I play him like a honda that’s able to move forward. Basically a wall that pushes the opponent to the corner. It’s also easy to react to the ground roll and punish with a 360K.
Unless they’re buffering jump, then your RBG will miss. Rolls can’t be punished.
This. If there were extra recovery frames post-roll, I think it’d be balanced, but as it is, if you SPD someone, and they roll, even if you’re standing on top of them, and time a super perfectly, I believe they can still just hold up-back.
In fact, if they’re not cornered, I think rolling post-SPD is the worse option, as after SPD + GH whiff, there’s absolutely nothing Gief can do to punish up-back. Unless I’m missing something.
Just wanted to chime in on this. To me, it felt like some misinformation, but I actually read the part in the guide about rolls and he’s right! You are completely safe when you’re doing a roll.
The guide says that your only good options to deal with rolls is to walk back and do a meaty setup or jump back as the opponent is rolling to try for a crossup/non-crossup jump-in. Both of those are punishable still.
s.MP should swat them out of their jump. or s.HK but that’s riskier.
Not sure if there is anything to time it but I am pretty sure you can get a really amibiguous Splash meaty on Rolls. You put them in a blockstring where you can go for a grab or do something to punish up back if they block correctly, or otherwise they eat approx 500 damage. Kind of sucks there are no true punishes for Roll but getting your roll predicted is still really hard to deal with since crossups are pretty ambiguous looking in this game.
Mike Ross does something similar with Marduk’s mk if you guys have watched him play, but I think Gief’s splash is 10x better for this because of the ridic amount of blockstun it puts you in.
Is there footage of this? I can’t seem to find any.
Pretty much this; the ambiguous splash or empty jump into a low tick/string setup.
How are people dealing with cross over tatsu’s from mid-screen? They stuff lariat all day (at least Ken’s) primarily because you have to auto correct lariat in order to hit cross ups in this game. Air to air headbutt is great but isn’t always easy since those tatsu’s are quick.
I am quite confident that you can still crouch anti-air lariat Ken’s crossup tatsu. On the other hand, I had a LOT of problems with Rufus’ crossup dive kicks. I’ll have to take a look in the training room…
Any tips yet on that rufus dk? … Any tips on bisons midkick buffed with hk?
Na man, Rufus divekick wrecks Gief. Even if he does it from the front, he can do it at a height and time where lariat will whiff. And of course, he can cross you up like it’s nothing, too. I think dive kick characters in general could be a big problem for Gief in the future.
Any news on that?
A lot of people are talking about how powerful Rufus is, so this sounds like a problem. Hopefully there’s some trick to sort this.
It doesn’t seem possible to “late cancel” his normals into hp spd (as Makoto’s karakusa), even cl.s.lp.
I have yet to play with canceling into RBG / charged RGB.
How does the Rufus matchup feel overall, aside from the dive kick?
I’m considering playing Gief, but if mindless divekick spam alone can defeat him I’ll probably go with a different character.
its 5/5 and lariet does hit it you just have to time it right the only thing i would say is that long punch move is sometimes a pain in the ass…but atleast it dosnt lead to a hit confirm
As a side note, I’m enjoying playing Rufus along with Zangief. I’m enjoying putting him first and tagging 'Gief in once they’ve lost a few hitpoints and have to work to try and get a lead again. Settings hearts ablaze is a nice bonus too.
The matchups that are bad are sim and juri. My gief got smoked by Arturo 2 nights ago. And I’m just getting eaten alive by like any 1/2 way decent juri.
Sim’s instant overhead sniper is so nasty.
With the boards being so big you really might as well tag gief out.
Anybody else having trouble dealing with Kazuya’s spinning kick loop? Met a guy online that kept switching up his highs, mids, and lows.