Dhalsim has better priority in the air - lariat is not as useful as it was before. Gief ultra 2 is literally a counter to dhalsim ultra 2.
Ultra 2 I actually very good. Remember in vanilla, using the fear of SPD? Same thing with ultra 2. Used against the right characters, it ruins them. Dhalsim and Honda definitely. Not so useful against people who do not need to jump to contol space like dudley/cody.
Haven’t faced a lot of chuns to my surprise but I didn’t remember the ones I fought being that much more difficult (maybe they were not that good?). Still seems 5-5 but could be a little closer to 4.5-5.5 or so.
Just curious why a lot of people think Gief is still the best grappler. I would think T.Hawk would handle projectiles better then Gief w/ H.Dive but Gief does better against rushdown types (Dudley, Makoto).
One good thing about the Chun fight is that her st.HK is slower now. I used her last night and it’s definitely noticeably slower. I think it might make it easier to get her with the cr.lkxxEXGH now. Or at the very least, you’ll be eating less kicks to the face.
Any feedback on the Sagat and Seth matchups? I played a Sagat last night and noticed that Sagat’s s.rh seemed to not hit from 3/4 screen anymore (well, from pretty good distance anyways), it was whiffing from much closer than I thought it would. Gief’s c.mk being speedier made it a little easier to advance as well.
Then he picked Seth… still ugly. Worst part was I landed a fp headbutt (non-counter hit) after a knockdown and no stun.
I’d guess that comboing it with mp + lp GH would make him stunned at that point guru D:
unless he jumped while you headbutted him and it wasn’t linkable.
damn shame they took out his fadc combos into u2…at least if it picked up ground opponents it would be a nice ultra but as is…U1 is a more viable option
people dont jump to gief in the 1st place and a back jump cant really be snagged by a u2 unless on a psychic prediction…reaction the U2 just misses unless its in the corner
It was a poorly timed headbutt on wakeup when he was trying to jump away (stupid because he had meter for EK-SRK but I was fishing for any damage I could get), I couldn’t follow up. I was just shocked to see it land and not stun.
Abel U2 is broken agains gief. Nothing gief has can beat it. Just a lucky backdash or jump.
Smart Abel with U2 = free ultra.
Also i was testings gief U2 against bison ex stomp on wakeup and U2 DOES NOT catch him in the middle of it. U2 beat it Only at startup or at the top.
C.lk is slower imo. Lets wait for the frame data and see.
i hate the fact that they made cr.lk harder to link. I don’t know what exactly they did but now it just seems much much harder to link. I miss the fact of doing …crlp cr.lp crlk and if they try the jumpt the cr.lk would snag their ass for free or if they pressed a button. Well, i guess i will have to do what renegade said and just adjust my timing but i wonder what exactly did they change about it… does anyone know?
i don’t know if it’s the online lobbies or what but i feel as though gief walk speed is slower, jump is slower( like it seems like it takes more frames to jump) , his fall from his jump is slower , his recovery from is jump is longer but his normals are better… i can tell but st.mp has been nerfed. I played a rufus last night and usually vs rufus st.mp is beats almost all of his pokes at distance no problem but yesterday i had to actually be very mindful of the recovery frames of it.
I don’t think Gief is really that worse and his second Utra is fun to use and now add him more weapon to use with player who try to jump away from you. However, I did find it is a bit hard to fight with good E honda player now. It is me or they make E Honda a bet stronger?
everytime i try to react U2 on a backjumper the animation always shows gief right next to the opponent but it whiffs…
in fact u actually have to catch em on the prejump frames on a backjump to even connect with it…
tick u2 in prediction of a jump is good tho…but u have to time ur rotation to end in up forward for best results
it seems to me U2 is a corner tool…since it is much easier to punish backjumpers there
i havnt tried U2 vs various AAs simply because thats just a guessing game and a whiff = free ultra so its not really worth it unless u are conditioning ur opponent to AA every time u jump…so maybe its useful vs those desperately need to aa him…like cody
Still early, and didn’t get a chance to play an extended session last night, but overall Gief is still Gief.
There are some weird timing differences.
The c.lk pecks do feel different. There are times it feels like they come out perfectly, but others it feels off. I could be psyching myself out here, but it feels a little off compared to Van4. To me, it feels like the startup is quicker, but the recovery is slightly longer, if that makes any sense.
The ls.mp “almighty chop” after s.lp pecks is different. Before, it almost felt like you could chain the s.mp from the jab pecks, now it feels like a true link. I don’t think the s.mp has changed, I think the s.lp is no longer +8 on hit. If this is the case for the s.lp, then it sucks for this link, but better for tick spd use.
Also, something feels off about c.lk to GH. I use the hit then buffer technique (like I’m using Ryu or whatever) to get that to come out, but this game doesn’t like that technique so much. So now I think I have to use the technique I’m sure UltraDavid and Aquasilk use, which is the df > d + lk > df > EX GH. That method didn’t work for me before and always felt off, but I guess I’ll have to learn it.
I am extremely unhappy with the direction they took with the reduced spd damage. I get that it’s meant to give “weaker” characters more opportunities to get in and damage Gief, but it’s a silly nerf. The whole point of doing a command grab is that it’s supposed to do a LOT more damage than a normal throw. I could understand them nerfing the damage only to increase the range like Gief had back in Super Turbo days (which he should have…), but they didn’t do that sadly. If anything, they should’ve increased spd damage from Van4 imho. Ryu/Base1000 characters should NOT be able to survive 4 hp.spds. I’m really surprised they didn’t look at high level matches and see how very few times someone actually lands a spd on someone. Particularly a Gief vs Akuma match.