Yeah, I’m not sure about that part of it… I guess he’s just saying that it leaves you with enough space to not get punished? I’m no gief veteran, so I’m not sure where it leaves you exactly spacing wise.
Ok, thanks for feedback firstly.
Tested some more and not plus with the spacing unfortunately. Whats odd is in theory you should be able to grab once the recovery finishes at -2 but spd will whiff, which made me think hitstun was still in effect? Its almost as if you can cancel the recovery frames into grab, but useless nevertheless. What is even more odd is I tried setting up for ex spd after lp greenhand on hit vs ryu and ryu sometimes mashed him out of it?
when should you use K lariat over P lariat?
Vs low tiger shots and that’s about all I can think of.
That’s because you’re accidentally canceling your normal into SPD. Try it with a normal that doesn’t cancel into specials.
LP GH leaves you at -2 on hit, so you only have 1 frame to hit an EX SPD before he gets the reversal jab or DP.
If you’re going finish a standing combo with LP GH to save meter, just make sure it’s to end the round.
What’s the best combo Gief can get with a jump in fierce and no meter?
J FP, Cl St FP, St. MP (1 Frame Link) chain St. HK Launcher to Kazuya EWGF EWGF St. FP EWGF.
Off of a jumpin fierce I think for no meter you will almost always get a better ender off of ABCC and then just doing your best juggle. Gief can’t really do much for no meter without switching I’ve found.
A couple of combo related questions:
Off of a switch cancel that leaves them really high up, like King knees x3 for example, is there anything I can do with Gief to keep the juggle going a little bit longer?
Is this what you guys are doing to hit confirm or is there something better:
cr. lk or cr. lp, cr. lp, st. lp, st. lk xx EX GH, whatever
cr. lk or cr. lp, cl. mk xx Double Lariat SC, whatever
Also do you guys have any advice on playing against Jin? His projectile is kind of obnoxious, and it seems like he can just step in at you and punish really easily when you try to close the gap.
I actually played Vanilla SF4 a lot as Gief, skipped Super and AE, and lost my SRK account so I’m back to no posts. =/
I am mainly using MPs to confirm because they are so easy to link now. I don’t really find myself mashing crouch tech or jab much anymore so I rarely need to confirm off of them, but I usually just Cross Rush if I do.
As for Jin, he seems like a harder matchup definitely. I am not entirely sure how to deal with him effectively as Gief so I am mainly just playing the better matchup in my team.
Today I went into training mode and thought “Meh, maybe I’ll try Gief, he’s probably ass in this game”
And then his jab SPD was like double AE range. They doubled his SPD range, his regular grab range is almost the same as AE, good tag in combos, can use meter if you have it, lariats feel better than AE, his chains have hella range so you really can’t just fumble it like other characters, or even have to dance around select normals for a chain to launcher AND THEY GAVE HIM COMBOS.
Gief/Kazuya, woohoo. This character is bonkers.
I’m pretty sure his SPD isn’t AE range but it’s still pretty great. The damage being higher certainly is too.
Does using roundhouse instead of fierce in the ABC chain give any more reach? I’m finding that I’m sometimes just out of range with the fierce.
I have noticed with crouching opponents at further range my st.HK misses. so on standing you wanna use HK but with crouching you want to use HP
i Currently run Zangief/Ryu with 10500BP. if you guys have any questions just ask.
Remember playing zangief patience is the key to winning. and smarts
^ This all day. I have beaten players that easily have better execution and arguably more natural skill, but they just get frustrated that I’m not just rushing or chasing them all day and then they see half their life vanish with one AA or good bit of spacing and footsies into magic series tag combos.
I know this is common knowledge but catching projectile characters with super on reaction is so satisfying.
As for magic series, using c.hp as the last part before launcher is good too - good range on that actually and hits crouchers.
I like cr.lk x 2, st.mp, st.lk, and if they block the first two shorts, I switch to a cr.lk x 4, st.lk combo. These combos aren’t as strong as the cl.mp st.mp one, but allow more hits with less pushback and forces your opponent to hold DB.
I think what’s happening is that the unthrowability (is that a word?) of the opponent is extending BEYOND the hitstun/blockstun. In the SF4 series it worked similarly. Characters were unthrowable for 2 extra frames after they recovered from hitstun and blockstun (I think it was 2 frames, not entirely sure), but could be grabbed on the third frame.
This game may do something similar and may be a little more or less that 2 frames. I haven’t tested it yet, though.
According to the SF x T guide you can’t be grabbed until the 4th frame out of block stun or hit stun.
^Good to know. Just to be clear, does the invulnerability last until the 4th frame and then you become grabbable on the 5th? Or does the invulnerability last until the 3rd frame and you become grabbable on the 4th?
Edit: I guess I could just look in the guide myself. I think I’ve got it on my PC but can’t seem to find it. Hmmmm…
Whats the current consensus on optimal options when tagging in off a rush?
I’ve been dabbling with Rolento on point, so far so good.
So far I’ve just been doing st. mp st. mp st. mk chain st. hk (replace with PPP lariat in the corner). I don’t know if there is a better juggle to use.