lol …
It funny this was before evo …but its mikes honda lol…what u think about the match up?
lol …
It funny this was before evo …but its mikes honda lol…what u think about the match up?
If the dudleys good he will abuse st.HP and the neutral/forward jump elbow. to try and beat ur lariat…
You can basically SPD everything Dudley does. He’s not really hard to play footsies with since he really only has st. hp and fwd st. mp (?) against gief.
Dudley’s pretty free on wakeup too, since his shoryu is pretty bad and shortswing blow and crosscounter can only really be guesses and they only beat one thing.
Things you can SPD that he’ll probably do:
blocked MGB (Esp. the EX one in Dudley’s bnb if he drops it. 720 that shit)
blocked fwd. hp. if he does it too deep
I think blocked Short Swing Blow but you should test it (I was told this is grab invincible and Dudley’s I play usually do this on wakeup once they get frustrated with getting SPD’d everywhere.)
Crosscounter on wakeup. I guess start watching for this if you think he’s getting frustrated or if he can’t really get out of your vortex. Ex leads to free Ultra 2 and doesn’t last long, so that’s what they normally go for.
Once He get’s to the point where he’s jumping in a lot, he’s go for elbow (hk I’m pretty sure) that flatten’s his body out like Gief’s jumping HP. It’s somewhat hard to anti-air, but not really, and depending on how late you get it you can either beat it, or trade for the ex gh juggle.
^ There’s probably more, but the matchup is pretty much that free. Enjoy the free money.
I will, I really don’t even need to go in for a vortex if I can lame them out with st.mp…I’ll probably just get a spd or two and st.mp til they die or the time runs out.
He’s a pad dudley…I’m def getting paid.
Yeah, he’s pretty easy to lame out. But if you do need to try and comeback on a life lead as you can see, it’s not hard.
Obv. We need a “Get Idiots Who Main Gief’s Easiest Matchups to Money Match You Thread”
It’s called Facebook and Luck.
Changes for Zangief in 2012:
Zangief
• Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.
• EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.
• Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didn’t.
• Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.
What do yall think? The bad matchups seem like they’ll still be ass (kinda curious about the lower cr.HK tho) but the penalties for guessing wrong against Gief seem harsher.
Wish the would have made gh + but oh well funny I mentioned this a while back to someone that they more than likely raise stun or dmg.
gh+ yea right lmao might as well just ask for a fireball
Just confirms when capcom said they wanted gief to be a “grab” based vs. a “combo” based character — 1 frame cr.lk and gh-damage-nerf…but they have always helped this ground footises…
More stun on EX hand means EX hand combos are more dangerous now, but they upped the stun of LP SPD too, so hugs are better now. I really think they’re just trying to punish people harder for guessing wrong in post EX hand mixups. You jump, you eat cr.LKs into EX hand and probably get stunned. Stay still, eat SPD and get stunned.
Of course that still doesn’t solve the problem that DP characters with bars still get out pretty much for free. It makes you have to think more in the mixup now, though. Also, if you get stun, you get a free atomic suplex. So I guess, in an indirect way, the vortex can occur more often than it did in AE. I’m not exactly thrilled by these changes, but they don’t seem completely useless either. At least its not nerfs. Hell, Gief NOT getting nerfed is damn near a buff in itself.
Damn, Zangief got more range and stun on his command grabs and ex hand?
With Viper getting her nerfs sounds like he’ll be hell for her again.
some casuals warning I troll alot vs Makoto players because the match is a joke lol but against the Sagat, Dhalsim, Sakura I play a little more seriously heh
The Makoto match was fun. Either some amazing reflexes or luck with that Double KO.
In terms of the balance patch, I’m glad he didn’t get nerfed for once. I would have liked to get the GH knockdown back rather than a slight damage increase.
Just won dat dudley money tonight, thanks for the advice guys. I was up 7-1 and then it ended up being 10-6…this is what happens when you try to go in. Everyone listen to Flash when he says lame out everyone in most matchups, timing out feels better than a perfect. My gief needs work…I kept trying to SPD or lariat at wrong times and he never punished me so i never stopped…which is a bad thing because then it become a bad habit. Either way thanks guys, shouts to my poor ass not being able to front the money and getting paiddd lol. I even made my friend 100 dollars richer because somebody actually matched him lolololol! /scrubbygief
What I dont get, is buffing c.lp. I mean falling out of comboes because of it, isnt good, but you can manage by delaying your input etc. Zangief c.lp, s.lp, c.lk and s.lk all have incredibly good hitboxer. Beating tons and tons of pokes when active, and also exceptionally good at whiffpunishing, as they can easily be option selected into EX-GH.
I wonder if this c.lp buffed hitbox(proabably downwards??) Will affect that, if it will be even better, or if “they” just moved it downward, making it worse!
I think it’s more like, if I crossup splash a twin, the following c. lp won’t magically whiff and let them out.
c.lp sucks anyway should be using c.lk
c.lp and c.lk should be used according to the matchup…
For instance c.lp vs. Akuma is alot better than c.lk, c.lp beats all akuma pokes. Both c.lk and c.lp can bea c.rh, but only c.lp beat an active akuma s.rh
Triple agent, just wait a little bit, until their “pushback” is gone. You know where their head moves in n out.
not off a jump in which is what we were talking about…