And in reality, you're probably better off going for Zangief's Hop which jumps over low attacks — you can find more information on this further down the guide. * Kick Lariat has a different sound effect on startup than Punch Lariat.Gief can still have trouble consistently getting in, and players still need to be patient and thoughtful when making their moves, but a great Zangief player is going to cause you fits now. As before, this hitbox is only active for 6 frames out of the entire Lariat.Contributions to this guide by David Sirlin, UltraDavid.This attack also works well to finish off some of your combos, but it's main purpose is to banish projectiles. This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). This is tough. Standing MK can work as a sudo-anti-air from far away. You need to look at the hitbox diagram for Ken/Ryu's jumping HP and realize when it is best to just block (if they launch it right in front of you) or go for a trade with a crouching punch lariat (if it lands on top of you). Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. One exception is Bison's scissor kick is immediately considered off the ground in HF (thus, unthrowable) so they can use this as an anti-tick (credit: golcarjack). It still doesn't take off much damage and it puts you a good distance away from your opponent. Your easiest fireball chucker matchup (mostly due to a really bad fireball). * Punch Lariat can now be done with Medium Punch and Kick or Hard Punch and Kick as well as original all three Punches command.so you caombi into his grabs now? Sim can keep you out like a mofo but like the Balrog match Sim is pretty much dead if you get one solid knockdown since he doesn't have a real reversal. Vega has the tools to keep you zoned out pretty good but flails once you get in since he doesn't have a reversal outside of backflip (which just delays Vega getting swept). Learning to use your Lariats to avoid fireballs and sweeps, understanding your go to normal moves (standing LK, crouching LP, sweep HK), and having the ability to land your SPD on command is necessary to play Gief at a decent level. If they like to sweep slide a lot, your jumping HP body press will hit and likely crossup, giving you a dizzy combo (Vega dizzies easily). Your main objective here is baiting headbutts and stopping it with a punch lariat or rapid crouching LP and start safe jumping into blockstring into SPD. -x64Kamitsuki a.k.a. * Kick Lariat can now be done with Light Punch and Kick as well as original all three Kicks command. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. It's almost impossible, in some situations, to counter this move after a blocked Crouching Medium Kick up close. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. This is a free easy SPD or sweep. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). Sagat's standing HK can swat you out of the air every time (as well as using tiger uppercut) so you have to jump very carefully. Never jump on electricity, you will lose. There isn't much you can do against a Blanka that knows what their doing. Starting from a diagonally down position works just fine for all three ways of executing this grab. Once you have a knockdown SPD loop his ass. Name Input Piledriver close, or + Iron Claw or + Brain Buster close, or + Kamitsuki or + Deadly Driver close, or + Leg Throw close, or + Super Street Fighter 2: the New Challengers- The SPD is weakened slightly again, but Zangief gains two Air Throws (they look basically the same as … If they are doing nothing but neutral jump attacks daring you to come at them, timing a jumping MP in between jumps should connect with practice. Special Attack Spinning Clothesline. -x648-2 matchup. Gief's eternally bad matchup. Zangief (ザンギエフ, Zangiefu?, Russian: Зангиев, Zangiyev), also known as the "Red Cyclone" (赤きサイクロン, Akaki Saikuron?

The same can be said about their jumping HK but that's a bit easier to hit with your lariat. Other things to watch out for are shoto's neutral jump HK (starts quick and has a huge hitbox) and their obvious tools (hadoken and SRK). Standing MP might miss if they are crouching depending on the character.8-2 matchup. Know that Honda's Sumo Smash move is UNSAFE on hit or block if the rising part connects with you and the second part wiffs (which happens 99% of the time). Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. This generally involves trapping their heads between his legs and then sitting down, or spinning around with his arms outstretched as you used to do as a child in order to get a head rush.5-5 Matchup.