Street Fighter V

Street Fighter V

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6uutonen Jun 4, 2018 @ 11:57am
How to get better as Zangief?
I'm playing Zangief in super/ultra silver and mostly struggling (surprisingly) against Ken and Alex. I've studied both but higher level gameplay tends to be something completely different than what I'm currently experiencing and while it helps button-wise it doesn't provide me with a solid gameplan. I also struggle using CA but I don't believe that is my biggest problem at this level.

First Kens: Endless flurry of tatsumakis that i block and then try to guess wether he is going for a throw or simply spamming shoryuken. The constant shoryukens punish my pokes and jump'ins and while I punish some of those they get me down and I lose the guessing game.

Alex: I have no idea what they do. They charge attacks that are easy to block but most of their buttons seem to be better than mine (not sure but so it seems). I can't land my command throws but suffer from theirs.

TL/DR: Replays show me even matches where no one spams one move but I keep losing against these predictable players.
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Showing 1-7 of 7 comments
Mjarr Jun 4, 2018 @ 1:00pm 
1. If you block Ken's tatsus in general, you are basically free to grab them always. If they mash shoryuken, you were either too slow, the match was lagging or it was V-trigger HK tatsu and they mashed EX DP. This should be easy to fix in training as you are probably too late on inputs.
2. Alex' EX elbow is really unsafe and easy to grab, the other elbows depends a bit on spacing.

Without further context it's bit hard to give advice other than look through the replays and ask yourself if you are pressing too many buttons, are they jumping too much or are they getting away with what is not legit (and assuming it's not lagging at all). If you enable attack data it does show +\- as well during attacks and it should make punishing the moves easier. In training, make sure you have attack data on. Zangief's commandgrab is 5f so anything that is -5 or worse is guaranteed grab (for sake of reference).
Last edited by Mjarr; Jun 4, 2018 @ 1:03pm
6uutonen Jun 4, 2018 @ 1:11pm 
Guess my biggest problem is that I don't know when I can command grab and when I can't. After missing couple of grabs I thought it was meant to lose against DP. I get spammed by heavy tatsus but I sort of wait what they are going to do after it... Should I aim to grab them before they hit the DP?

Other situation is when they jump at me and I slap them down with a jab: If I try to fish for a heavy punch they DP me, if I dash close and try to grab they DP me, so is there anything I can do to try and punish them?
Mjarr Jun 4, 2018 @ 1:20pm 
You should aim your tatsu punish at the end of the tatsu and definitely before the dp. If you go to training and enable attack data, record Ken to do a jab in the air (for timing reasons), lk tatsu, and mash jab (lp) after that for a moment, walk back and play it back. Now the dummy should repeat that and after you block the tatsu you should up in the corner it's -8 (or so), and give you some timing how much you have time to input SPD before the jab comes out. If you do right the dummy should repeat jabs after blocked tatsu.

If they keep mashing dp after you anti-air them, just wait for the DP (aka block it) and punish it. I have no idea what are Gief's "better" CC\CH punishes, so starting by SPD is something or charged st hp -> dashup SPD. Keep in mind unless it's an EX DP (or some DP's during V-trigger like Akuma's VT1), if you do a meaty attack (aka any attack that hits right as they "wake up" and overlaps that they have no chance to input anything) they can never get a DP out. Practicing meaty timings isn't too bad but can be manual work. F+hp is pretty good if you practice a bit as if they try to jump, it knocks them down again, if they don't jump you can easily see if it hit -> st lk xx lariat and whatnot.

If you set training dummy to block and keep attack data on, you can also memorise some of your own frame data like how much + is move x on block, and you can use that to your advantage when trying to pressure. You don't even have to grab that often as most people at your level would just either mash or try to escape grabs by jumping, and ensuring they have no options but to block (or take potentially just damage nonstop into stun) is pretty simple and consistent way to improve your own game.
Last edited by Mjarr; Jun 4, 2018 @ 1:26pm
Cipher Esteria Jun 4, 2018 @ 1:24pm 
It's simple.
To get better with Zangief, you need to become Zangief.
Flex in front of a mirror, always wear shorts, have a lot of chest hair and don't forget the moahawk.
You also need to learn the ways of the Muscle Spirit and shout MUSCLE POWER, everytime you do an SPD.
Lastly, you need a russian accent and the will to churn the butter.
Having a fangirl to admire you all the time might be a help too.
6uutonen Jun 4, 2018 @ 1:27pm 
Originally posted by BruteJustice:
It's simple.
To get better with Zangief, you need to become Zangief.
Flex in front of a mirror, always wear shorts, have a lot of chest hair and don't forget the moahawk.
You also need to learn the ways of the Muscle Spirit and shout MUSCLE POWER, everytime you do an SPD.
Lastly, you need a russian accent and the will to churn the butter.
Having a fangirl to admire you all the time might be a help too.

Then I'm out of luck. Can't picture my wife cheering for my MUSCLE POWER.

But as to the original point, it helps a ton just to know that I CAN punish tatsu by command grabbing. Felt so cheap to lose against simple spamming.
セクハラ Jun 4, 2018 @ 3:18pm 
Originally posted by 6uutonen:
Can't picture my wife cheering for my MUSCLE POWER.
Get a new one, this one's malfunctioning.
6uutonen Jun 5, 2018 @ 12:47am 
Originally posted by セクハラ:
Originally posted by 6uutonen:
Can't picture my wife cheering for my MUSCLE POWER.
Get a new one, this one's malfunctioning.

I knew the losing wasn't on me.
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Date Posted: Jun 4, 2018 @ 11:57am
Posts: 7