(→Super) |
|||
Line 87: | Line 87: | ||
===Super=== | ===Super=== | ||
*Final Atomic Buster | *Final Atomic Buster a.k.a. FAB | ||
==Changes From Super Turbo To HD Remix== | ==Changes From Super Turbo To HD Remix== |
Revision as of 16:17, 4 July 2011
Introduction
Color Options
JAB | STRONG | FIERCE | HOLD PUNCH | START |
SHORT | FORWARD | ROUNDHOUSE | HOLD KICK |
O.Zangief Alternate
(Not selectable in Remix mode)
File:HDRColorZangiefO.PNG
SHORT |
--Colors captured by Jizzon.
--Blitzfu 02:29, 24 July 2010 (UTC)
Moves List
Normal Moves
Ground Normals
- Close Standing LP
- Far Standing LP
- Crouching LP
- Close/Far Standing MP
- Close/Far Standing HP
- Crouching MP
- Close/Far Standing HP
- Crouching HP
- Hop (F+HP)
- Close Standing LK
- Far Standing LK
- Crouching LK
- Close Standing MK
- Far Standing MK
- Crouching MK
- Close Standing HK
- Far Standing HK
- Crouching HK
Aerial Normals
- Neutral Jump LP
- Diagonal Jump LP
- Neutral Jump MP
- Neutral Jump (any upward direction)+MP Headbutt
- Diagonal Jump MP
- Neutral Jump HP
- Neutral Jump (any upward direction)+HP Headbutt
- Diagonal Jump HP
- Diagonal Jump (any downward direction)+HP Chest Splash
- Neutral Jump LK
- Diagonal Jump LK
- Diagonal Jump (any downward direction)+LK Knee Drop
- Neutral Jump MK
- Diagonal Jump MK
- Diagonal Jump (any downward direction)+MK Knee Drop
- Neutral Jump HK
- Diagonal Jump HK
Normal Throws
Ground Throws
You and your opponent need to be on the ground and close to each other in order for ground throws to work.
- Pile Driver (F+MP or B+MP)
- Iron Claw (F+HP or B+HP)
- Brain Buster (F+MK or B+MK)
- Bite (F+HK or B+HK)
- Stomach Claw (any downward direction + MP/HP)
Air Throws
You and your opponent need to be in the air and close to each other in order for air throws to work.
- Deadly Driver (any forward or backward direction + MP/HP)
- Leg Throw (any forward or backward direction + MK/HK)
Special Moves
- Spinning Pile Driver a.k.a. SPD
- Atomic Suplex
- Flying Power Bomb a.k.a. Running Bear Grab
- Double Lariat a.k.a. Punch Lariat
- Quick Double Lariat a.k.a. Kick Lariat
- The Banishing Fist a.k.a. Green Hand
Super
- Final Atomic Buster a.k.a. FAB
Changes From Super Turbo To HD Remix
Motion Changes
- Spinning Piledriver- HCB, (any upward or forward direction)+P or HCF, (any upward or backward direction)+P. DB,D,DF,F,UF+P or DF,D,DB,B,UB+P also work. Old 360+P works too.
- Super- HCBx2,(any upward or forward direction)+P or HCFx2, (any upward or backward direction)+P
- Green Hand- QCF+P
- Running Bear Grab/Double Suplex- HCB+K or HCF+K
- Punch Lariat- MP+MK, HP+HK, or PPP
- Kick Lariat- LP+LK or KKK
- Hop- F+HP
Move Changes
- LP Green Hand has 4 frames less recovery
- Running Bear Grab travels faster and goes farther
- Punch Lariat's first hitbox goes all the way down to the floor (can hit sweeps)
- Kick Lariat has lower body invulnerability for the first rotation and a new sound effect to help differentiate Kick Lariats from Punch Lariats
- Crouching HP's hitbox extends upwards 2 more pixels to beat Vega's wall dive
- Jumping MP's hitbox extends farther now (matches the graphics of his hand)
- F+HP is significantly faster, hops higher, and recovers much faster than before
The Basics
Combos
There are a lot of different combos out there, but I think it is best to separate them into practical combos and flashy combos. While it is sort of cool you can link jabs off of a close MK (a.k.a. sparta kick), I can't think of a reason you should.
BnB Combos
BnB stands for bread and butter. These are the most important and useful combos in general.
No Jump In
- Far LK, Cr.HK
- Far LK, Far LK, Cr.HK
- Standing MP, Cr.HK
- Standing MP, Far LK, Cr.HK
- Standing MP, Cr.MK xx LP Green Hand
- Cr.MK xx Kick Lariat
- Cr.MK xx LP Green Hand
- Hop, Cr.HK
- Hop, Standing MP, Cr.HK
- Hop, Cr.MK xx Green Hand
Jump In
- J.Atk, Cr.HK (learn how to do it with all the good jumping attacks on crouching and standing opponents)
- J.HP/HK/Splash, Standing MP, Cr.HK
- J.HP/HK/Splash, Cr.MK xx Kick Lariat
- J.HP/HK/Splash, Standing MP, HP/Cr.HP
- Crossup Splash, Kick Lariat
- Crossup Splash, Cr.MK xx Kick Lariat
- Crossup Splash, Standing MP, Cr.HK
- Crossup Splash, Standing MP, Far LK, Cr.HK
- Crossup Splash, Standing MP, Cr.MK xx LP Green Hand
Hitconfirms
These combos do less damage in general, but give you more time react and decide what to do. These are all basically chain combos in the form of ___LPx1-4 linked into stuff. It is important to note that once you chain cancel a normal into itself, you are unable to cancel it into a special move unless you cancel the next one before it hits (referred to as renda-canceling). These can also be done after a crossup attack.
- Standing/Cr.LP, Cr.LP, Cr.MK xx LP Green Hand
- Standing/Cr.LP, Cr.LP, Far LK, Cr.HK
- Standing/Cr.LPx2, Cr.LP, Cr.HK
- Standing/Cr.LPx2, Cr.LK xx LP Green Hand
- Standing/Cr.LPx3, Cr.LP, Cr.HK
- Standing/Cr.LPx2, Cr. LP, Far LK, Cr.HK
Flashy Combos
Here are some of the impractical combos that also happen to be stylish.
- Standing MP, J.Kick
- Standing MK, Far LP xx LP Green Hand
- J.Attack, J.Kick
- J.Attack, Close HK
- Crossup Splash, Backwards Close MK, Cr. MK xx Kick Lariat
- Crossup Splash, Backwards Close MK, Cr. MK, FAB (not technically a combo but minds will be blown)
- Crossup Splash, Standing/Cr.LPx4, J.HK
- Crossup Splash, Standing MP, Standing/Cr.LP, Standing LP, J.HK
- Crossup Splash, Cr.LPx2, HP Headbutt
Tick Throwing
Tick throwing is basically throwing the opponent right after they get hit. The opponent is unable to be thrown during hitstun or blockstun, but what makes tick throwing so powerful is that you can throw them immediately after hitstun or blockstun ends. This means the only way to escape a perfectly timed tick throw is to do certain moves exactly when hitstun/blockstun ends (reversal timing). Only moves that are invincible, airborne, or throw on the first frame can escape a perfectly timed tick throw. If you tick throw outside of their throw range, they will be unable to reversal throw you. The difficulty of achieving reversal timing and the threat of an SPD within blockstrings (or even combos) is what makes Zangief so dangerous at close range. Being able to tick throw off of any move is essential to top level Zangief play.
Standing Ticks
These are all of the standing moves that you will tick with (on purpose). The rest of his standing moves have no real reason to be used for ticks. You can still tick off them if the opportunity presents itself.
- Far LK- The most important standing tick for Zangief. It hits low, does decent damage, and can be linked into several other moves (most notably Cr.HK).
- Far LP- You can chain cancel it to vary the number of hits before the throw. This move whiffs on most crouching characters.
- Standing MP- This attack has the highest frame advantage of all his ground moves. This move whiffs on most crouching characters.
- Green Hand- Ticks into SPD from farther away than any other move since you move closer after it hits. The only tick that does damage on block.
Crouching Ticks
While there is no real difference between crouching ticks and standing ticks, crouching lets you avoid certain reversal moves so it is a good idea to learn how to use both.
- Cr.LP- The most important crouching tick for Zangief. You can chain cancel it to vary the number of hits before the throw. It can also be linked into several other moves (most notably Cr.HK).
- Cr.LK- When you want to end a blockstring with a light, you either use this or Far LK. Far LK is better, but also harder to link into. The fact that all his crouching kicks look the same can be confusing and throw off someone's reversal timing.
- Cr.MK- When you want to end a blockstring with a medium attack, use this move because it hits low. If they happen to not be crouching (they might stand up to try a reversal) you get extra damage for free.
- Cr.HK- This generally only works when point blank or after a crossup, but it is usually unexpected.
Air Ticks
Air ticks are somewhat trickier to learn because air attacks can have up to three different amounts of stun when it hits (standing hitstun, crouching hitstun, and blockstun). Attacks have the same hitstun and blockstun values in general, but for medium/heavy air attacks this is not true. Standing hitstun, crouching hitstun, and blockstun values are all the same for light air attacks only.
- Diagonal Jump LK- The most important air tick for Zangief. This move deals a constant 11 frames of hitstun/blockstun, which makes it much easier to time the SPD. It also leaves them within SPD range 99% of the time too.
- MK Knee Drop- This is the air attack that hits the lowest. It has 16 frames of blockstun, 11 frames of standing hitstun and 16 frames of crouching hitstun. It also always leaves them within SPD range, though you may need to walk up a little bit if it's blocked low to the ground. If you notice they are crouching when you hit them, it is usually better to combo into Cr.HK than to go for a throw.
- Splash- The best crossup attack in the game. The blockstun, standing hitstun, and crouching hitstun of this move are 20 frames, 11, frames, and 21 frames respectively. This makes it tricky to time your tick throws properly since it has 3 different stun values. If you notice them crouching when the splash hits, it is usually better to go for a combo though.
Reversals
While there is nothing inherently special about doing a move with reversal timing, Zangief has a few moves with properties that make them useful as reversals.
- Spinning Piledriver- Your go to reversal when you need to defend against tick throws or punish unsafe moves. This move has insane reach and has 0 frames of startup. This means that you go directly from hitstun/blockstun to throwing them. If you are positive they will be on the ground and next to you when you get up from a knockdown, make them pay with a reversal SPD. If you ever get hit with a jump attack and the opponent is too high to start a combo (not too high or it will whiff since they are still in the air), you get a free reversal SPD. This is extremely useful and important because it makes jumping at you with certain attacks suicidal. If you ever block unsafe moves like Balrog's super or Zangief's Green Hand, you can punish them with a reversal SPD.
- Kick Lariat- Your go to reversal when you need a high priority attack to get someone off of you. Pretty much your entire body except for your head is invincible for the first rotation and it only has one frame of startup before a hitbox comes out. It is also useful for avoiding projectile chip damage. While it is the closest thing he has to an invincible reversal, it is still vulnerable to high attacks and won't save you from tick throws.
Crossups
When an attack hits behind you it is referred to as a crossup attack. An attack being able to hit behind you is significant for several reasons.
- You can position yourself in such a way that makes it difficult to know which direction they need to block with.
- An opponent's reversal attack may fail to come out due to the inputs of left/right being swapped or it may come out backwards.
- If you block a backwards reversal attack, you will be pulled towards the opponent and probably be close enough to punish the reversal.
- When a crossup attacks hits, the opponent gets pulled towards you instead of being pushed away. A combo starting from a crossup attack can easily end the round.
- Even if the crossup attack gets blocked, you are in a great position to shatter the opponent's defense with the mixup of your choice.
- Charge characters will be unable to use their charge specials after blocking a crossup attack. On some charge characters there is no need for a mixup when they block a crossup attack because they WILL be taking damage unless you mess up.
- Zangief has the best crossup move in the game (splash). If you position it correctly it beats almost anything clean. Learn it, love it, abuse it.
Learning how to control when your attacks crossup and learning how to block an opponent's crossup attacks can only be learned through experience, so don't feel discouraged if you mess up.
Advanced Strategy
Option Selects
An option select is basically doing something that covers several different outcomes at the same time. The best part about option selects is how the game automatically does the best option for you. Say you are knocked down and Vega does an his rolling claw attack on you so that it will hit you right when you get up (meaty timing). In this situation you can option select kick lariat/low block. By holding down back and pressing LP+LK for the kick lariat, you either successfully do a reversal kick lariat or you block the attack even though you failed to reversal kick lariat.
Safe Jump
In general, air attacks have only 1 frame of landing lag where you can't block. This means that if you time a jump attack so that it lands 1 frame after hitting the opponent, only moves that have 1 frame of startup or less can hit you before you can block. When a jump attack is timed so that it lands before the opponent's reversal attack can hit you, it is referred to as a safe jump. Safe jumps are a very powerful option select because it applies a lot of pressure that is 100% safe. If they reversal, you can block it or counter attack with one of your moves depending on the move your opponent did. If it hits, you can go into a damaging combo. If it is blocked, you can still go for a mixup and charge characters lose their vertical charge.
Safe Meaty
A safe meaty is an attack that is timed so that that the attack either recovers before an opponent's reversal can hit you, or beats the reversal attack cleanly. Zangief is the only character that has normal attacks with 0 recovery frames (Far LK and Cr.LP). You can time such attacks so that they hit on the the last active hitting frame and be free to block (or do anything else) the very next frame. With good timing, you can only be hit by reversals with 0 startup frames. The second way to do a safe meaty is to do a meaty attack that can beat any reversal attacks clean. If the attack recovers before reversal attacks can hit or if it beats them cleanly anyway, then the meaty is 100% safe. The concept is very similar to safe jumping.
Negative Edge Super
Zangief's super is one of the few supers in the game that can never miss. The super only activates after you successfully grab the opponent. Due to the input leniency of the super, you can do the motion for it in such a way that you won't do SPD's. Since button releases are accepted inputs for special moves and supers, you can do the motion for Zangief's super and release punch buttons instead of pressing them. When you do this correctly you either successfully super them, or nothing happens. Button releases do nothing on their own, so you are free to block or do whatever you feel like doing. While this sounds amazing, it isn't that useful since the opponent can still reversal throw you. The super's throw range is small enough to where you can't really space yourself outside of the opponent's grab range while ticking. This is most useful when used while blocking something that leaves the opponent close to you like Dhalsim's drills or Bison's Scissor Kicks.
Low Block/Throw OS
During blockstrings, the most common mixup is the low/throw mixup. If you are crouching you are susceptible to throws and if you are standing you are vulnerable to low attacks. The good news is that this doesn't work against Zaangief because he is capable of throwing from a crouching position. There are two ways to throw from a crouching position. Cr.MP/HP throw is the easiest way to throw while crouching. Just hold downback and press MP or HP when they are close. The more advanced way to throw while crouching is to do an SPD motion that ends in downback. The best way to do so is to go in a circle from starting down ending in downback. You are vulnerable to lows during the motion for the SPD, so you should time the motion so that you are done before they can hit you.
Throw/Lariat OS
Sometimes you will be put in situations where you have to guess between reversal throwing a possible tick throw attempt and blocking a possible invincible attack. You won't have to guess anymore with this option select if Kick Lariat beats the invincible attack cleanly. If you do a reversal throw with downback MP/HP, you can cancel the startup of the attack into Kick Lariat. If you grab them the Kick Lariat won't come out. If they did an invincible attack, you cancel the startup of Cr.MP/HP into Kick Lariat.
SPD Mechanics/Techniques
Positioning
When you SPD, you can either jump forwards or backwards. Which way you jump can be the difference between winning and losing, so it is important to know how to control it. The ideal positioning after an SPD is to be near the corner, so you always want to SPD as close to the corner as possible. An SPD done mid-screen or out of the corner is often impossible to follow up on, so keeping them near the corner is necessary if you want to apply pressure.
- If you want to jump forwards, you need to end the SPD motion with a forward direction.
- If you want to jump backwards, you need to end the SPD motion with a backward direction.
- If you end the SPD motion with up or down, it defaults to a backwards jump.
- A good habit to pick up is to end the SPD motion in the direction of the corner.
Active Frames
The SPD actually has several active frames (frames that it can grab) during the move. The catch is that in order to utilize these extra active frames, you need to press or release the punch button you started the SPD with. Each button press or release activates the grab for one more frame. With perfect mashing you can have the SPD active for as long as the SPD is allowed to. This also means you can start the SPD slightly early and still grab the opponent with the extra active frames. Each strength of the SPD has a different window of active frames (tested on HSF2 in kawak's).
- LP SPD- 13 frame window to grab. Only pressing or releasing LP adds an extra active frame.
- MP SPD- 11 frame window to grab. Only pressing or releasing MP adds an extra active frame.
- HP SPD- 9 frame window to grab. Only pressing or releasing HP adds an extra active frame.
Easy Throw Range Spacing Reference
This is basically an easy way to space yourself out of the opponent's throw range, while still being in your throw range. All of this is from point blank range and also works after a crossup splash.
- Balrog/Bison/Cammy/Chun/Fei/Sagat/Vega- Medium attack = SPD or HK Atomic Suplex only
- Blanka/Dhalsim/Honda- Heavy attack = SPD only
- Hawk- Cr.LP + Cr.MK = SPD only
- Akuma/Guile/Ken/Ryu- Medium attack = All but super
- DJ- Medium attack = SPD or HK Atomic Suplex only (Any throw if DJ is crouching after a crossup splash)
- Fei- Double Cr.LP (really fast) = Any throw
Shenanigans
Instant Overheads
Zangief has a few jump attacks that when done immediately after jumping can hit crouching characters. Jump attacks can't be blocked while crouching, so this can be very powerful when the opponent is one hit away from being dizzied/KO'ed. If the instant overhead doesn't dizzy/KO or if it is blocked, then you are open to punishment on the way down from your jump.
- Diagonal Jump LK/MK- Works on everyone except Blanka. Use MK for more damage/stun.
- Diagonal Jump HK- Works on everyone except Bison, Blanka, and Cammy.
- MK Knee Drop- Works on Balrog, Dee Jay, Dhalsim, Sagat, T. Hawk, and Zangief.
- Neutral Jump LK/MK/HK- Dee Jay only.
Corpse Hopping
Corpse hopping is essentially using hop to go over a character that is knocked down. The nature of this technique makes it most useful vs charge characters who use rely on horizontal charge reversals. Basically this list lets you know who it works on and how difficult it is to perform.
- Really Easy- Bison, Cammy, Chun, Vega
- Easy- Balrog, Fei, Honda, Sagat, Zangief
- Tricky/Weird Timing- Guile, Hawk
- Hard- Ken, Ryu
- Super Hard- Sim (possible but only with a really lucky knockdown)
- Impossible- Blanka, DJ
Kara-Canceled Running Bear Grab
When you do RBG while the opponent is walking backwards, sometimes they end up moving outside the grab's reach and your whiff gets punished. To prevent that from happening, you can cancel a normal into RBG. When you cancel a normal into RBG, holding back will make them block instead of moving backwards during the entire RBG. They can still jump away or hit you before you grab them, so you can still be punished for using RBG at the wrong time.
Corner Bite: Ambiguous Cross-Unders
When near a corner, some characters escape the bite grab in a way that gives you an opportunity to go under them and switch sides. They can't do most reversals or block properly if they input their directions backwards. This mixup is very obscure stuff that is sure to get you at least one win. This is a list of who it works on and where you need to be to make it work. Near corner is the corner you are closer to when the match starts. Far corner is the other one. Due to a glitch, there actually is a difference between them for this setup.
- Cammy/Chun- Not too close
- Honda- Really close only
- Akuma/Ken/Ryu- Any range in the near corner and not too close in the far corner
- Sim- Very specific range (2 quick cr. jabs from point blank)
- Vega- Anywhere next to the corner
Empty Jump/Attack Whiff Mind Games
Sometimes when people let their guard down, they start falling for the silliest things. These are some of the things that make people shake their head, wondering how they fell for it.
- Hop Whiff > SPD/Super
- Green Hand Whiff > SPD/Super
- Empty Jump > SPD/Super
- Far HK > SPD
- Crossup Attack Whiff > SPD/Super
- Walk Up SPD/Super After a Knockdown