I Haven’t faced one yet so i can’t really say but it shouldn’t be too hard to beat fuerte you just can’t let him get any momentum
Dash forward to get out of splash or tortilla and spd him and then they will have to start making their splash and tortilla guess for forward dash too and then you can jump or backdash out. Also if you get hit by splash while jumping then you can quick get up but if you get hit on the ground then you can’t. Larriot beats the splash and quesadilla bomb is punishable by ex greenhands and jumpins are great on him.
Also use c.mp you have to do it a little early. Mp and hp headbutt are good too. I use U1 in this matchup one right guess with the dash like ssj bush said and its over.
Lariat doesn’t beat splash, zangief is totally free on wakeup for fuerte. Never jump on wakeup or you will get caught in ultra traps, you can punish meaty tortilla with backdash 360/720 on wakeup. Blocked splash is punished by 720 at some ranges. Lariat can trade with non-meaty splash at some ranges too.
You have no tools to control him on footsies, it´s a lottery. Just do random HK, lariats, neutral jumps and pray for the best until you get a kd/360 because that´s all zangief can do in this matchup. Then try your best to do as much damage as possible until he scapes.
The matchup is very very luck reliant and no kd on gh hurts a lot, fuerte beats gief 6-4 in this game but he still does low damage and you can kill him in a few guesses, still retarded matchup to play because it kills what zangief is all about, thinking and trying to control the space with footsies is useless in this matchup. It´s all about derp, luck and don´t let him get away.
I personally use u1, but u2 makes them think twice in some situations and corner scape with wall jump or wall jump-splash/tortilla.
you can use some footsies on a fuerte that does forward dash baits…like if he does run stop to bait out a neutral jump or lariat…you can try to catch him with lk o-s ex-hand
What EX GH o-s’s better to use against Oni’s zoning pokes? His forward HP blows me up so hard.
s. jab vs. oni’s f+hp
I use U2 now in this matchup they tend to wall jump alot and on wakeup I can U2 straight up if he tries to cross me up or splash me, I have two good fuertes in tampa two to practice against seedogpoo, and pilgrumpud fuckers are annoying to fight lol. I find its best to block a lot and punish his splash with lp spd or his drop kick it looks likes its nonpunishable if you block it close you can scoop him. Also I find that MP headbutt is the most effective if you think hes going to jump straight up go for it.
I know Fuerte can safe tortilla you on wake up and you can’t punish him for it. At least he could in Super. Maybe it has more recovery now and he can’t do it safely anymore.
uberbob why mp headbutt and not hp headbutt? actually in general, why would someone use mp headbutt over hp headbutt? I’m curious, b/c I don’t know what the difference is between the two except that hp does more damage/stun. Does mp headbutt have more horizontal range or something?
mp start up is faster but less active frames.
Ok so in what specific situations would mp headbutt be preferable over hp headbutt and why? I can’t think of any. I’m asking because I never use mp headbutt and I’m wondering if I should.
For me it was a go to for corner escape tatsus or any fast wall jump like Seth or Vega escaping, or to catch people going for air-to-air normals. HP headbutt would work too but I have always thought of the MP headbutt as a “hitting on the way up” move and HP headbutt as a “hitting on the way down”. Also mp headbutt can be used if you have established hp headbutt on their wakeup and they learn to block use mp headbutt and it will whiff, looks almost identical to hp headbutt on the way down for a good gimmicky grab setup.
Okay I dont know about you guys but I have an UNBELIEVEABLY HARD TIME against characters that have fireballs but its not their main defencive game. Characters like Guile, Chun Li, DeeJay and the likes. Its just that you have to block all the fireballs and await a mixup afterwards. Because if you:
Lariat: They will dash in for a punish. If I KKK Lariat, they will just wait for me to do it again, do a standing short, sonic boom then immediately poke me. Not to mention he can mix up the sonic boom speeds.
Focus absorb and back: They can catch you with a poke or sweep on the way back.
Jump (neutral or directional): They will antiair you accordingly.
Block: They get free chip and mixup.
Here’s an example: Im Gief and my opponent is Guile. He will throw like 3 sonic booms full screen: I Lariat 2 and Focus back the 3rd. He moves forward and backhands my backdash because he knows that I would have either Lariated again or backdashed. Now I lost that white health and the extra damage from the backhand. He moves back and does it again.And again. AND AGAIN!
It just seems like such an unbeatable stratagy and if I walk forward to try and close the gab, he will continue to throw them and then either antiair if I jump towards him, hit me if I lariat (stupid suggestion) or block if I EX green hand (because he has amazing recovery on the sonic boom) Then he can punish me and I’m back to square one. Like I just went back to less than 2000BP with Gief because 2 Guile players back to back just did that stratagy and Gief has no answer to it. Its even worse with Chun Li, since she has some of the best pokes in the game and her jumpins are so hard to antiair. It seems nearly impossible for Gief to avoid this as all the options seem to never work. ANY tips?
It’s Zangief, Pdaaaawg, walk and block. If anything you will have the same amount of health as full-healthed Guile with only difference that the match started with him in a corner. As soon as you realize that protecting your health-bar is not your main priority against Guile and co you will find yourself thinking more about him trying to escape getting cornered. Panicking about lost health will only harm you anyway and Gief can afford losing health.
My question to you, Zangief-community: Is there a reliable way of dealing with Juri’s f.HK? I’m pretty sure it is airborne during it’s animation so in best case scenario it only will get stuffed/trade by lk/lp moves with no EX GH OS shenanigans possible. Can only think of spacing yourself outside of it’s range and SPD on reaction. Or, of course, a random EX GH.
her stupid moves are a pain… weird hitboxes and too much priority. besides what you said i stay out of range and trow s.mk…it will beat a lot of her stuff from a distance. also n.jump to bait it too.
Very interesting, thanks, will try it out. Could not bring it over myself to try and use s.mk on a consistent basis . Will work on it.
Lost to a Dee Jay in tourney tonight, never get any practice with Dee Jay users, does anybody have any tips?
Empty jump the slides, reaction ex-green hand.
Makoto in AE smashes gief…its very annoying…few questions:
After EX-comand grab, I always get hit byher ultra 1 then they combo right after it and it hurts bad…she just seems to be able to make a come back at anytime. her air tatsu is a pain too…
anything you do diffrently in AE that you did in super??