Azih said:
I'm a slightly above scrubby Ryu player and have no idea how to handle good Zangiefs. The only opener I have is endless dull fireballs from long range, turtle fests basically where the Zangief player still has the damage advantage. Unless of course the guy whiffs, which good Zangief players rarely do. Even then two throws completely negate like half a dozen of my hit and runs.
-input shoryuken directional motions before the match so you just have to press a button if they try to green hand you at the start
-get distance, hadoken spam, mix up with something offensive once in awhile to keep him from trapping you in the corner
-a lot of zangiefs will continually jump back and forth over you when you're on the ground hoping to score a cross up if they're in the air when you wake up, or an SPD or lariat if they're on the ground when you wake up. Just backdash immediately on wakeup.
-if they keep getting you with command throws on wake up and you know that's what they're going to do, just jump neutral jump (directly upwards), hit him with a hk on the way down and then combo into cr. mk into fireball
-don't do predictable patterns of fireballs. throw in some cr. lp and cr. lk's as a sort of "fake" fireball. don't do fireball after fireball after fireball. throw many pauses in there. Also throw in different speeds of fireball. If he's not sure when you're going to fireball you can throw fireballs from medium range without getting punished by green hand or jump in every time.
-if he lariats through a slow fireball from a little closer than 3/4 screen, dash forward and trip
-throw cr. mk poke canceled into fireball from the very edge of it's range, so your toe just barely hits gief, this is outside of his SPD range
-from medium range "fake" fireball to get him to jump, then uppercut him
-I use a lot of neutral jumps when i think he's going to jump in. If he's at a range where his jumping attack won't be able to hit me, he'll usually land a little closer and if I do an hk on the way down it will hit him just before or just as he's landing. If he's a little closer when he jumps in, my neutral jump hk will still outprioritize his jumping attack unless I time it really late, after I hit him out of the air I ex fireball and if he doesn't block it, but goes for a lariat i can probably trip him out of the lariat by walking forward a little or dashing then tripping. If he's inside sweep range and jumps in I'll have to do the neutral jump hk very early for it to win. After landing i'll jump jump backwards to give me more space from him.