I’ve been practicing EX-RBG xx Ultra (EX-Running Bear Grab Armor Cancel -> Ultra) and I must say I love this move for flash as Zangief. I ended a couple championships with it (not highest cp though :[ ) But still, im loving the style of this move. It really do think that RBG is garbage but that EX-RBG is da rula!
Has anyone else use some flashy practical stuff to do with Zangief? Im always looking for something to be like DAAAAAGG! about.
When do you use it? I can’t picture any scenarios where it’s good without taking a huge amount of risk.
Also, I think EX-RBG is the best counter for wake up headbutt in gief vs gief match ups. Or any sort of wake up neutral jumping. I’m not sure if you’d run under them if they don’t attack though.
Im talking about flash. Im a momentum player and I do moves like this when I feel very confident in the match. This is good vs people that like to play footies. Ken comes at you with f.MK you can Absorb and Ultra, assuming he is deep enough there is not enough time for any other moves to connect. Same with Ryu cr.MK -> Hadouken, hadouken comes out but goes through you. You can also absorb Chun Li’s Hazan Shuu. You can even absorb the first hit of a jab string and ultra if done correctly.
I cant give a list of situations that you can use EX-RBG because I do unconventional stuff while I fight just to see if it is possible. But there are many guaranteed spots to do EX-RBG and much fewer but still many for EX-RBG xx Cancel.
I think risk is great at times. If you know how something can be punished but is not a guaranteed punish it leads your opponent to try to punish but since you’ve predicted this you can punish their attempt.
Just use your imagination, you’ll find spots to pull your show off moves.
If you wanna game up later tonight XBL me: ClydeByrd
According to the guy’s post, it doesn’t matter which move you use, a reverse DP will get you. I’m not sure if knee would beat it out. Also, knees are much harder to combo into unless you do them extremely late. This gives them the chance to jump away. I think it’s good to switch it up between knee and splash. I don’t know, I haven’t met a Ryu yet that can connect a DP on me every time I try to do a cross up, even the decent ones.
Eh, that guy is totally wrong. Crossup knees always either beats or whiffs through Ryu’s dragon punch. Like even if he waits until you’re on the other side like he says, I’ve literally seen the paint-brush effect come out and heard Ryu start saying shoryuken, and boop, knees will hit Ryu on his head and stop him in his tracks. This doesn’t happen against his very invincible ex dragon punch, but since ex dp has more of an arc, it goes right under you and you get to hurt him with whatever you want.
Wtf do I do against a Gouken who spams fireballs, and then j.Hurricane kick to the other side once I catch up to him? He demon flipped my lariats. He actually got me to rage quit in championship mode… Never would I think that would happen…
If you mean is it humanly possible to just stand there and spin out a 720 before leaving the ground, well, not really. I think I saw a video of someone doing it once out of a million tries, but it’s not really usable. I could do standing 720s in 3S with Hugo like a third of the time, but I’ve never gotten it in 4.
But Gief does have plenty of buffering tricks, most or all of which I’m sure you know about. There’s the obvious pre-meaty crouching short buffer into 720 (so that they get tossed just as they wake up), there’s whiffed standing jab over a crouching opponent into 720, there’s whiffed standing roundhouse and whiffed crouching forward into 720 (the forward has more range than you might think and is often more surprising than the roundhouse), there’s dash or whiffed throw into 720, and there’s whiffed green hand into 720. Taunt into 720 is useful because you can spin the stick as long as you want while the taunt is going on, but pressing p or ppp immediately cancels you out of the taunt and into your 720.
And then there’s this trick I literally just figured out 10 minutes ago. So for some reason, the game gives you more leeway in the time between the first and second 360s of a 720 motion than it does between the 360 motion and the punch for an spd motion. Also, in doing a 720, tthe game lets you wait longer in between the second 360 motion and the p/ppp than it does in between the first 360 motion and the second 360 motion. Combine these two things, and what do you get? Double buffered 720!
So start from about half a screen away from your opponent. Do a standing jab with 360 buffered into it. Take a step forward, press jab again and do another 360 buffered into that. Then take another step forward, at which time you should be in range for your 720, and hit p/ppp for super/ultra! It works, man.
Also, you can use the second principle (that you have more time in between the final part of the 720 motion and the time when you have to press p/ppp than you might expect) to get more mileage out of old buffering tricks. Oh, don’t mind me doing standing jab just outside my ultra range, I’m just playing footsies and walking towaULTRA!
It’s more like tap forward. If you’re familiar with ST, it’s like the distance Dictator can hold forward before pressing kick for his super, which is noticeable but not extremely far or anything. And no, you don’t have to use jab, it can be short too.
last night i got raped by yebs gen, he didnt make any mistakes and wouldnt alow me to get in on him. he sat in mantis stance and whenever i got in to midrange i ate that hundred hands move. if i tryed to whiff a green hand in front of him i ate that move again, if i tried jumping i ended up getting gekiro’d. how do you guys handle the gen matchup?
do any of his moves extend his hitbox so i can spd him? i know whenever i got a knockdown he had to waste meter to get out with his walldive, which i guess is semi good for me. what moves can i use to beat his moves out?
last night sucked i played yeb and then geom modinside back to back and felt helpless. not so much against modinsides guile thanx to ex hand but still.
2X EX greenhand when he make airfireballs wll hit him fore sure even from fullsscreen its no wast of meter at all since akuma loos more then 1/5 health
Jarekov, I played yeb a lot about a month ago in ranked. I don’t think I ever lost to him, I sent him ggs but I think he was salty. I have yet to play him since I picked up the game again.
He played more aggressive, I guess he switched to turtle. I would try empty jumping on him and maybe trying to poke your way in.
yeah agressive gen would have been really easy to beat hes to unsafe, but turtle gen that only uses hands mk hands combo all day is alot more of a pain. every time i poked it got beat out by hands, i tried df. rh and he would just block it, if i tried to whiff a hand to spd i ate hands combo. i couldnt jump in on him or i got gekiro’d. whenever i short jumped it was like he knew and didnt do the gekiro… god dam that was so frustrating. the only time i could score a knockdown was off of a ex gh that retaliated against a whiffed or blocked hands. but then my oki game was wasted because of his ex wall dive. and gen gets a full bar of meter off of one gekiro so it was ridiculous.