What buffs/nerfs/changes would you like to see made to Gief in the inevitable rebalancing patch that will come with the arcade release of Super Street Fighter 4.

Speak your mind, maybe Capcom will listen.

I would like to see c.lk be 2 frame link again and the old jump back.Also ultra 2 needs more range to be useful.

Current damage is fine imo but it would be nice to see him with 1200 HP again.

That’s what I want.

I can’t see them making any improvements to gief. If anything, they’ll somehow find a way to make him even worse. I just want them to make his cr.lk and jump back to the way it was before. But I really doubt that will happen.

I would like to see Gief gain more meter when he uses banishing flat to take out a fireball. Like a rose absorb. Gief needs meter. 13 kick lariats = 1 bar of meter. Enough said.

Ooh, sorry WorstGief, they will be removing his KKK lariat and replacing it with a lariat taunt I am sure.

All kidding aside I highly doubt Gief will get re-buffed. I am sure they are still getting hatemail about tick-SPD’s and trade lariat to EX-GH juggle. I really like the suggestion about more meter banishing flat hitting a fireball though. Great risk/reward factor. That and 15 more damage for s.mp so he doesn’t feel so bad about Honda and T.Hawk’s hitting for 90. Chun’s hits for 70 for fucks sake.

I’d like a faster cr/st mk. I mean, you wanted to keep Gief out the air Ok, so give me a few tools to keep it on the ground without having to buffer O_S like a madman having a seizure.

As someone else said tho, he might get worse, esp considering others may get buffed.

U2 needs more range but that may be shenanigans a-la Abel u2.

Trade or FADC Lariat -> Ultra 2. HAH

But seriously, WorstGiefEVER’s idea is amazing.

worstgiefever is right . I mean, all i want is his jump and cr.lk back but if i can have anything, it would be his cr.lk but then again for practicality, his jump would be way more useful in everyday use.

Most of these suggestions in this thread are good ideas.

I very much like the idea of increased meter gain for a banished fireball. If always thought they shoulda done that. Hell, I’d make it where it recovers faster if it actually puts out a fireball. It’d make it easier to SPD those fireballers.

His st.MP used to do 90 damage. Now it does 70. Let’s compromise and make it 80.

His health used to be 1200. Now it’s 1100. Another compromise would make it 1150.

His cr.LK used to have 3 frame startup. Now it has 4. How about making it back to 3 frames startup but reducing the damage slightly.

His LP, MP, and HP SPDs used to do 200, 220, and 240 damage respectively. Now they do 170, 200, and 230. How about making it 190, 210, and 230.

EX Hand used to do 160 damage. Now it does 130. Let’s make it 140 or 150.

General buffage to Ultra 2. More grab range, more damage, quicker recoevery…or some mix of those. I’d also really like if it could be done while gounded (but still only grabbed opponents in the air). That would make it a lot better for grabbing opponents jumpins. I don’t how many times I’ve tried to do that and gotten a Running Bear Grab instead. :\

Any of these ideas would be nice. But I’m not really counting on it.

What I realistically expect them to fix is the stupid hit box problem like when you do splash on a crouching Cody, your jab will whiff. Or that stupid Adon hit box that gets pushed out so quick that you can’t even do 3 cr.lks on him. I’m sure there are tons more hit box related stuff like Ibuki’s target combo would whiff on certain casts and you have to remember exactly who will get hit. I’m not really bothered by that fact as much. I would just like cr.lp not to whiff on people when I get them with slash, especially now that cr.lk combos are 1 frame links.

you guys are dreaming, capcom is friend of the noobs
He will not do anything to make noobs unhappy.

But all of those changes (for the most part) hurt gief in high level play, not so much in n00b play. They didn’t want him to be a combo head but yet they did leave a more damaging 1 frame link combo for him (s.mp > st. lk) so that’s just weird.

If you do a splash on any crouching character then do a cr.lp straight away, it should whiff. You need to delay the cr.lp for it to combo. That said, it is bloody annoying and has cost me rounds/games/matches.

You could just get around that problem by starting your ground combo with cr.lk, right after the splash hits. it will hit no matter what, and allow you to connect with jabs so you can combo. cr.lk links are much harder to realise in SSFIV, but one cr.lk can open to an easier combo without problem.

BTW, this could be the only thing i’d want to see back in the game. cr.lk links are too useful (and not that damaging) to be this hard to perform.

i wish normal green hand had more purpose they could give you a better frame advantage when it hits or make it easier to stop fire balls with it oh and easier command for ultra 2 would be nice so we can do it on reaction.

sometimes after splash a standing rufus, cr lk will whiff.

This ^

As a Gief player, this thread ignites my spirit!

What’d I’d like to see, personally:

  1. Take his health to 1150 or 1200, Zangief has to take a lot of damage to get in and is slow…he needs that.

  2. Slightly increase damage or range on Banishing Flat

  3. Lariat jump-in trade into Ultra 2, seriously. Give us at least a simple combo to use with the damn thing.

That’s all, for me.

Viper needs buffs!!! >:)

This post inspires me!! My proposed list of changes:

Zangief’s normal Banishing Fist should have the properties of his EX Banishing Fist
EX Banishing Fist should do 50% damage!
Spinning piledriver should do 90% damage (not 100% because that would be unfair)
Zangief’s normal moves (like jab, lk) should do 25% damage

Finally, if you are using the Mecha Gief costume every time a character attacks you they lose life equivalent to 1/2 of what they took off Gief!

I thought about also giving him a teleport but I didn’t want people complaining that my new Gief was broken!

Here’s another equally constructive post. Go fuck yourself.