Que buen video! Aquí hay uno que uso: HP cargado en counter punish deja +45. Así que microwalk y salto permite safejump atack o saltar vacío y spd. Ese puño además lanza tan lejos que nadie se espera que puedas hacer algo después, así que el salto vacío spd funciona la mayoría de las veces 😅
modern gief doesnt have jump medium punch or jump heavy punch. maybe the set up for modern is DI-- flying body press -- DR crM. and that leaves you with 44 frames, so you can jump in with neutral heavy, but sometimes this whiff if is not well timed.
Great video. Will lab this for sure, I do have a question though, I was watching itazan's gief and I noticed sometimes he would get a drive impact punish counter and follow it up with another drive impact. Any explanation for this?
I think he's trying to take as much drive meter from the opponent as possible, without spending super meter. Imho, I'd rather do super 2 with a held P + drive impact. You take 2 bars from the opponent, and the oki is pretty decent. I think it all depends on how you want to spend your bars in relation to the damage you are doing.
Great stuff bro.👌🏾 I can do all the hard combos but when i try to do the delayed charge kick after stun combo i fail lol it never comes out. Maybe im doing it wrong. You should upload match videoss too 💪🏾
@@SiberianLab if you ever get the chance please have a look at some of my videos with zangief combos. Maybe there's something in there that's useful to you too. 🫡
I've seen these setups circulating recently. I'm not completely certain that it's worth the loss of damage. It's probably character dependent. Do you have an idea of which characters you should go for more damage on vs which characters you should use the safe jump on?
This is a very good question. Since Zangief is not an oki heavy character, you might want to go for those against characters who can easily create distance (JP, Dhalsim, etc). That one, you don't have to pursue all the time, and they have to take the 50/50. For characters who are required to get in (Cammy or Honda, etc), you can opt for spd. The problem with grabs is that they usually reset the neutral. Thus, you need to spend drive to catch them up again. If you have the life lead, you can afford going back to the neutral or you can finish the round, always finish with your most damaging option (OD SPD, super 3, OD Russian Suplex for meter) instead of set ups.
@@SiberianLab This was kinda my thinking too. JP and Dhalsim being the most obvious candidates to do the safe jump setup on. What about characters with poor defensive options? Like Kimberly, Lily, and Zangief (lol)? You think the safe jump is worth it? That way you can stay on top of them and smother them more.
@hoblino yeah. Against characters with no real wake up, go ahead. In they are in burnout, do it against the whole cast. Be careful around Lily: if she has windstock, her od dp is 4f. She can beat some safe jumps. Use dropkick or empty jumps if that's the case.
It's the amount of frames you have in your favor. In that case, you can use any move that is equal or faster to 11 frames. If you use something slower, you have to consider the frames plus 11, eg: headbutt is 14f, so 11-14 = 3f in your favor. You'll hit them if they press anything. The fastest normal in the game is 4f.
Amazing content
(SAFELY) Protecting the Russian skies!
Don't forget your helmet!
Que buen video! Aquí hay uno que uso:
HP cargado en counter punish deja +45. Así que microwalk y salto permite safejump atack o saltar vacío y spd. Ese puño además lanza tan lejos que nadie se espera que puedas hacer algo después, así que el salto vacío spd funciona la mayoría de las veces 😅
+43 es el número mágico. También puedes hacer safe jumps desde sweep PC, pero tienes que calcularlo manualmente.
@@SiberianLabSí. Ahí el microwalk es para matar un par de cuadritos que sobran 😅
YES! More stuff I can add to my Zangief Arsenal 😎
Yeah!
modern gief doesnt have jump medium punch or jump heavy punch.
maybe the set up for modern is DI-- flying body press -- DR crM. and that leaves you with 44 frames, so you can jump in with neutral heavy, but sometimes this whiff if is not well timed.
You are right. I forgot about the jumping normals. In that case, the best option is going for charged dropkick OS.
Practice mode is like a whole nother gsme
Yeah! And it helps a lot.
Great video. Will lab this for sure, I do have a question though, I was watching itazan's gief and I noticed sometimes he would get a drive impact punish counter and follow it up with another drive impact. Any explanation for this?
I think he's trying to take as much drive meter from the opponent as possible, without spending super meter. Imho, I'd rather do super 2 with a held P + drive impact. You take 2 bars from the opponent, and the oki is pretty decent. I think it all depends on how you want to spend your bars in relation to the damage you are doing.
@@SiberianLabThank you.
More gief moves hell yea
More and more incoming!
Great stuff bro.👌🏾 I can do all the hard combos but when i try to do the delayed charge kick after stun combo i fail lol it never comes out. Maybe im doing it wrong. You should upload match videoss too 💪🏾
Great idea. I might try to upload part of my VODs so people can see the matches. I fought a JP yesterday and that might help someone.
@@SiberianLab if you ever get the chance please have a look at some of my videos with zangief combos. Maybe there's something in there that's useful to you too. 🫡
@@SiberianLab maybe make a video about the charge heavy kick after block stun too, to find the easiest and most consistent method.. cheers 👌🏾
Sure! Also, I'll consider the dropkick video you suggested.
best scenario that I can see using this is when im low on drive meter...otherwise just go for damage after punish counter DI
That's fair, specially if OD SPD or super 3 finishes the round
I've seen these setups circulating recently. I'm not completely certain that it's worth the loss of damage. It's probably character dependent. Do you have an idea of which characters you should go for more damage on vs which characters you should use the safe jump on?
This is a very good question. Since Zangief is not an oki heavy character, you might want to go for those against characters who can easily create distance (JP, Dhalsim, etc). That one, you don't have to pursue all the time, and they have to take the 50/50. For characters who are required to get in (Cammy or Honda, etc), you can opt for spd. The problem with grabs is that they usually reset the neutral. Thus, you need to spend drive to catch them up again.
If you have the life lead, you can afford going back to the neutral or you can finish the round, always finish with your most damaging option (OD SPD, super 3, OD Russian Suplex for meter) instead of set ups.
@@SiberianLab This was kinda my thinking too. JP and Dhalsim being the most obvious candidates to do the safe jump setup on. What about characters with poor defensive options? Like Kimberly, Lily, and Zangief (lol)? You think the safe jump is worth it? That way you can stay on top of them and smother them more.
@hoblino yeah. Against characters with no real wake up, go ahead. In they are in burnout, do it against the whole cast. Be careful around Lily: if she has windstock, her od dp is 4f. She can beat some safe jumps. Use dropkick or empty jumps if that's the case.
Works on baiting ken to DP in platinum 80% of the time
Stupid question, what does plus 11 mean
It's the amount of frames you have in your favor. In that case, you can use any move that is equal or faster to 11 frames. If you use something slower, you have to consider the frames plus 11, eg: headbutt is 14f, so 11-14 = 3f in your favor. You'll hit them if they press anything. The fastest normal in the game is 4f.
fuck, its going to take me so long to internalize this math @@SiberianLab
Ahaha, sorry! Frame data is kinda hard to explain in text.