Zangief Strategy/Match-up Thread

LMAO. For real man. The only character I see more of than Ken/Ryu/Guile is Cody. Crazy. His links do seem really braindead too, I’ve played some of the most horrible doods that can do them.

I kinda treat him like Balrog. Safe jumpable suspect wakeup, has full screen dash moves and great frame trap buttons. So i do ALOT of NJ’ing in this match. And lp o-s exgh. Also at the right distance s.mp those s.hk’s. Rocks, to me, are the easiest projectile in the game to deal with for Gief. You can see them coming a mile away and there is no speed variation outside of EX. NJ them all day and focus in on a few of um, but since he recovers relatively fast, jumping over them with an attack is not advisable unless you predicted one especially with the Ruff Kick fadc ultra threat. Also, still cant really tell the difference between the CU’s, so I kinda just go for lk xx eh gh punish. I think the HP version pushes you too far away for spd punish.

Sorry if thats obvious stuff. Just that out of the 10 new characters outside of Dudley, I only lose if the player is just better than me anyway.

But it does sound like you play more footsie turtle oriented Cody’s which i think is bad for Gief in almost any match up regardless.

I’m 50-50 on cody’s but as mentioned - there are Ken to Cody players…and then…CODY players (no different than lariat spammers and GIEF players)…good Cody’s typically shut me down ‘clean’…I usually do best when I think o the match-up like a sim fight. Staying grounded as much as possible…looking for counter gh to get in…when you do jump, make it an empty jump to bait something throwable/slapable. Fortunatly, once I get pressure on Cody, all he has is CU to push me off a bit, but thats not a ‘great’ move IMO…but not having Sim’s tp makes it easier IMO than the Sim match-up…same as Guile…the hard part is ‘opening the shell’, but once there, the gooey inside is sooooooo tasty.

  • :bluu:

im having cody issues.how can i buff, counter codys standing hk.mk keep away game…??i tried lariat but got buffed
ex grab but some got buffed as well…eny tips…?ex bingo is giving a it of trouble…

EX Hand will catch his roundhouse

See even HAWK’s s.HK is hell on earth for Gief.

[media=youtube]dsuAk1gr8zs]YouTube - Zangitan [Zangief] vs KOG [T.Hawk[/media]

im having trouble getting around rose’s standing rh. i went to training, and even st mp doesnt even stuff it. only on recovery. any tips?

block is one option… a cr. jab…

idk

Doesn’t KKK Lariat stuff it?

I was gonna post that but I wasnt sure

option select standing or crouching lp, or focus. also standing mk. took me 20 secs to find this in training mode.

…and jumping knees

lmao Worst Gief.

ftw…

KKK lariat works but only on prediction. Kinda like vs Rufus cr. HP

pretty much all of t.hawks normals just own giefs.

So how do you beat nj fierce from Honda? That, and hondas who pressure constantly with jab hands.

Standing hard kick the neutral jump fierce or long sweep if you are close enough

Lariat hands happy hondas is a choice

Not to split hairs, but I think you can smash Rufus’ cr.HP on reaction not just prediction. At least that’s what I was doing at the tournament last weekend :sweat:

If he is right on top of you a crouching PPP lariat will trade.

farther away you can standing roundhouse to hit him and the peak of his jump.

careful with the long sweep tho. I was playing against ogrebait (BEAST honda from wisconsin) and he caught onto it. He did the neutral jump and moved just outside of my range, then c. lp XX HeavyHands XX super during my recovery. Heartbreaking defeat.

you can typically beat it with jump mp which comes out faster than honda’s nj fp, if you are close and you jump about the same time.

if you are very close to him or honda doing forward nj fp, you can time cr.mk to duck and spd/ultra on his landing.

i think in this match, its more important to kind of ignore that move, stay out of it.
honda usually do this when he does not have any meter.
if you have meter, you can punish m or f headbutt with reversal exgh.
if he keeps doing that, you can gain meter, and he will eventually comes to you.
if he is moving forward, he has no charge so there is a good chance to attack.
if he is forward jumping, you can anti air.
if he is walking forward, you can probably jump in.
remember, honda is close distance fighter. not as close as gief, but mid/close range is his range.
and if you are moving toward him, he can wait and keep his charge to counter.
you want him to come to you so he doesn’t have charge.

stop sucking foo!

i’m pretty sure this match up is in gief’s favor.
once you knock cody down, he doesn’t have much to get out of it.
safe jump meaty works great.
make sure you are ready to finish him once you knock him down.

getting to knock him down to start wake up game isn’t that easy.
that’s because cody is good in close/mid range.
but his normal ranges are pretty short and slow on startup.
long whiff times also like st.rh.
stay in and out of his normal range and whiff them and then punish with exgh or st.mp, st.lk exgh combo.
if he is so obvious on mashing random normals, you could probably time jump in but try not to jump most of the time.
do jump when he forgot you can jump, after good long footies, if you do.

cody is can’t do anything from far, so if you have life lead, take advantage of this as well.
he will probably do random dash kicks. expect to eat few ex dash kicks.
but also know those ranges and stay on the edge of those range specially with life lead.
whiff them and punish.
block them and punish.
then you can start wakeup games.

don’t rush down from the start.
take your time and life/damage difference to your advantage.

if you get knocked down or rushed down, keep blocking until you know you can punish unsafe move.
he only has very very slow over head that lead to nothing.
chip damage is minimal also.
getting counter hit on block strings is far worse.

that’s my scrubby advice