Zangief Strategy/Match-up Thread

Well time was, when Akumas knocked me down they’d just hang back and set up their distance games again. So getting knocked down sucked because I had to work to get back into the range I wanted, not because I was worried about taking damage directly because of the knockdown. Now it’s different, I’m worried about the knockdown because of the damage opportunities that lead directly from it. I think that’s a pretty significant change; it means Akuma wants to play for the knockdown more than before and can actually capitalize on those opportunities in meaningful ways.

As for quick stand, basically the only times I get knocked down v Akuma are by non-quickstandable things: sweep, far roundhouse combo into sweep, dive kick or demon flip kick combo into sweep, any other combo into sweep, and demon flip throw. And if I do get knocked down by something like a fireball or dragon punch that I can quick stand, I don’t know why they’d take the risk of pressuring me then.

Hmm, could just be a player level type thing, Akuma is one of those match-ups that I tend to dominate, or lose semi-handidly - enough in one of those polar directions to not see it as a ‘real’ change in the way the match-up goes…its not like a 6-4, 7-3 type match up where the life meters are equivalent to the match-up…sorta like Seth, when I beat Seth, I usually have most of my life, when I lose to Seth he usually has most of his life left…and this is matched-up on the same guy so I’m not refering to different skillset, just how the match goes.

don’t get me wrong, this still sucks, and also explains how one of my boys (though its not quitey o-s what he did/does) would maintain pressure on my Gief a little better (he’d DF on wake-up and throw, but he’ll DP/s.rh on visual confirmation of what I react with) than most Akumas.

  • :bluu:

I’m starting to fall victim to the vortex quite a bit lately. Local Akuma with excellent execution, the mixup between the demon flip throw, sweep and dive kick is nasty on a knockdown. Not as bad as the Fuerte mix up which is just frustrating when you guess wrong, but quite a nuisance. When you couple that with a very difficult to get in zoning strat, one knockdown off of zoning could mean the game.

This past weekend Juicebox and I teamed up for a 2v2 tourney and took 1st, but with a very difficult win over Danimitsu and Mr.SNK who took 2nd. SNK played Honda, Danimitsu played Akuma. The Akuma Abel match is absolutely terrible, so it was a very close match. Bottom line is I need a lot more practice against Dans Akuma. :stuck_out_tongue:

yea i really have trouble with the akuma match up, mostly with the demon flip mixups. Seems like that move own Gief’s soul. Last denjin ranbat i was doing great won 3 matches in winners bracket, then ran into nemonic and ken-i’s akuma back to back…needless to say that was the end of my tourniment :sad:

are you guys doing jump cancel lariats vs akuma vortex? it should beat/trade with all of akuma’s options from demon flip in theory.

Dive kick if the Akuma knows what he’s doing has always hit jump cancel lariat clean… I have had it trade, but not consistantly enough to make it a safe bet. When it doesn’t trade, it’s a full Akuma combo.

does back dashing then 360 work?
works at my level.

Dashing back doesn’t work because you get option select or on-reaction dragon punched.

Magus pointed out to me that in a video he saw Cantona (iirc) playing against an Akuma, and Cantona toward dashed under the demon flip throw. I actually did this too once, but it was on accident and I just assumed that Ed mistimed his demon flip and that toward dashing shouldn’t work, but maybe that’s not the case. If you watch Gief as he dashes, he moves his head down and toward pretty quickly, and we figured that that moves him out of the way of where the demon flip throw can hit. Gonna have to do some more testing on this to make sure.

bad matchups seem to get even worse as time progresses…
i played with a rushdown seth (Blakdanielz)…
the high/low, left/right, hit/command grab mixups… x(
it’s so much worse than zoning seth.

If i recall correctly, i saw mike ross use his honda in the same fashion against keno’s akuma during a dive set up and cross-up tatsu.

he would dash forward than command grab. To bad i didnt see it until i was leaving Ai or i would have tried it too.

I’ll have to play with that. I also got under and thought it was mistimed on Dans part. It led to an ultra for me, so that would be kinda interesting. In fact, I’m gonna go try to play with it right now.

Btw Cammy has almost the exact same thing with a Meaty Hooligan.

Only hers is worse b/c Hooligan can grab out of the air.

The only way out is backdash, but cammy can let the hooligan go into razor slide… then she gets a free ultra or juggle.

This also works is some extents for Gouken and Vega’s super.

Hey guys,

I am having lots of trouble with Boxer; once I have him cornered, what do I do? What do I watch out for? what do I do if he is doing that jump back + punch thing?

Can’t you just crouch the hooligan setup? Then, you have a free lariat.

You know, the forward dash thing works really well. I was able to do it quite effectively against a human opponent. He’s not a sick Akuma, but was good enough to do the test.

Standing jab does an AMAZING job. I want to try it against a player that is actually really good with Akuma to truly test it, but when Akuma goes up, there’s a specific timing to when the jab hits over giefs head obviously. After hardly any time at all, the jab was taking Akuma out of the air, and left him in a position excellent for a Gief mixup… Timed just right if the Akuma does anything other than DP it’s a free SPD, and if you low lariat, it trades with DP.

Give it a shot if you can try it with someone who is actually good at the mixup with Akuma and let me know how it works. With the partner I used, I was able to shut it down entirely.

I tried standing jab, it didn’t come out in time.

As for the hooligan setup, you can’t crouch under it because there’s a frame as you get up from an un-quickstand-able knockdown where you stand automatically.

When Gief wakes up, it seems he has a frame or two where the game considers him standing. Cammy can throw him then.

Set the CPU to crouch.

Ridiculously easy to setup from forward throw or sweep.

It’s also easy to punish quick stands after spiral arrow or cannon spike.

Weirdly enough, it CANNOT be used after a hooligan or a back throw.

I’m pretty sure this is because after those throws, gief gets up facing AWAY from cammy and then turns around.

The main PROBLEM, is that if you backdash and she misses her throw, she recovers in time to punish your backdash with almost whatever, even another throw… which sets up another hooligan.

Jumping “seemed” to throw a wrench into it, as I was unable to program the computer to BOTH grab my jump or grab my crouch. I’m sure it’s possible.

If you jump and get caught though, it becomes cross scissors pressure, which allows her to do hooligan again and does 10 more damage.

What’s funny is that it seems the best solution is to

  1. not quick stand after cannon spike or cannon drill, and then from there after mix it up.

  2. to eat the hooligan, then just crouch block.

Backdashing seems to be the WORST option, since she can punish you free for it, or get frisky and do razor slice into ultra for no meter.

yeah david, ive dashed under demon flips a couple of times and ussually get the throw in. but sometimes they have bet me by jumping up. it might have been the set up that akuma done whether it was the kick or grab from the demon flip im not sure.

Okay I played Danimitsu’s Akuma 1st to 10, I took it 10 - 8.

If he did the demon flip on wake, dashed under it for an spd/ultra. If he did it during a string mixup, standing jab. It completely shut his game down.

I actually think that was what I needed in the match. It was what I feared most, and the mind game generated by that fear was enough to cause me to make mistakes and get punished hard.

looks like we found an answer guys!