This is all the stuff I know with gief… I was gonna make a vid but due to lack of recording equipment and the scene where I am it’s not gonna happen. So here it is in wonderful text form.
GIEF SPECIFIC NOTATION
SPD (Spinning Pile Driver) - 360 + p
FAB (Final Atomic Buster) - 360 + p
RBG (Running Bear Grab) - hcf + k
ARS (Aerial Russian Slam) - dp + k
BF (Banishing Flat) - dp + p
lariat - pp or kk
nuts - df + k throw
bite - hk throw, k after dash
flop - d+hp in air
GROUND ASSIST (A)
- alpha counter can be cancelled into FAB
- sets up for supers/snaps nicely (4 hits)
- good OH setup (only hits high, so opponents duck so no chip)
- gb setup: call gief, jump + attack, opponent gets hit by gief
Generic - Jump, call gief, air throw into
Iron Man - cr.lk + call gief, cr.lp, j.lp, j.lk, j.lk, j.uf+hp, inf
Magneto - cr.lk, cr.hp, sj.hk, ad/df, d+lk, lk, land, j.lk + call gief, j.hp, j.hk, tempest (the end can be inputted anywhere during rom reps) - cr.lk, cr.hp, sj.hk, ad/df, d+lk, lk, land, j.lk + call gief, j.hp, j.hk, land, sj.lk, ad/df, cr.lk (reset) … (ditto for here)
- cr.lk + call gief, cr.lk, dash, rom
- in corner, launch, magic, hp throw, cr.hp + call gief, sj.hp, ad/d, hp, land, snapback/cr.hp…
- in corner, launch, magic, hp throw, cr.hp + call gief, sj.lp, sj.hp, d+lk, lk, rom
Morrigan - cr.lk, cr.hp + call gief, sj.lk, sj.d+hk, darkness illusion
Rogue - s.hk + call gief, (hold forward), sj.lk, sj.hp, lk, kiss
Sentinel - s.hk, magic, fly, hp throw, f.lk + call gief, f.hp, unfly, dash, s.hk… - call gief, hp throw, s.hp, hp rocket punch, HSF
- s.hk, sj.lp, sj.lk, fly, ff.lp + call gief, f.hk, unfly…
Storm - cr.lk + call gief, cr.lk, s.hk otg, sj, ad/f, lk, lk, lightning attack x2, lightning storm - cr.lk + call gief, cr.lk, s.hk otg xx lk typhoon xx hailstorm
- cr.lk + call gief, cr.lk, s.hk otg, sj, ad/f, lk, cr.lk… (mixup with trijumps etc…)
- in corner, s.hk, sj.hk, ad/df, hk, land, s.lk, s.lp, s.hp, s.hk, call gief, hk throw, repeat
THROW ASSIST (B)
Chun Li - in corner, s.hk, sj.lp, sj.lk, sj.lp, sj.d+hk, call gief
Magneto - launch, magic, ad/uf, magic, fly, call gief, unlfy
- launch, sj.hk, ad/df, d+lk, lk, j.lk + call gief, j.lk
- call gief, dash, rom
Iron Man - cr.lk + call gief, cr.lp, dash, inf
Sentinel - in corner, s.hk, magic, fly, hp throw, f.lk + call gief, unfly
Storm - in corner, s.hk, sj.hk, ad/df hk, s.lk, s.lp, s.hp, s.hk, j.lp + call gief
SNEAKY DHCs
Setup throws with things like AHVB! Good times.
Cable - cr.lk, cr.lk, s.hk, hp psimitar xx HVB, DHC FAB
Cammy - launch, magic, air throw, cr.lk, cr.lk (whiff), qcf+kk, DHC FAB
- hp throw, cr.lk, hk cannon drill xx KBA, dash up, qcb+kk, DHC FAB
Hayato - b+lp (plasma series start), lp, hp, lk, lp, (non plasma series link) cr.hp, sj.lp, sj.lk, sj.lp, sj.d+hk (whiff), qcf+pp, DHC FAB - in corner, b f+pp (command throw), cr.hp xx qcf+kk, DHC FAB
Magneto - launch, magic, ad/uf, magic, tempest, DHC FAB - launch, sj.hp, ad/df hp, hk, land, cr.hk, tempest, DHC FAB
- launch, sj.hk, ad/df, d+lk, lk, tempest, DHC FAB
- in corner, cr.lk, s.hp, sj cancel, ad/f hp, tempest DHC FAB
Rogue - in corner, cr.lp, cr.lp, cr.hp, sj.lp, sj.lk, sj.d+hk, super DHC FAB
Ruby Heart - cr.lk, cr.lk, cr.hk, lk sublimation, j.hp, dash, partinelle, DHC FAB
Sentinel - hp throw, cr.lp, fly, ff.lk, f.lk, turbine, DHC FAB - cr.hk, ff.lk, f.hk, turbine, DHC FAB
Wolvie (ME) - in corner, cr.lk, s.hp xx Fatal Claw DHC FAB
GENERIC DHC SETUPS
- rush super (good on block), dhc (works well with shotos where last part is overtop opponent)
- dp, air super, dhc (a la cable, also works with ryu, cyclops, sonson etc…)
NOTE - for shits and giggles, other throw supers may be subbed in for FAB (akuma/d.sakura raging demon, dan suicide, sim yoga strike [specific DHCs only], bb hood hyper apple for you)
COMBOS/THROW SETUPS
- cr.lk, cr.lp, sj.lp, sj.lk, SPD
- cr.lk, cr.lp, sj.lp, sj.lk, sj.hp, land, follow up
- cr.lk, cr.lp, sj.lp, sj.lk, pp lariat, land, cr.lk(pseudo crossup), cr.lp relaunch [or] jump back flop, df+lp relaunch [or] follow up throw
- cr.lk, s.hk, lk ARS
- cr.lk, s.hk (one hit), hp BF, follow up throw
- in corner, nuts, otg cr.lk, cr.lp…
- (blocked) s.lp, s.lk, lp BF, follow up throw
with mags(a)- crossup flop + call mags, s.lk, s.lk, RBG/FAB - in corner, bite/nuts, otg cr.lk + call mags, cr.hp, jump in hp SPD
- in corner, bite/nuts, otg cr.lk + call mags, s.lk, j.lk, follow up throw
- in corner, flop + call mags, s.lk, lk ARS
- in corner, flop + call mags, s.lk, s.hp, lp BF, follow up throw
with sent(y) - jump in flop, s.lk, s.lk, lariat xx FAB framekill dhc HSF (for those of you who prefer guaranteed combos)
- cr.lk, cr.lp + sent, sj.lp, sj.u+lp, lp (on way down), follow up throw
- crossover flop + call sent, cr.lk, cr.lp, reset
with spiral(a) - cr.lk + call spiral, cr.lp, sj.lp, sj.u+lp, cr.df+hp relaunch
- cr.lk + call spiral, cr.lp, hold forward when you follow the launch, sj.lp, sj.hp, reset
- cr.lk + call spiral, s.hk, lk ARS follow up throw
with doom(b) - cr.lk + call doom, s.hk, lk ARS, j.lp, reset
with most assists - in corner, bite/nuts, otg cr.lk, + call assist…
to mecha gief - flop, s.lk, f+lariat, transform (transform on last hit to knock away or earlier to keep opponent near, can be used to setup throws/combos)
FOLLOW UP THROWS
SPD
RBG
FAB
walk up nuts
dash throw
psychic lk ARS
Jump in air SPD
ARS MOVEMENT
- use hk ARS as a better normal jump to cover long distances and crossup
- you come out in jump mode so you can call assists
- bait with lk ARS when they expect the hk version
- if you feel lucky, use it as a psychic on wakeup
- useful to fake “jump” in, then throw (use aerial SPD for most surprise factor)
ON MECHA GIEF
- mecha gief (rdp+lk) can’t block, but cannot be hit out of anything, only thrown
- use sparingly. Not a bad idea in a 1v1 situation (depending on who its against). Not worth it to pop first thing in a round and switch
- his ARS sucks. it goes no where close the distance of normal giefs. DONT USE IT
- fire is good to stuff other assists
- remember to switch playstyles. Mecha gief can’t block so go all out
- you can transform back to normal gief using the same command, and since it only costs one meter this is a good idea at times
- crossup flop + call sent, s.lk, s.lk, hp breath (xx super if you really want to, but damage isn’t too hot after all the buffering, dhc possibility though, can also be used to set up normal gief pop)
HK CANCELLING
I’m not sure as to how useful this is, but I do know that it isn’t worthless. So you can SJC gief’s s.hk on the second hit. The trick for the timing is to do both the down and the up motion of the SJ during the second hit. This can be used with assists to extend an otherwise short combo. The two I found to work are with spiral (a) and thanos (a).
Cr.lk, s.hk + assist, SJC, lk, lp, hp.
You can follow up thanos assist with another combo. Spirals can lead to either a tick throw or a relaunch with df+hp.
RANDOM NOTES
- with mags, if you connect a cr.lk on a short character or a croucher, and want gief a assist to connect, use cr.lp as a follow up
- if you are interested in gief’s y assist, check out murakumo’s second dhalsim vid; at the end there’s some really nice guaranteed resets. It’s better then anything I can come up with. Also Check out his own gief vid.
- mashable: bite, nuts. Mashed nuts does 48 damage(!!!). Do 360s during SPD/FAB for more damage.
- you can air spd standing characters
- check out the srk newbie thread under mvc2 general for advice on mashing (courtesy of joe zaza). It can also be applied to getting more damage out of SPD/FAB
- trick from Higher Jin: after hp air combo finisher (midscreen), hold back. This will put gief into flying screen but in dash range, pretty much guaranteeing a throw
- after landing a RBG/SPD (where the opponent is thrown away), if they roll you can cross them up via FAB DHC HSF during the roll (they will roll behind sentinel). Other anti-roll options include jump back flop and standing SPD. Opponents will learn to stop rolling.
- alpha counters with (a) gief are sweet. If your point character is getting rushed down do a 360 during block starting with the alpha counter, then continue rolling the joystick for a FAB.
- if you land a lariat, you can cancel into FAB then framekill DHC into stuff like hail/proton canon/HSF for guaranteed damage
- you can ‘float’ in the air by just doing whiff spds. Good vs sentinel who will want to ub you whenever you jump.
- empty jump ins are your friend. If you do knees (d+lk) or flop or lariat while jumping, you don’t get to do anything else until you land so be wary.
- poke and poke and poke. His normal lights may not be on par with other chars, but they are pretty good for block strings and more importantly, setting up throws.
- don’t rush blind, you’ll get killed. Play smart and deliberately.
- Ultimate Atomic Buster aka UAB aka the level 3 super (360+kk) is useless. It’s a waste of 3 meters. Don’t use it
- to avoid sent UB when snapped, do an aerial spd when you come on screen to float
VIDS TO CHECK OUT
- murakumo’s gief vid (really crazy aaa assist stuff)
- djb13’s TotT vol.24
- magnetro’s gief vid