You can also cancel the first hit of OD Lariat into Level 2. This may seem not very useful but is actually extremely clutch in specific scenarios. If the opponent is in kill range and you catch them jumping you can do an anti air OD Lariat > Level 2 > Level 1 or OD Borscht (both options do 3700 damage). You can also just go from the level 2 into DR normal enders for gimmick setups but that's way more risky. You can abuse OD Lariat into level 2 as a reaction in situations where opponents jump on your wakeup because they see you have level 3. I wouldn't recommend doing OD lariat into level 2 in normal combos as it's very expensive and not that optimal in general for me. Thanks for making Zangief content
if you cancel from a couple of lights, OD lariat deals more damage than DRC. It's also a super valid raw AA. I wish they improve his combo routes next patch.
I hate that a super that hits aerial or juggles opponents can be punished by just neutral jump normals into a death combo all in Zangief's face to add to the humiliation. 😡
Start up really needs to be shortened for this super i feel. that being said, after no buttons direction level 2 hits, you're in perfect range for knee hammer. it's definitely not safe but you are usually plus after if they block it and can either follow up with spd or some low jabs etc. if it hits.
Heads up, last patch also fixed the blockstring gap bug. They didn’t fix late hit SA2 recovery sadly. Unrelated but Another thing about this super that irks me is how the hitbox is about 20% shorter than the visual implies.
In the corner counter hit headbutt into Level 2, juggle with a late Hell Stab into OD Lariat for 2 hits, finish off with OD Borscht or tack on an extra OD Lariat after the headbutt for more super buffering time but you will burnout after this. Horosho Comrades!
This level need so much buff, it is so bad. It's super hard to let it out after hellstab, is far too slow, needs 2 bars of drive to have good damage. Normally it should be the stop of fire ball. Like you can throw fire ball to Gief till he has level 2 because then you can be hard punish but no. This super seems useless but there is the level one wich manage the incredible miracle to be whorse.
After level 2 I always, do micro walk hellstab lariat. The oki after is better than any safe jump setup or the damage of letting super 2 go. I used to do the safe jump setup but I find myself missing it too much, and after hitting it, the spd has to be delayed soo much bc you’re plus 13 so idk😊
@@LebanonsFinest I generally agree. If you are near the corner, it's not necessary. However, getting an SPD after all of that can move the fight towards Gief.
Yeah, there's a little bit of a shortcut. I works as this: hold down, press forward and hold it (for the DF input). Let go of down and press up. The game will interpret that as QCF. It takes a little to get used to, but once you get it, it becomes second nature. Look at it as a rythm game.
Friend, You forgot the most important use of SA2, and one of the key ways for Zangief to get in - Option Select buffers in neutral. Light xx SA2, crouch MP xx SA2, and Hellstab xx SA2 Hopefully in the next patch, SA2 start-up is reduced by 2 frames, so CH crouch LP xx SA2 OSB will connect.
With the exception of 2lk, every other light already comboes into super 2 CH or PC. The hits you mention are not option selects, just buffers. If you ask me, pretty dangerous!
@@gp381 I wonder. Hellstab has such an obnoxious input but I can't think of anything that could help Gief without breaking other tools. If the move is input with "forward", you might get it by mistake just by walking when you want 5MP.