Zangief's Data

I played SF 4 for the first time this week-end and going from what I’ve read here and the few matches I played it seems that SPD is primarily going to be used as a solid punish?

Either way I think it’s also a case of getting tick throw timing down on 4, or is it not worth tick into SPD like in ST anymore?

I think it is good that Zangief has a beard, it represents many facial hair plagued men.

like david said if you hafe a combo go for the guaranteed damage AND if you make a failor in the combo and the enemy is feard enugh to block YOU KNOW wath to dog

I <3 you ultradavid. But im not going to read this thread until i hit a stump with gief

the ultra does less damage than the regular super? thats weird if i didn’t use most of my meter for green hands i’d do FAB a lot more. so there is basically no advantage to using ex spd. nice thread BTW

Quick question about the listed frame data:

Above it has the EX “Running Bear Grab” as 220 points of damage, but I’ve seen it listed elsewhere as doing 250.

Which one is correct?

no abuse but why did you not check it for yourself in the trainingsroom? besides EX RBG 220 is more correct (not sure if 220 is even correct but 250 is 100% wrong!!) since 250 is his most damageing throw is the EX Atomic Supplex with 250!! (the data betwean supplex and RBG is swapped althou the stun from MP - HP Headbut!!)

Because the arcade game has no training room…

:slight_smile:

And this is why I’m confused - unless you can see the damage in numbers while in training mode, when I’ve seen the EX Running Grab done in vids, it appears to do very similar (if not more) damage than a HP SPD.

I always assumed that the EX Running Grab and EX Atomic uplex were his most powerful grabs, with HP SPD coming second… but after recently reading up different frame data entries, I’m left none the wiser.

:frowning:

250 is the counter hit damage I believe.

HP SPD counter hit damage is 300

Throws rarely counter hit.

I did not even think counter grabs existed! Thought it was just one level of damage regardless.

Thanks for clearing that up…

In training mode the normal fierce SPD makes 240 damage.
A.Suplex takes 230.
Now EX SPD takes 220 damage which is the confusing thing for me?? Why does an EX ver takes less than, a normal ver??
EX A.Suplex takes 250 which if correct is the best way to punish with, a command throw imo
In training CH versions are more damaging indeed, but I dont know how that could happen in a real match.

Is it possible that there is some kind of mistake/bug in the scaling of the normal and EX SPD?

It’s EX because of the positioning advantage Zangief gets after the EX.
Other than that it’s worse than a normal SPD, which gives good enough positioning anyway.

The counter hit EX Siberian Suplex does less damage than the counter hit HP SPD.
Making the counter hit SPD the most powerful single special move in the game.

Now if only counter hit grabs happened all the time…

SPD has greater range than the Atomic Suplex, which is why it’s usually the preferred choice. Then again, if you’ve a large opportunity to punish, then why waste a stock doing an EX grab when you could go for a dash buffered Super instead?

According to the data, it says that the strong headbutt does 600 stun and the fierce one does 500 stun, but when I did it in training mode it was fierce that did the 600 stun.

headbutt

i just use HP headbutt for the most part. so much stun potential. I thnk his headbutt is under utilized. Most Zang players I see online hardly ever use it. Its pretty killer against akuma and his jumping around cause one solid hit pretty much stuns him which you can punish with a focus>ultra. its really nice. I also use it when I fight other Zang players. Ill knock them down then hover. SO when they wake up lariat i just jump and headbutt them. (not all the time though, gotta switch it up)

Headbutt for the win!

I was looking for some specifics about punch vs kick lariat.

Punch is the one that seems to have all the priority, whereas kick seems to have none comparatively.

I’m just wondering if anyone can give me a more detailed understanding of the differences between the two and how they should be applied. Currently it’s something like this:

punch : anti-air/punisher/general purpose close range use for pretty much anything.

Kick: shorter timing for fireball related mind-games.

Kick just seems to get beat out by quite a lot of stuff. UltraDavid mentioned that kick lariat beats pretty much everything Balrog has when he doesn’t have headbutt charged, but I couldn’t really make it work for me, so it’s prompted me to ask for elaboration.

if it’s already been clarified then could someone please point me to the thread/post where I can find stuff about this please.

Anyone know what Zangief is saying in Japanese after he wins?

Observations on punch vs kick lariat
http://forums.shoryuken.com/showpost.php?p=6186678&postcount=9

Awesome, that makes a lot of sense now!-- thanks very much sir/madam!

This is very useful information!