Zangief Strategy/Match-up Thread

I admitted certain things concerning my experience or non-experience so I won’t shut up. :wink:

Not going counter-offensive on you or anything but… We’re talking about neutral jumps(straight up) with roundhouse. I don’t think a gh or a far st.HK will help in this case.

We all have the console version, all console versions have training mode, and all of those training modes allow you to record an opponent doing something so you can figure out ways around it (like Chun doing neutral jump roundhouse, for example). It’s 100% ridiculous for a) people to ask “what beats what in an easily reproducible situation?” and b) people to offer up uncertain or wrong advice in response. I mean seriously, come on. In the same time you spent writing your questions and responses, each one of you could have figured out what to do against Chun’s jumping rh.

Thanks for the input.

One of the situations that really irks me is when the tip of chun’s foot will just graze gief’s head.

C.Strong and lariat eat the attack. S.RH seems to need better spacing, but by stepping backwards to achieve that chun stops jumping until I step forward again, rendering the whole attempt at spacing S.RH pointless.

Focus just nets me extra risk of eating gray damage.

EX hand always seems to whiff or gets blocked by pretty much every time I try it.

No matter what I seem to try it gets beaten more often that it trades and chun ends up with a big life lead and bugger all I can do about it.

Feels like a little kid who just got in trouble again

:shake:

I like the idea of just blocking some jump-ins, however I struggle to block high low when playing online and get punished everytime I try it heh. But yeah, more than anything, right now with Gief I think the two things I can do to get better is just learning match-ups, and figuring out ways to ‘leak’ damage like mentioned above…setups where they take dmg and ignore it, but eventually find out ‘hey that actually hurt’. Right now walking foward and psychic s.mp seems to do a GREAT job of this, its not flashy, its not super intimidating esp4ecially since it seems so random, but when you connect like 4-5 of them in a fight…it really adds up. Its part of why I’ve been experimenting with the knees so much, hell just cross up into another cross up into throw does more dmg than one cross up, and gets into their heads. If Gief ignores the first chance to do dmg and goes for another score, the person changes their defensive tactics to prevent the second cross-up. Too often as a Gief player if I cross - on block or hit I always go for some jab chain to push myself out to a certain distance or try to catch them on a ill-advised ‘motion’, but I really want to break that habit, if I cross with splash, even on hit, try and cross up again with knees instead. It crushed a DP once so I was happy heh.

  • :bluu:

Well, just got home and did some testing in the training room. Had chun jump forward, jump up on Z and did roundhouse at various heights. This all depends on the height they choose to activate the roundhouse. Obviously, the higher they do it, the more they’ll whiff it. I’m always crouching, and whenever I delay the lariet as late as I can, it trades or cleanly hits. This test might need a friend to help out with to make it more efficient. I don’t have too many friends on SF4 available and non at the moment. I think the more valid test is when Z is waking up with Chun Jumping on top of him. I can’t do that at the moment.

go to training, set chun to jump hk once, exgreen hand when you’re right next to/close to her, then spd. you do this on reaction to her jump. the reason you dont get hit by the back is that the ex green hand is out for so long that the hk either hits during the invincibility frames or is already over when you’re behind her.

if the hk was timed at the peak of the jump, ex green hand will whiff and you’ll be behind.
if the hk was timed late, you can just ex green hand and hit her.

of course, i do concede that if chun jumps again the spd will whiff and you might end up eating a hk.

The thing that bugs me is that there still seems to be little I can do to stop people jumping. I’m working on bnb combos, but my EX hand combos aren’t air-tight yet, but even assuming I get them to that level of consistency it feels like it somehow doesn’t matter.

Take for example C.jab x 2/3 -> Short XX Ex hand.

It’s not a combo I continue after the jabs (if I should be doing otherwise please let me know) if they’re blocking because they’ll keep on blocking and I waste an EX on a hand ender which gets me punished anyway.

If I stop the combo early and try anything else besides blocking then I seem to lose the advantage. They jump out of or reversal throw attempts, they jump away.

Similar thing when I go crossup-splash into combo. Often they just choose to try and jump away and they eat the splash, but they continue to jump off and that’s all I seem to land on them because they jump away from the follow-up of throw/combo. Yeah the splash does decent damage, but against player who knows what they are doing they usually have a decent life-lead by the time I get to inflict damage and in this situation I’m only getting a splash hit which just doesn’t help even the score enough.

I know gief plays different in this one than in ST because of how throws work, and I’m trying to play him properly but playing him the new way is becoming more and more of a pain since people seem to be able to jump out of most stuff I throw at them.

sorry, enough ranting from me now, but it’s a bit frustrating because I’d like to think I’m improving yet I still seem to have trouble with playing gief in what it seems is the proper way to do it in 4

If you think they’re going to try to jump away out of your combo, you can delay a hit a couple frames, since they can’t block in pre jump frames, and then you can continue your combo.

This is also a bad idea, because it’s SRK bait at the same time.
So then if you expect something like an SRK, you can end your combo early with a block.

So you have a few choices.

End early, SPD
End early, block
End early, continue combo to take advantage of pre jump frames

Personally, if I think they’re jumping then I do an cross-over into a lariet. The lariet stuffs stuff their jumps.

i was really sucking it up lately online but i starts doing cross ups with splash followed by lk and the lariet and started doing head butts my game improve Dramatically. Heads up headbutt beats almost anything El Fuete does. I still do the banishing hand combo but right now this is more reliable for me and does good damge.

i need urgent help against guiles i can not jump over the sonicboom beouce he will either hit me in air or catch me jumping i can not lariat throw them becouse he will jump and hit me; i can not block them becouse he only do sonicbooms and chip me to death and i can no exgreenhand them becouse he recovers the most time fast enugh and he dont do them in range to focus…

vs guile…

for jumping over the sonic, you can use early mp in air which will beat most attacks from guile.
you can get thrown tho.

mostly u have to wait for guile to mess up where you can knock him down. and gief time starts.
since guile got no real anti cross over other than lk summersalt, you can cross him with body or knee and to suprex or lk lariat combo and back to cross.

im sure you know you can ex gree between his hard sweep. ex green after the first kick blocked and you can knock him down.

you can beat mk,hk summersalt with jump mk if guile do it late. meaning if you jump from fairly close distance and early mk in air…

and in general you want to jump in when he is not charging.

be patient until you get the chance to knock him down, and when u do, make sure to kill him there.

Yeah, you just have to look for that one knock down and be extra patient. Charge up your ex from across the screen and watch for his ex booms. Try to bait a cr.HK and be ready to knock him down once he does it. You also have to figure out if he’s a jump happy Guile or not. Some Guile’s will try to air throw you on their wake up if you miss time your crossups. But once you get that knock down and put the pressure on them, the match is pretty much over.

The guiles that turtle, I usually win, however I found no answer for the run-away Guiles that chip and EX-Summersault to escape cross-overs and corners.

Hmmm, maybe I shouldn’t cross-over when I have them cornered… =)

You mos def shouldnt cross them up when you have them in the corner. Mabey one or two times just for a mix up but be hidden about it. You want to keep him there. Mabey save up some bar and punish his close range sonic booms with EX GH cause you know hes gonna do it.

For Guile’s that like to boom then try and j.hk you out the air when you jump over, jump over and hit a well timed j.hk. The angle on it seems to do real well on air to air moves. IF the distance isn’t good your going to get hit regardless, but i you spaced it well you’ll beat him clean.

  • :bluu:

for Sonic boom, you can block or jump straight

for guile, well first you find where the person playing lives. than you go to their house and beat them up in person and break their control and console. you win.

lol sometimes I wish I could play ‘real’ street fighter with guys like that