Marvel vs Capcom 2/Zangief: Difference between revisions

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Air Throw (Y) is best showcased in Murakumo's Zangief vid. Makes for stylish resets.
Air Throw (Y) is best showcased in Murakumo's Zangief vid. Makes for stylish resets.


Gief is effectively hobbled without a Wave Dash, so he's an awful point character. If you get snapped in, you can build meter with sjHK xx SPD (whiffed).  
Gief is effectively hobbled without a Wave Dash, so he's an awful point character.  


Sent Drones, Tron Projectile Assist, Doom Rocks and  Captain Corridor are your best friend. You'll want to use these to FAB xx Safe DHC out. Hailstorm, HSF, King Kobun (NOT always safe), are all options. Team chemistry is huge here, any team running 'Gief assists must essentially babysit him.  
Sent Drones, Tron Projectile Assist, Doom Rocks and  Captain Corridor are your best friend. You'll want to use these to FAB xx Safe DHC out. Hailstorm, HSF, King Kobun (NOT always safe), are all options. Team chemistry is huge here, any team running 'Gief assists must essentially babysit him.  
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Guard Breaks: You must introduce 'Gief into your guard-break attempts. You can even call a throw assist when you know it probably won't connect-- it could catch them off guard or make them freeze up.
Guard Breaks: You must introduce 'Gief into your guard-break attempts. You can even call a throw assist when you know it probably won't connect-- it could catch them off guard or make them freeze up.
Build Meter: If you get snapped in, you can build meter with sjHK xx SPD (whiffed). Whiffed aerial SPD's can also be used to hover in the super-jump state to create a ghetto fly mode.





Revision as of 22:06, 2 February 2007

Introduction


Colors

LP http://i11.photobucket.com/albums/a154/magnetro/LP-27.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HP-27.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-28.jpg

LK http://i11.photobucket.com/albums/a154/magnetro/LK-27.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HK-29.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-28.jpg

Moves List

Normal Moves

Special Moves

Super Moves

Assist Moves

The Basics

Advanced Strategy

Zangief doesn't have much in Marvel-- however, 'Gief is unique in that he is perhaps the only character with 3 useful assists.

Ground (A) is his Lariat, which can both stop and facilitate rushdown. You'll want to cover him well because he stays onscreen for awhile. Mag, Sent, Storm, Cable, can all work from this-- very versatile.

Throw (B) can work well with a rushdown character like Mag or Storm--experiment with calling 'Gief, triangle jumping, then crossing them up. You'll have to make sure not to hit them just prior to the grab because Zangief can't grab in hit or hit-stun.

Air Throw (Y) is best showcased in Murakumo's Zangief vid. Makes for stylish resets.

Gief is effectively hobbled without a Wave Dash, so he's an awful point character.

Sent Drones, Tron Projectile Assist, Doom Rocks and Captain Corridor are your best friend. You'll want to use these to FAB xx Safe DHC out. Hailstorm, HSF, King Kobun (NOT always safe), are all options. Team chemistry is huge here, any team running 'Gief assists must essentially babysit him.

Here's some ways to maximize 'Gief teams:

Use THC's: Gief can combo into THC's because hit Lariat Super hits fast. It can make for great chip damage when coupled with certain characters. A low-tier example is Shuma/Iceman/Gief. It chips nicely medium vitality characters.

Safe DHC's: When designing a 'Gief team. Make sure that your two other characters can BOTH safely DHC from a whiffed FAB.

Guard Breaks: You must introduce 'Gief into your guard-break attempts. You can even call a throw assist when you know it probably won't connect-- it could catch them off guard or make them freeze up.

Build Meter: If you get snapped in, you can build meter with sjHK xx SPD (whiffed). Whiffed aerial SPD's can also be used to hover in the super-jump state to create a ghetto fly mode.



More later.