One thing that really helped me out was that there is no chip unless your in burnout. So I can walk and block fireballs and overall be less pressured into doing something. I can effectively stall neutral if I have the lifelead so they need to come to me.
Yup, there is no health chip but blocking does reduces your drive gauge. If you approach parrying just keeping you from getting put in blockstun or push backed as much!
His level 3 you just have to do two circles (go all around your D-Pad or stick twice). Very easy to do if you do it during an animation, like during a jump, or a jab, or dash. From standing can be difficult, but there's cheat, look up secret 720 motion, and you should find it. I hope that helped!
I love gief… BUT JESUS CHRIST MY THUMB HURTS DOING THESE HALF AND FULL CIRCLES😭! Playing gief on xbox trying to do the input on a xbox series s controller d pad is painful as shit after a couple matches. DAMN YOU BIG HANDS!
@@BobbyDorf913 it can be blocked after all but its a good follow up. the cool thing about giefs different tap grabs is the positioning after. If hit the spinebuster i like to follow it up with the russian stomps canceled into the spinning clothlines
Cool guide -especially if it's your first. I'm still looking for a guide that can give me the rules of his jumping heavy kick. I never get the opponent to bounce off the wall with it.
Preciate it mate! Not my first GUIDE, but is my first SF6 guide, ya feel me? Jumping heavy kick bounces them if you fully charge it AND it's a punish counter!
I appreciate it mate! 1 tip I heard was that you can do the 360 early, then hold up and OD BD, since this game stores inputs for a long time. I usually do a 4269 + OD Borsch Dynamite (air SPD), after the OD lariat, I delay until right when lariat ends and they're falling in front of me
What's tripping you up mate? If you go to 0:16 there's a key that shows all the notations, the move names you can find in game on the command list, and the timestamps let you get back to each section quickly, if you got any questions let me know!
@Kelly Dudley B Best tips I can give you is her DI is dd.HK counterable, and f.MK goes right over her projectile sweep, if you're close enough you can get an SPD when she's still in recovery
The spd motion is just SO stupid. I went modern after years of fighting against the execution and now my errors derive from my choices, not from the inputs. Makes a world of difference. About damn time too, I can't wait to see the end of classic controls.
This my friend, is a great guide - best I've seen on Gief. I will switch my main to Gief in M controls because I'm a piece of sh*! and I suck at the game. Many thanks for this.
BTW, if your finger gets sore from raking them across the directional pad remember to ice 30 seconds on, 10 seconds off to reduce inflammation 😊 or maybe it’s just me until i get a fight stick
I have a problem with zangief, the grab commands work well for me since I'm mein goldlewis and I had very strange commands, also the problem I have is the air grab because it has the same command as the normal grab, this one comes out very easy for me but when I want to do the air grab in combos I always get the syberian express ... I don't know what I'm doing wrong
You have to make sure you leave the ground, by doing the whole 632147 input (basically 75% of the circle). If you press KK too fast it can cut off the last bit of directional input, making you NOT jump, this is what makes Siberian express com out. TLDR, make sure you're doing the entire directional input in time.
No. Jackhammer happens if you don't hold the button. You can then dictate if it goes left or right by holding a direction instead. It's less damage than comboing into super 1 or df. medium punch -> OD air grab but allows you to reposition.
We LOVE to see it! Zangief is a TREAT for us grappler-pilled huge brains! >:) You should stick around if you want to see more SF stuff, possibly Gief ranked matches 🙊
I can't get the SPD after the heavy kick to land during the combo at 2:04. I'm either missing the SPD input and jumping or getting the input but my opponent is to far. Any tips?
This one was a bit tricky for me as well, if you're jumping it means it's not getting the entire input, just the end when you hold up back or up forward. I got it to work more consistently by delaying the Borsch till the VERY last second, when the st.Heavy kick is done.
Any tips on doing drive rush during combos? Like you can go pretty for just doing basic combos and setting up tick throws but knowing his high damage combos are the difference between winning/losing
If it's a canceablle move, just press 66 (forward, forward), and that automatically gives you drive rush. If it's not canceabble like after 5H (standing heavy), HOLD down drive parry during 5H and press 66 the moment 5H is done. Game let's you buffer the parry and will cancel into a drive rush immediately.
For the corner combo, it needs to be a PUNISH COUNTER! After they do something punishable like a whiffed DP, the next hit while they're recovering will always be a punish counter!
Delay it, if you go in training and turn on the bar that shows when you can perform the next action, then practice inputting the Borsch at the very last second after the st.Heavy kick. I've also heard you can do the 360 input early, then hold up and press kicks, but I haven't got that to work. Hope this helps!
@@BobbyDorf913 ayo thank you. I def was trying to buffer it right after hk and that wasn't working. Tried holding uf but that wasn't working. Got it once I looked at that frame bar. I need to go over the practice room settings. Actually pretty impressive practice room.
Video is polished but lacks specific street fighter knowledge. Good basic fundamentals but won’t work. Forward mk is a very punishable and telegraphed move to NOT be thrown out just in neutral. It works using after grabs to close distance from oki. In addition his counter only works on kick attacks, and is risky and impractical like in SFV. Your best friend as Zangief are your crouching light punch that has the fastest start up in the game. As well as your medium punch string, charged heavy punch with one hit of armor, and down forward medium punch combo launcher. Learn to effectively space your attacks to make them safe as most moves now on block are unsafe. ESPECIALLY ZANGEIF! Utilize drive rush cancel to close distance and make your forward heavy punch (headbutt) safe and combo into launch and lariat. Then use grab or strike mix and rinse and repeat.
Good points mate, I'm planning on making an in-depth blockstring guide that goes over a lot of that stuff! And for the 22HK, I did mention it only works on kicks, and as a last resort if burned out. Preciate it!