Super Street Fighter IV Walkthrough :
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Walkthrough - Zangief FAQThe Red Cyclone FAQ Version 2.00 Last Updated Jun. 23, 2010 Dustin M. Kulwicki kwix29@gmail.com AIM: L kwix L PSNID: k-wix No 360, sorry. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version History 2.00 - Updated FAQ for SSF4!! - Movelist section seperated for Super, Ultra 1, and Ultra 2 - Spinning Piledriver Updated for SSF4 - Powerbomb Move updated for SSF4 - Ultra 2 Tested and approved! - More on the 'Closing the Gap' section. - New Strat added 'Zief on the Jump in, Do's and Dont's! - New Strat added/redone 'The Wakeup game. The Pinnacle of Zief Combat' - Updated Strat for SSF4 'The Lariat Priority Game.' - New Strat added 'The Magical Green Hand of Justice!' - New Strat added 'Zangiefs monstrously strong poke game.' - Adon Section Added - Cody Section Added - DeeJay Section Added - Dudley Section Added - Guy Section Added - Hakan Section Added - Ibuki Section Added - Juri Section Added - Makoto Section Added - T. Hawk Section Added 1.20 - Fixed a few Typos - New Strat added 'Block - And THEN throw' - Added more info to the Lariat sections. - Major updates to Match-Ups section. - Abel Section Touched Up - Added Akuma Section - Added Balrog Section - Added Blanka Section - Added & Fixed Cammy Section - Fixed up Ken Section (why do they always Shoryuken?) - Added Ryu Section. - Added Sagat Section. - Fixed up Vega Section. 1.10 - More added on the Spinning Piledriver. - Found some interesting details about his Headbutt. - Changed Opinion on Jumping Sideways MK. - Added new strategy 'Doing A 360'. - New Combo 'Banishment' added. - A Few characters better detailed in the Matchups section. 1.00 - Faq is completed -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Contents 1: Intro 1.1: Why Play The Red Cyclone? 2: Movelist 2.1: Basic Moves 2.2: Unique Moves 2.3: Special Moves 2.4: Super 2.5: Ultra 1 2.6: Ultra 2 3: Strategies 3.1: General Strategies 3.2: Combos 4: Original SF4 Match-Ups 4.A: vs. Abel 4.B: vs. Akuma 4.C: vs. Balrog 4.D: vs. Blanka 4.E: vs. C. Viper 4.F: vs. Cammy 4.G: vs. Chun Li 4.H: vs. Dan 4.I: vs. Dhalsim 4.J: vs. E. Honda 4.K: vs. El Fuerte 4.L: vs. Fei Long 4.M: vs. Gen 4.N: vs. Gouken 4.O: vs. Guile 4.P: vs. Ken 4.Q: vs. M. Bison 4.R: vs. Rose 4.S: vs. Rufus 4.T: vs. Ryu 4.U: vs. Sagat 4.V: vs. Sakura 4.X: vs. Seth 4.Y: vs. Vega 4.Z: vs. Zangief 5: New SSF4 Match-Ups 5.A: vs. Adon 5.B: vs. Cody 5.C: vs. DeeJay 5.D: vs. Dudley 5.E: vs. Guy 5.F: vs. Hakan 5.G: vs. Ibuki 5.H: vs. Juri 5.I: vs. Makoto 5.J: vs. T. Hawk 6: Credits and Legal 1: Intro -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Hey all - So im writing this faq for two purposes, the first is to educate and help out all new and aspiring Zangief players. The second is to help myself learn and understand how to play Zangief better. One of my favorite things about the Street Fighter series is that its a lot like chess - easy to learn and impossible to master, writing this FAQ helps me be one step closer to mastering the ins and outs of The Red Cyclone. This FAQ assumes you have a basic rudimentary understanding of how SF4 works. I'm not going to go through and list out all the terms like QCF+P, I'm not going to explain the focus system, EX moves and how they function. I'm assuming you've already played the game and want to learn how to play (or beat) Zangief. If you seriously find yourself at any point in this FAQ having a hard time understanding a specific combo or how i am explaining things then just ask me. Another small note, This Faq was made entirely while playing the PS3 version. 1.2: Why Play The Red Cyclone? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Zangief is one of the original powerhouses of the street fighter universe and he is arguably at his best in SF4. He is primarily a throwing character and has an extremely strong presence in the fight. Advantages: - Powerful and unique throw options - Intimidating and commanding presence - Easy to use - Great anti-projectile game - Strong defense - Impressive damage output - Immune to most forms of Crossover game Disadvantages: - Easy to setup and counter - Slow and Obnoxious - 360 motions are a pain - Only strong when very close - Easily predicted - Weak combo game - Has to deal with projectiles 2: Movelist -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.1: Basic Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I'm going to list all of Zangiefs basic moves and rate them between 1 and 5 stars. This rating is very general and just works as a basic guidline. ANY move can be used well in proper circumstance, but still - I feel that (and especially with Zangiefs moves) a rating system might help newcomers. This general rating system takes combo potential, the base move, damage output, and any other properties of the move and tries to score it based on those. LIGHT PUNCHES -=-=-=-=-=-=- Standing LP (***) he throws out a quick sideways jab. This is one of Zangiefs quickest and most efficient attacks. Easily spammable into a 4-hitter that deals about 112 damage. Another thing to note is the range - his jab has an amazing reach. (for a jab, that is) Close LP (***) another simple jab - this has a shorter range and he chops down instead of sideways. again - also chain and spammable. Nothing much else to note. Crouching LP (**) Pretty much a mirror image of his standing LP. The biggest thing to note is that it deals 10 less damage then his standing LP so try to use the standing one whenever possible. Jumping LP (*) Another mirror image of his standing and crouching lp - In my opinion this move is not very good - its damage is small and its hit zone is also small. Since your already vulnerable once your in air, i think your better off doing something else to try to trade hits with someone. Jumping Sideways LP (**) A downwards chop that deals little damage, again - I think this suffers from the same problem as Jumping LP - There are better moves to be done here. LIGHT KICKS -=-=-=-=-=- Standing LK (**) So fast it looks odd, this move outranges his Standing LP but only by a tiny bit. Beyond that, his lp actually deals more damage and is more combo friendly. I'd suggest sticking to that. Close LK (*) Another one of Zangiefs bad moves. This move has pathetic range and deals very little damage. Beyond that, you can't combo it with much either. Stay away from this one guys. Crouching LK (***) Just fast enough to be spammed, his crouching LK is probably the best of his light kicks in general. It has the reach of his Standing LP and because of its spammable nature, it's a safe move to execute. Jumping LK (**) Not quite the damage of his Jumping LP, but solid reach and it has a slight delay on it while it can still connect to the target. Not a bad move. Jumping Sideways LK (**) Slightly better then his Jumping Sideways LP but there are still loads of better moves to be doing with Zangief, the hit is so small that you really can't link it to much. There are some clever throwing strategies by hitting your opponent with a weak attack so he can act sooner so you can throw him easier, but more on that later. MEDIUM PUNCHES -=-=-=-=-=-=-= Standing MP (****) Zangiefs Standing MP is very solid. It has a decent reach, and comes out almost as fast as his LP. Whats even better is that properly timed you can combo his standing LP into his standing MP which deals more damage then his 4spam jab combo. Close MP (****) About the same speed as his Close LP and yet connects almost as quick with little downtime. You can combo this into either of his Lariats but it wont connect with everyone. Ryu is short enough to where it will not combo, but it nails Sagat everytime. Not exactly combo friendly, but nice for mixups against aggressive opponents. They may try to attack into the lariat after the medium punch. Crouching MP (***) He shoots an anti air fist almost straight up. This move has little reach but decent anti air properties. if your in a pinch with someone coming down on you, this move can serve you well. Jumping MP (**) Better in every way then his Jumping LP, tactics aside. This move still isn't very effective for Zangiefs air game. It works well if you predict them to jump to you, but even then, you still have better options then this. Jumping Sideways MP (**) Not bad, It's good for jumping backwords expecting them to jump after you. But again i feel that in most situations there are better moves to use. MEDIUM KICKS -=-=-=-=-=-= Standing MK (**) It has a surprising range going for it, but thats about it. Has a decent wind up and is very combo unfriendly. Still, that range is surprising. Close MK (****) A strong, quick, fast attack that deals solid damage and combo's into his Lariat for about 210 damage. Very nice. Crouching MK (***) This move pulls Zangief forward a good amount and keeps him pretty low to the ground. You can use this to advance on Sagat and dodge his high fireballs. That being said, Zangiefs Crouching HK does the same thing and trips the target. His Crouching MK does pull him faster across the ground however. Jumping MK (***) This move has a slight wind up, but hits a wide arc and does it quickly. Its a solid air-to-air game move that zangief always has. Jumping Sideways MK (****) A great opener to many of Zangiefs combos. While not quite the damage of his Jumping Sideways HK, it has great priority and stuffs quite a few moves like Guiles flash kick. (Thanks to Robin Palm on this one) HEAVY PUNCHES -=-=-=-=-=-=- Standing HP (**) Deals respectable damage and has a rough windup, but the fact that it is so hard to combo means that most Zangiefs will pass this up in favor of Linking to other special moves. Pass it up. Close HP (**) Quick and generally safe, It's combo unfriendly nature makes it very difficult to recommend to anyone but newbie Zangiefs who have trouble with combo moves. Crouching HP (*) Has about the same range as his Crouching HK and has significantly more wind-up time without the trip effect. I'd pass this up in favor of Crouching HK every time. Jumping HP (***) Short reach but a great lead in if your jumping straight up above a target that just got up. Jumping Sideways HP (***) Good reach, but has a large windup, I'd drop this in favor of his Jumping HK every time. HEAVY KICKS -=-=-=-=-=- Standing HK (****) This is one of Zangiefs best moves for a few reasons. #1: It has an extremely long reach and great priority. #2: It pulls Zangief forward very quickly, arguably quicker then his forward dash. It has a bit of wind up, but the reach makes up for it. Close HK (**) Surprisingly similar to his Close HP in terms of how it works. It's not a bad move, but again - most skilled Zangiefs will drop these big 1-hitter moves in favor of medium->special combos that deal more damage and are exceedingly easy to perform. Crouching HK (****) Pulls the Cyclone forward a bit, and is pretty standard for how trips work. Zangief has some unique advantages to employ when a opponent is fallen, so the trip effect is a big deal. That alone makes this move worth using. Jumping HK & Jumping Sideways HK (*****) In my opinion this is one of Zangiefs best air moves. It has some wind up, but it has increadible reach, works well as both anti air and as a lead in to start a big combo. You really can't ask for more. BASIC THROWS -=-=-=-=-=-= Forward Throw (**) Zangief grabs them, picks them up - and throws them forward. At any point in the game where Zangief can connect with this throw, he could be doing one of his Special throws, making this move almost worthless. Theres a certain percentage of Zangief players who can do the 360 motion without jumping. If you can't do this, then you can use these to nail those hard-to-throw opportunities. Back Throw (**) Picks them up, and drops them backwords over his shoulder. Very cool looking throw. This throw is just like his forward throw in terms of game mechanics - if your doing this you should be using his special throws. 2.2: Unique Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Flying Body Attack (*****) ~Down+HP (During Angled Jump) Zangiefs FBA is one of his best air moves. The first big deal is that it deals almost as much damage as his Jumping HK/HP attacks yes comes out FASTER then his Jumping LK/LP moves. Thats a huge deal. The second big thing is priority. Did you know that this move cancels a LOT of special attacks? Sagats Super Combo can be completely nullified by a single Flying Body Attack. As if that was not enough, the third thing is that its one of Zangiefs few air moves that has a HUGE crossover property. you can jump right over most targets and use this as your coming down and string it into a big combo. A wonderful move. Double Knee Drop (*****) ~Down+LK (During Angled Jump) Most early players and even some Zangief pro's will quickly dismiss this move as worthless in favor of the Flying Body Attack, However, this move has a unique property that makes it very tricky. but it hits very low and stuns for a very short period of time. It's possible to jump in with this attack, then throw them AFTER they have recovered. If timed properly, you can fake out a lot of people with this move. The more you understand how throws work, the more you will see the advantage of this move. Headbutt (***) ~Up+MP or Up+HP (During Verticle Jump) It is a respectable air defense and has good priority in general. The big deal about this special move is it deals a monstrous amount of stun damage to the target. It deals about 600 stun damage - to put that into perspective, the move deals as much stun as three of Zangiefs SPD. That means it can stun just about anyone in the game in 2 hits initially. That being said, its not an easy technique to use and can lead to problems if you try to lure an enemy into your jumps. I suggest experimenting with this only if your an advanced Zangief player. (Special thanks to Damon on the headbutt stun effect. Robin was also nice enough to point this out - thanks!) Long Kick (***) ~Down+Forward+HK This move is a simple mirror of his Crouching HK. The difference is that it pulls him forward much farther if your holding forward while you do it. This is a fairly quick way for Zangief to advance while avoiding certain high projectiles. (Re: Sagat & Juri) Focus Attack (*****) ~MP+MK (Charge) Zangiefs Focus Attack is slow but potent. He charges up and delivers an overhand choke slam. About the focus attack itself, the move has a great range, even uncharged - it has an awesome range to it. The real strength is that you can link ANY throw to Zangiefs focus attack. Even his Super Guage and Ultra Revenge combo's can be chain linked right into his focus attack. Anytime you land one of these on a target, its an automatic Throw. 2.3 Special Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPINNING PILEDRIVER ~360+P (Throw Range) **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** A Staple of Zangief since the beginning, The spinning Piledriver is the single most damaging throw in the entire game. At any point you and your opponent are standing within throw distance to each other, you should consider this move. The first major thing to note about the SPD is that the range and power of each version changes quite a bit. Zangiefs Light SPD deals the smallest amount of damage (200) but has the longest reach. His Hard SPD deals the most damage (about 240) but has the smallest reach of all 3. It's worth noting that all 3 of these outrange Zangiefs normal throw reach, and the normal throw reach of any other character. Make sure you spend some time using the light and hard versions of this special and make special notes of the distance and power that each one deals. There are many times when the light version is better to use then the heavy. One last thing, This is a great defense against focus attacks. He can interrupt every single one of them with this throw. The typical Zief will only use light and heavy SPD, the basic tactic is to use light SPD to throw when your opponent is outside your traditional throw range, but is still fairly close. It's absolutely critical to learn the distance Zief can Light SPD, It outreaches MANY characters jabs. Seriously, if you intend to play Zief and don't know this yet, go practice and learn. The EX Version of his SPD has the range of the range of the medium SPD but looses a bit of damage, the big thing to note is that it has an even faster start up than his normal throws. Ziefs EX SPD can be used to stuff a lot of attacks simply because of how fast it comes out. ATOMIC SUPLEX ~360+K (Throw Range) Dealing slightly less damage then the SPD (230), the Atomic Suplex has other advantages going for it. the range is the same as the Heavy SPD, but the big thing to note is that instead of pushing the opponent far away after its completed, it literally leaves them right next to you. This is a very advantageous position for Zangief. One last thing, This is a great defense against focus attacks. He can interrupt every single one of them with this throw. The EX version of this move actually outdamages the SPD. A very good move to EX. BANISHING FIST ~DP+P One of Zangiefs best moves, it stop projectiles if timed right and allows Zangief to *RAPIDLY* close distance on a target. It moves him so quickly that many Zangief tactics are made around this single move. It's also worth noting that a common Zangief tactic is to attempt a Banishing Fist into one of his two special throws. While this is a 'solid' tactic, there are many, many weak spots. The EX version has many increased benefits. the first is that it covers more ground and comes out a lot faster. It hit's twice and the EX property allows it to be stringed to many of Zangiefs normal attacks, creating some strong combo patterns for him. The last, and most important thing about the EX Banishing fist is that it makes Zangief immume to just about everything when he activates it. If your low on health or your opponent is low on health, the EX Banishing Fist becomes increadibly important. DOUBLE LARIAT ~PPP Another one of Zangiefs great moves, the Double Lariat has a high priority when it is initiated. It is also one of Zangiefs best combo moves. When he begins the turn and brings that shoulder up, that hit can smoke a lot of people out of whatever they are doing. The other great property of the DL and one of the main reasons why Zangief has such a good anti-fireball game is that this move bypasses all projectiles while it is active. Another big thing is that you can move forward or backword while your spinning. Its a great way for Zangief to close distance against fireball spammers, and the fact that his arms swing so high makes it a fantastic choice for anti-air. All that being said, A smart opponent can trip you out of it pretty easy and if you get spammy with it and they predict you, its an easy move to counter. You cannot EX this special move. One last thing to note, This move is very potent for anti-air. If you find yourself having trouble dealing with enemies that jump in at you, learn to crouch and throw out the double lariat JUST as they are about to touch you with an attack. This is also highly useful for enemies that like to crossover. QUICK DOUBLE LARIAT ~KKK Very similiar to the Double Lariat, but it comes out a lot quicker. It only lasts about half as long and that makes it difficult to use against very slow moving projectiles. It has all the properties of the Double Lariat but deals slightly less damage. The real advantage is the difference in speed. You can throw off predictions by mixing up your Lariats and coming out of them with fast moving attacks like a EX Banishing Fist. Just like Double Lariat, you cannot EX this move. FLYING POWER BOMB ~360+K **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** Zangiefs Flying Power Bomb definitely has its uses. Once executed he raises his arms and blindly runs towards his opponent to give him a hug. Each kick goes a slightly different distance that he runs but he generally travels about half the screen. If he at any point reaches his opponent and they are unable to be thrown (like being on the floor, blocking, or jumping) he will immediately stop his run and hug the air, as though he missed. If at any point during his run he is attacked, he will take the damage and the move is stopped. If he catches his opponent, its a special throw in which he picks them up and slams them into the floor. In SSF4 this move did sub-par damage and was quite difficult to land, in SSF4 the damage of the move was overhauled and it seems like this is now Zangiefs strongest throw. The EX version of this move is MUCH more useful then its normal counterpart. It comes out a little quicker but the big deal is that Zangief can absorb one attack (much like a focus attack) before he stops running. The move also deals extra damage, making it his most powerful throw short of the ultras in the game. The power bomb is difficult to land but the rewards now make it worth the risk sometimes, It's especially useful against the likes of Makoto and Balrog. (Boxer.) 2.4: Super Move: Final Atomic Buster -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Super Combo Final Atomic Buster ~720+P Zangiefs Super Combo is basically an enhanced version of his SPD. It follows most of the rules of his normal SPD, but it comes out instantly, basically if you execute the move and your opponent is standing or attacking and within throw range, you will pretty much always connect with this attack. It deals massive damage but can be difficult to build up due to many of Zangiefs EX attacks being desirable. 2.5: Ultra Move 1: Ultimate Atmoic Buster -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ultra Revenge Combo 1 Ultimate Atomic Buster ~720+PPP Basically the same as the one above - he's a bit more showy with this move, but the rule of thumb is the same, if your opponent is within reach and is standing or attacking, you can interrupt and destroy them with this attack. 2.6: Ultra Move 2: Siberian Blizzard **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ultra Revenge Combo 2 Siberian Blizzard ~720+KKK (In Air Only) Zangiefs new Ultra is one of the coolest looking in the game, and also very strong. Basically it's a move that you can only activate in the air that spins zangief around a bit and actually floats him within his jump slightly, If at any point an enemy comes into contact with Zief and is in the air, the throw happens instantly. On a basic level, its a difficult-to-land throw that requires both players to be in the air and the damage is solid, but nothing special. Newbie Zief players will probably do better with his Ultra 1. However. The real strength of this ultra is the mind game you can play with your opponent. You can literally start leaping at them and if they attempt an air counter that puts them IN the air, like a Shoryuken or a flash kick? you can activate this ultra and punish them HARD. It basically gives Zief the freedom to jump in a lot more. There are also some tricks and tactics to force enemies into the throw, but more on that later. 3. Gameplay -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here is where i explain some basic strategies for using Zangief effectively. How to line up his throws, what not to do, how to close on targets, all that stuff is covered here. By this point you should have a basic understanding of all of Zangiefs moves and how to perform the properly and in a pinch. 3.1: General Strategies -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - Closing the Gap, How do you do it? - Zief on the Jump in, Do's and Dont's! - Okay! I'm Close! What do i do now? - The Throw Game - Want to win? - Throws interrupt EVERYTHING! - The wakeup game. The Pinnacle of Zief Combat - The Lariat Priority Game - The Magical Green Hand of Justice - Zangiefs monstrously strong poke game. - Block and THEN throw. - Doin' a 360' - Closing the Gap, How do you do it? **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** ---------------------------------------- Generally, one of the most common Zangief questions asked is 'how do you get close' Zangief is a power thrower - so obviously his strongest power game only gets applied when you are next to or close to a target. Getting close is absolutely critical for the Zangief player. In short, there is no easy answer for this question. Every fighter is unique and each one can emply different attacks to stop Zangief. That being said, however - The Cyclone has 2 'general' tactics to close the gap. The first tactic is the jump game. Jumping avoids fireballs and a lot of ground-based attacks. Whats better is that if you land next to your opponent you can *instantly* throw them. Many players initiate the throw game by jumping to a target and getting an initial throw off and closing the gap from there. The jump game is easily counter'd. Any general anti-air move will take him down quick and his jump is average - its really easy to see commin and since the tactic is so commonplace - most basic players will see it coming. when jumping in and you get the opportunity to get somewhat close, but not close enough to throw, your typical best option lies with Jumping MK. It has a long reach and trades with MANY anti-air moves, trading is usually good for zief as he has a large amount of life. Not only that, but if you connect with your MK, you can go into other moves and setups. (More on that later.) The 2nd tactic is the Lariat/Banishing fist setup. Alternating those moves to Nullify any projectiles your opponent has and how to get close. Popping an EX Banishing fist at an Ideal time can cover more then half the distance, if you can bait your opponent into jumping forward - all the better. A lot of times you will end up banishing fisting into them. From there you can attempt a throw, or if you think your opponent might try a quick interrupt, try a focus attack or a jump, then a throw. A Third option stands in the Focus Attack. Properly timed you can use it to dash right past fireballs as though they weren't even there, the downside is that you absorb them and if you get hit, you still take some of the damage, so abusing this tactic is typically a bad idea. Another issue is the effect of off-timed fireballs and EX Fireballs. These are options that enemies have to make your life more difficult and force you into error, it's especially easy to do if you abuse the focus attack. In the end, all 3 of these strategies are more or less effective based on who you are fighting, and in truth - You should practice and learn how to do all 3 fairly effectively and see which ones you can do the best. - Zief on the Jump in, Do's and Dont's! **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** ---------------------------------------- As Zangief, its a pretty decent strategy to jump in against many opponets. Some more than others. But there are some tricks and tactics you can do to maximize your potential jump in damage. On the way into an opponent from the air, your go-to move should be Medium Kick. It has amazing priority, great reach, and strings into most combinations. If your deep enough, you can also consider the Knee Drop or Body Slam. After you land, you have some options. TACTIC 1 - BASIC -Follow through with a combo, in my experience, 4 Jabs into an EX Banishing Fist can work wonders here, in some cases you wont be able to hit 4 because of distance, so maybe just 2 or 3, depending. the big thing about the EX Fist is that if it connects it puts you in the wakeup game position. (yay!) TACTIC 2 - ADVANCED -If your opponent blocks your jump in, and your deep, you can use this dirty trick to surprise him. Perform 2 jabs, he should block, now execute a Light SPD. Even if he tries to stuff it with a jab, or counter your potential throw, he's out of range, and the real beauty is that he's in the sweet spot for your LSPD, this tactic is scary but tough to perform because its hard to get a clean deep jump with Zief. - Okay! I'm close! what do i do now?! ---------------------------------------- Throw them!!! Seriously though, this can be a tough question, especially when your going up against someone who knows Zangief in and out. The real trick here is to try and predict your opponent if he's bunny-hoping all over the place (obviously does NOT want to get thrown) then emply combo & anti-air moves to stop him. (Re: Lariat) Once he gets comfy on the ground, start throwing again. Another very good strategy is to attempt a focus attack, it puts up a barrier that may get you through and if you DO manage to land the attack, its automatic throwing time, which is great. Another popular technique is the Light Punch Spam. It can throw someone off if you just jab at them from a decent distance and even better - you can EX Banishing Fist it into a big high-damage combo. - The Throw Game - Want to Win? ---------------------------------------- Its very important to understand when someone can be thrown in SSF4 and when someone can NOT be thrown. Especially with a character like Zangief. Trying to blindly throw whenever you close with Z will get you punished. You must be sure your throws will hit. Anytime a character is being attacked, or blocking, they cannot be thrown. This means you cannot do a light punch into a throw, unless they can act again JUST before the throw. The only exception to this rule is focus attacks. You can throw someone who is charging a focus attack. You can also throw someone after you focus attack them as a followup with any character in the game. If a character is JUST getting up, they have throw priority. That means if your trying to throw someone right over them as they stand up, they can interrupt with you something like a Dragon Punch. If a character is JUST landing from a jump, they are vulnerable to throws. Anytime a character jumps or does an air move and lands next to you - if you have free control of Z you can throw him no questions. - Throws interrupt EVERYTHING! ---------------------------------------- seriously. This kinda goes hand in hand with The Throw Game, but you can interrupt just about any move in the game with a throw. Ryu's Fireball, Kens Hurricane Kick, Adels Roll, More then Half of Balrog's Moves? All of them can be interrupted by a simple SPD. Even focus attacks can be totally 100% interrupted by a throw. Another big thing is a lot of moves leave people vulnerable to a throw. Rose's Soul Spiral, if blocked and she's deep enough, you can immediately throw her after. Ken's Hurricane kick, if you block it, you can immediately throw him after he touches the ground. Vega's Low slide. Any Special move that ends with them touching you. Fei Long is another one. Wait for those special moves and HAMMER them for using it. - The wakeup game. The Pinnacle of Zief Combat **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** ---------------------------------------- So you got your opponent on the floor, and your standing over them. This is the absolute best position you can be in with Zangief, you hold all the cards and have all the options, every single thing you perform with Zief should usually be aimed to put you in THIS position. The following tips will explain Zangiefs rediculously strong wake-up game and how to employ mind-tricks and tactics to devastate opponents. Proper use the wakeup game can give you multiple perfects in a row. -The first step to the wakeup game is realizing your opponents options. They are limited when they get up and your next to them. They will typically either jump, special move, throw, or possibly ultra. While they are on the ground your mission is to try to predict what they will do and counter it. The following strategies will explain what counters what and what you want to be doing. TACTIC 1 - BASIC -As they stand up, execute an Atomic Suplex, EXing it will add damage and buffer through a jab or in rare cases a specific super move. Timing is absolutely critical here, you want to perform the throw the INSTANT they are standing and can throw. If they are holding back or attempting a normal attack they will pretty much get thrown, THey can jump, ultra, or special move out of it. If this succeeds and you nab them, the Suplex will set you up to for the same thing again, but this time they will be THAT much more likely to attack, so you should switch to a new tactic typically. TACTIC 2 - BASIC -Similar to Tactic 1, but instead of throwing, simply crouch block and wait for them to perform a special attack, after the finish the attack, punish hard with another Atomic Suplex. You wan't to avoid a SPD because it pushes them away from you so you can't set up another wakeup game immediately after. If they jump, your still safe, but this setup is easily countered by throwing and basic attacks. Most experienced players will see this tactic coming and attempt a throw. so be aware. TACTIC 3 - BASIC -Again, just like Tactic 1, but instead of Suplexing, we want to activate our double lariat (PPP) here. The Double Lariat will counter most standing attacks, it pushes them away if they block high, and if they attempt a special move you will almost always trade if not beat them outright. The other big deal here, and what's most important is that if they attempt a jump of anykind, they will be hit, and fall again, and be ready for yet another wakeup setup. There are a few special moves that counter this, but they are few and far inbetween. The best counter to this is crouching in SSF4 just about every crouching character can sweep Zief out of his Double Lariet, so if they see it coming, you will be sweeped. Between these 3 basic tactics, you can destroy a lot of players. The real trick is to abuse them in turn, and try to predict what your opponent will do when he wakes up and employ the proper tactic to counter it. On a basic level, i will typically start with Tactics 1 or 3, depending on who i am fighting, and then maybe switch to 2. The beautiful thing is that im not done yet - there are EVEN MORE tricky setups to Ziefs amazing wakeup game and im going to give you the goods on advance setups and tricks. These are what you see more advanced and expert-level Ziefs using. TACTIC 4 - ADVANCED -Just as they stand up, jump straight up. The biggest thing here is that it counters the throw, but a lot of other potential special moves, ultra combo's and even jab setups. As you land your best option is to go for a headbutt if they are NOT blocking, or wait it out and throw again as you land. You can expect a lot of opponents to jump with you, and if this occurs, you should Head Butt pretty much immediately after jumping or even a Jumping HK will do the trick. TACTIC 5 - ADVANCED -Crossover #1. Pretty much as soon as they hit the ground jump over them and perform a Knee Drop. This is a light attack that deals little damage, but it has amazing priority and can stuff a lot of enemies out of a potential super move and if they jump, it also hits them. The the thing is, timed properly, the hit ends as soon as you land, so as you land after performing your knee on the other side of them, you'll want to throw them with a Suplex. This throw works if they get hit OR block the attack. This tactic is devastating and requires a block, then a well-timed jump to counter. It's worth noting that if your opponent jumps, you should delay the timing of your throw until they land. TACTIC 6 - ADVANCED -A Play on Tactic 5, If they get privy to this and start blocking and jumping your knee, as soon as you land instead of throwing, Start performing a Lariat. This forces them to refrain from jumping or they get railed and your in the wakeup game position again. TACTIC 7 - ADVANCED -Crossover #2. Jump over them as soon as they hit the ground and your next to them, instead of the Knee Drop go with the Body Slam, after the you land perform a medium punch into a Lariat, this is a three hit killer combo that deals a lot of damage and is an easily doable crossover. It has a weakness, it can be blocked and punished, usually with a sweep. TACTIC 8 - ADVANCED - This tactic involves Ultra 2, you'll need it to do it. You'll want to perform a cross-over jump on them a slight bit later then usual, enough to be just a bit over them as they stand up, but enough far enough in to where they fear a throw or a crossup hit. Activate your ultra 2 at the last possible so they really think your going for a crossover. You will see a lot of opponents try jumping or specialing right into your hands. If they crouch or stand-block, this tactic will not work, so its best employed when your sure that they are fearing your throws. - The Lariat Priority Game. **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** ---------------------------------------- The initial shoulder hit has a high priority against a lot of moves. One of the best uses of the Double Lariat is that it works as excellent anti-air. There is a bit of a trick to it. You want to be crouching as they jump in towards you, and employ the Double Lariat as soon as they are about to hit you with the jump in attack. If timed you can beat out MANY air moves, if your timing is 'close' or 'weak' you will usually end up trading with them. - The Magical Green Hand of Justice! **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** ---------------------------------------- Here's some tricks to help you use your Banishing Fist in the right way. - Using the Light version allows for a much faster recovery and still can stop fireballs, but travels less distance. As you close the distance on an opponent who is trying to stay away, the light BF has more presence and works better because its harder to punish (but is STILL punishable.) - Using the Heavy version when your far away works well, as it covers a lot of distance quickly without the use of a Special bar. - If your opponent blocks your Green Hand, its usually not good for you, 9 times out of 10 your going to get punished, this also gives them time to get farther away, effectively resetting your 'distance' to them. However, you one very advisable tactic is to perform a normal Banishing Fist, and then Focus Cancel out of it into a back dash, this stops them from being able to counter, and closes the gap significantly. You can even Focus Cancel out of your EX Green Hand so be sure to remember this when you NEED to get close, but safely. - Zangiefs monstrously strong poke game. **************************************** ***NEW SUPER STREET FIGHTER 4 CHANGES*** **************************************** ---------------------------------------- Zangief has 4 solid poke attacks that come out quick, have surprising reach and solid priority. Poke game occurs when Zief is close enogh to jump into an opponent, but has yet to do so, that 'middle-ground' is risky territory for both players, a jump or special attack could get punished, so both players kinda sit, afraid to do much of anything. That's where the poke game comes in These are ideal attacks to use in that situation because they have good reach and can surprise an opponent. I'll discuss all 4 of them in order from safest to most risky. - Ziefs Standing/Crouching LP It's a great tool to use for poking. it comes out like lightning and can do the job, the big advantage here is while other moves are better for poking, none are as safe as the jab. - Ziefs Standing MP Outranging the LP by a bit, the MP deals more damage and comes out nearly as fast, it takes slightly longer to recover, but the added range and damage make this Ziefs typical 'go-to' poke attack. - Ziefs Standing HK Strong and Surprising this kick will stuff a lot. It's a risky move, but man does it hurt and look hilarious. The Recover is fast, but Ziefs body has a long stretch to it, so it can be punished. Another big thing to note here is the damage. Ziefs Standing HK deals a ton of damage. - Ziefs Crouching HK The Sweep. It deals good damage, and will force your opponent to fall, putting you in the 'wakeup' game mode. This has the biggest benefit of all the poke attacks, but is easily punishible. It also comes out fairly slow and has an extended recovery time, so be careful with this. - Block - and THEN throw! ---------------------------------------- One of the biggest advantages of Zangief is his ability to capitalize on opponents who don't perform full, fluid combos. If at any point in a match, an opponent jumps in or gets close and starts a simple 1-3 hit combo that pushes you away, you may be able to throw them as the combo ends, before they can even do anything. Even better, once you get comfortable, you will come to find that you can even interrupt certain combo's and setups with a huge Piledriver. The basic idea here is to learn the distance of your Light Spinning Piledriver, In all honesty - it has some Amazing distance for a throw that deals as much damage as it does. After that, its simply a matter of learning what combo's and when its a good idea to use it. One immediate example is that many amature kens and ryus will jump in with a HK, then go for the crouching HK sweep. If they throw the kick early enough, you can block it, and then throw them as they attempt to sweep, even before they get through. Be wary though, certain combinations of attacks will simply push you too far away or come out just too fast for you to slip in a Piledriver maneuver, its a matter of trial an error, but its worth noting that certain characters are MORE vulnerable to this style of play then others. For example, If you block Cammys Cannon Spike, you can dash forward and hit her with a Light SPD if your fast enough. This strategy also works very well on Chun-Li, Rufus, and Makoto they both have a lot of oddball close-quarters combo's that can easily be punished - in many cases even if you get hit by the combo. - Doing A 360' ---------------------------------------- Zangiefs 360 motion can be daunting - especially to new players who aren't very experienced with Zangief or Street Fighter in general. A lot of new players end up doing random jumps hoping to land next to a target and throw them instantly. This isn't precisely a terrible strategy in all cases, but many times you can be punished for it and its such a common tactic that just about everyone expects it. There are a few tricks to allow you to do a 360 on the gamepad without even touching up. (WHAT?!) yea, here's a huge piece of advice. If you find yourself jumping instead of piledriving, then go into training mode and try this trick out. Instead of thinking of the command as a 360' motion, instead think of it as a 7-motion-direction-based input. What i mean by that is you don't actually have to do a full 360 to actually trigger his throw moves. You only have to hit 7 out of 9 directions to do it. So, Try going from Forward, to Down-Forward, to Down, to Down-Back, to Back, then just very quickly slide your thumb to Up-Back then hit punch super quick to cancel your backwords jump into a throw. Practice makes perfect in this regard, especially in laggy online matches. Just so you guys know, this trick doesn't really work for his ultimate and super guage attacks, since they are 720'. 3.2 Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I'm not going to list lots of Zangief combos, as i feel he is not a very combo friendly character but also because i like seeing others develop there own combos and techniques. I will list the basics, and once you understand what chains into what, you can go nuts with him and pick out what you like best. The 4 Spam Jab Combo ~LP+LP+LP+LP (140 Damage) ~Difficulty: * One of Zangiefs simplist and easiest combo's. Just spam the LP button for a 4-hitter. It deals very little damage but has solid range and is very safe. The Chop Chop Combo ~LP+LP+MP (152 Damage) ~Difficulty: *** A simple variation on the Spam Jab Combo, this deals more damage but is significantly harder to do. The Red Lariat ~MP(or MK)+PPP (210 Damage) ~Difficulty: * You can link either of Zangiefs standing mediums into his lariat for some pretty big numbers. You can also tag a lariat onto his chop chop combo if you want, but it may not hit as smoothly, depending on who your fighting. Not Done Yet! ~PPP+Focus Cancel+EX Banishing Fist (200 Damage) ~Difficulty: **** this is a tough one, but if you hit an opponent on the shoulder of a lariat, you can EX Cancel it with a forward dash into an EX Banishing Fist and follow it up for some big numbers. You can even take the Chop Chop Into The Red Lariat and finish them off with the Not Done Yet. Huge damage. Banishment ~FBA+Crouching LP+Crouching LP+Crouching LP+Standing LK+EX Banishing Fist (322 Damage) ~Difficulty: *** A medium difficulty combo with impressive results. As a general rule of thumb linking any light attack to Zangiefs Banishing fist is a great damage combo. Beyond that, it knocks them down and puts you in that good position. (Thanks to Robin on this one) Focus Throw ~Focus Attack+360+P(or K) (362 Damage) ~Difficulty: ** This easy-to-do combo simply involves following up a focus attack with any throw you want. The damage listed assumes you use his basic Spinning Piledriver. If you use it with something like his Revenge Throw, it deals about 590 damage. The Jumping Cyclone ~Jumping HK+MP(or MK)+PPP (306 Damage) ~Difficulty: ** An extremely easy-to-do combo that yields devastating results. More then either of his special grabs. More to come later.... 4. Matchups -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I've tried to rate opponents on difficulty. 3 stars means a pretty even match in my opinion. 5 stars mean its a hard fight and so on. Im only offering a few tips for each character. More to come as I play. 4.A: vs. Abel (***) Abel is a very even match for Z in my opinion, Abel is a bit more combo friendly and also has a devastating throw. Most Abel characters will attempt to outmaneuver you by playing a range game and taking careful shots and using some unique jump patterns. Remember that you can punish quite a few of Abels Super moves and can easily throw him right out of his roll as he is going past you. Beware his throw that catches you out of the air and don't forget your Banishing fist as it can really help you close the gap here. -You can throw Abel while he is rolling. -You can punish his Change of Direction if you block all three hits. -You can punish his wheel kick if you block it, and he's deep enough. This really depends on which one he uses, and where you are standing, so learn your distance. -Beware his throw, understand how throw priority works and only engage him there when you have the advantage. -Abel has a weak keepaway game that works to Zangiefs advantage. Be patient and take your shots when he throws them. -If you corner him, watch for the roll and catch him out of it. -If he plays a range game with you, tiptoing in and out of your throw distance, then switch to your Light SPD or EX SPD and throw off his game. 4.B: vs. Akuma (****) Akuma fighters are very difficult for Zangief. He has some of the best keepaway game of all the fighters and has plenty of airial maneuvers to keep even the best Zangief guessing. Generally speaking they will jump backwords and volley you with air fireballs until they are more then half a screen away, |
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