowns against Vegas (not the really good ones, but probably at least sometimes against most), but it certainly doesn’t mean the fight is over.

I had the same question about Honda, but I found out it’s the s.lk tick-SPD that makes knockdowns so dangerous for him. But Vega has that wakeup flipkick, so it must be something else I do to punish him for laying around?

safe jump

When you fight charge characters, the best thing to do when you knock them down is to safe jump them. They lose their down charge if they block it and that usually lets you SPD them for free afterwards. Vega can still escape using backflip, but if you safe jump at the right distance you can OS Double Suplex/RBG after the tick. Honda is dumb and everything he has lets him escape for free. The only thing you can really do is trick him into using a specific reversal and preemptively try to counter it. Safe jumping puts him in a bad position, but reversal headbutt is bs and will probably let him escape.

You can spd the headbutt

Even though you are able to spd the headbutt in theory, in practice it fails most of the time. If he did jab headbutt you will get hit unless you delay it so much that he can jump out of your tick. The other two are able to be thrown when their invincibility runs out, but the active frames of spd are buggy and only happen when you release or press the punch you started the spd with. If you don’t have turbo mashing skills, you won’t grab him before he hits your extended hurtbox. If you delay the spd enough to be able to grab before it extends your hurtbox, fierce headbutt now hits you no matter what. Basically you need to be lucky or have serious mashing skills to neutralize reversal headbutts. Technically you can even spd his super, but going for that is like going for a Hail Mary play.

If you can do three jabs to spd I am pretty sure you can grab it safely, I might be crazy though

It looks like you may be able to safely grab the jab headbutt. The other ones look like they’d hit your extended hurtbox outside of SPD’s reach.

Edit: I tried it out in ST using frame by frame cheats and all of Honda’s headbutts hit his extended hurtbox from SPD even outside of SPD range :frowning:

I noticed that the general wiki for HDR is pretty nice, but the character wikis are mostly empty. The ST character wikis are amazing and I’d love to make a guide of that calibur, but I’m wondering if me doing the Zangief section for the wiki would actually matter. Does anyone actually use the HDR wiki? It seems like the ideal place to pool our gief knowledge. Any other Zangief mains feel like contributing to it?

I think the Chun wiki is in pretty good shape, except for the match up section, since I was really conservative to make sure the info was as correct as possible. I mostly just dumped info in there so I had an easy way to look it up later, but I haven’t updated it in a while. I do think it would be useful if the rest of them were filled out similarly, though, since digging through character threads for info can take a lot of work.

I ended up going ahead with the wiki. The link to it is here. It isn’t finished yet, but I made an outline and filled in a few sections for now. Hopefully someone could learn a thing or two from it. I’d appreciate any help or tips too lol.

Thanks Big O, I learned quite a few new things reading that.

Just read the whole thing whew, lots of good tips in there, especially the Bite Cross-Under thing (never knew that), thanks Big O.