"Let him whiff the move and then piledrive him (medium punch not spinning piledriver). You now have a crossover ready. "
Can you explain how that works? Doesnt usually after a piledriver they fly away for a bit. Usually takes me 2 banishing flats to get me within decent range again much less a crossover? (body splash?)
I’m not a Gief player, but wanted to point out something. Medium punch throw is tech-able, yes? I’d stick with the hand in all cases where it’ll get you a clean knockdown (unless they’re already in the corner and crossup is not an issue).
Agreed–good post AN.
EDIT: For extra bonus I reveal Gief tactic against DeeJay. If you’re playing a DeeJay that thinks he can slide you whenever you jump, give him the knees (d+short).
Stand (thats the important part) outside of his sweep/standing roundhouse range and mash on low jab since most DJ’s like to do standing rh at that range. Don’t be afraid to block or lariat through some sonic booms when needed. Wait for dj to slide and when he does it should whiff, allowing you to sweep that foo back and start harassing him. I personally like standing short, low rh mixups or standing short into spd or standing short, standing short (both are far shorts) into spd. I’m not a big fan of low jab into spd but thats just me being ghetto with gief.
If you get him in the corner, just do repeated splash over and over - even if he blocks it. I can’t remember if standing strong trades with this but if it does…just tick into spd at some point and go back to harassing him with low jab/standing short.
If dj does super and he does it from far away, don’t forget to counter the gap when you block the super - usually after 3rd hit. I just mash on lariat cause i’m ghetto but prolly pro gief players land spd…but thats why i’m not pro.
Good point out regarding the medium punch throw. I should have stated that this is only effective against characters such as O Sagat, O Ryu, etc. I guess it can sometimes work against ST characters but most times people will tech throw.
thanks for all the reply guys tonnes of good stuff!
sorry about the mp throw mini piledrive thing i’m relatively new to this game still but keen to get stuck into it (well for the moment anyway :p)
…? Maybe I’m not understanding your post, but neutral jumping Fierce (up+Fierce) is pretty much a guaranteed dizzy in the Jap version. Personally I have never seen that move connect without dizzying the opponent unless they just got out of already being dizzy.
You have to hold up on the stick while jumping straight up to get that fierce dizzying gut crunch. He had this attack in every version of SF2. I can’t fully recall but I believe in HF its also a one hit dizzy.
There was discussion about it a while back, I’m sure it was in the old thread. Something about most characters have an 8 point dizzy factor and Zangief’s jumping crunch does 6-7 points of stun. Can anyone confirm?
All I know is that certain moves have different amounts of ‘dizzy power’ or whatever. Like Gief’s stomach crunch. Regardless of US/JPN, it still will dizzy more than pretty much any other move. It will also Dizzy in one hit in AE sometimes. There are other moves, like N.Sagat’s high tiger shot. If you do a combo with low tiger, it might not dizzy. But most any 3 hit combo with a high tiger WILL dizzy.
But it’s weird too, sometimes you have combos that dizzy, but othertimes they won’t. Sometimes you can land two fierces with fei long, and score a dizzy. Other times you can fierce all day, land the 5 fierce wrekka, and nothing.
I’ve heard that there is a dizzy resistance, similar to say, Cvs2 or something where it’s harder to dizzy the 2nd time around, and this can even carry over between rounds… maybe? i dunno, no idea. But then there are other times when the guy is dizzy, you go for jump in, he recovers right before your jump in combo, and then is dizzied again for a fake redizzy. ??
Throw can dizzy too, but it seems ONLY if they are right at the dizzy limit. For example, you score a nice combo, that sometimes dizzies but this time it doesn’t. A throw right after will usually dizzy. Which is a good idea, so that if you DO get a combo, go for the tick right away afterwards for the dizzy. They’re afraid of the next hit so they might block haha.
In CvS2, some characters can recover faster than others by mashing fast. Dhalsim is a good example.
With the dizzy limit thing…
Thats because if you throw them, unless they safe fall, by the time they recover, their stun is reset back to zero. Same goes for if you throw them far. You throw them far, they safe fall, by the time you run across to followup to stun, the stun resets back to zero. Like a time limit. At the end of the dizzy limit, they’re stunned when you throw, so you don’t have to worry about the stun resetting during recovery.
Ok I tested it just to make sure. After any hit, you have 3 seconds to hit again otherwise the stun meter resets. Throwing doesn’t reset the 3 seconds so it could reset the stun unless you tick into throw immediately then followup, you end up hitting them at the end of the 3 seconds and it doesn’t reset.
He says that he’s trying to break down how dizzies work in ST. Contrary to popular belief, it looks like it’s not harder to dizzy Gief than other characters (I thought that to be true, but I guess I was wrong), though it does look like certain characters get dizzied faster than others. He says that Sim and Claw get dizzied hella easily, Guile, Cammy, and DeeJay get
dizzied somewhat easily, and the rest of the cast is normal. Also looks like each move in the game as a specific “dizzy damage” that it adds to the “dizzy meter” (just like in 3rd Strike and MSF…but in ST, you can’t see).
However, there are exceptions, like Ryu’s close st.Fierce, which has peculiar dizzy properties. (He doesn’t go into details about what those peculiar properties are.)
I like how the poster is graded incompetent. Not that I don’t believe him or anything.
I don’t think worrying about how the dizzy system works in ST is all that relevant. Knowing your instant dizzy combos, those odd moves that seem to instant dizzy (or near instant dizzy) and how to mash to get out is just about all you need.