Depending on how aggressive your sparring partner is, you have to always be ahead of Gief. A really aggressive Gief can be a damn hassle because Gief has so many tools that can keep others out and change the momentum of the game.
First off, zoning strats are always up on the table for any game against Gief. Gief’s throws, SPD, and FAB have an absurd amount of range. All of Gief’s throws are command throws or command throw like, excluding neutral throw (Stand P+K). However, his throws (at least most of them) cannot interrupt meaty attacks. So if you see your fist out during a Gief’s FAB super activation frame, that FAB is going to be stuff out most of the time.
Gief abuses turtlers, hands down for sure. With all his throws being command throw or command throw like, he can do some pretty nasty tick throws and setups. One setup would be Gief’s Flash combo (blocked or confirmed) PKK, slight pause to FAB. You can check that out yourself to see how absurd the range is. Another tick setup would be jump in cross up splash, crouch P, slight pause to down P+K throw.
Gief’s stand K is a very good zoning tool for him, so be aware because it can deal nasty damage to your character especially Akuma.
Jumping into Gief is also very risky, but Shotos have a better chance than most characters in the game. A well timed Lariat can stop a jump in or do a trade for Gief. Lariat also has a good amount of invincibility frames so don’t be too close. And DEFINITELY watch out for corner Lariats because a Level 3 Lariat can smack a character silly like a bouncing ball about 3 times and racks up a lot of stun points.
Jump in splash or super jump splash is another common tool that gets abused by Gief players. The splash has a great amount of priority over many moves in the game. A well timed SRK can stop it. When Gief is in the air especially air recovering, be sure to think twice about chasing after him because Gief also has a stone splash (Down Down P while in air). The stone splash is punishment for those who go after Gief, but a missed stone splash leaves him very very punishable.
To keep yourself away, safe rolling (When down, forward or backward P/K/S distance of rolling lies on which button you pressed) and air recovering is very necessary. For air recovery, there are actually two forms of it. One form is the normal P+K when you are knocked out in the air. You will recover in the normal air recovery arc and the arc can be controlled by either forward or backward. There’s also an extensive air recovery which is sort of like Kara technique motion where you do P+K then forward or backward. The extensive air recovery will go farther away from a normal arc or a shorter / sharper arc than that of a normal arc. I’ll get more on the air recovery mechanics next time.
Gief is quite slow compare to other characters available in the game. But when he runs, he isn’t that really slow in ground game. Haha. Zone the shit out of him and keep it safe. Build meter and stock it up; you’ll need it for Counter Hit (While Blocking, Forward + S costs 1 meter) to stop Gief’s abusive Flash Combo pressure whether is PKK or PPK (The drill from Gief has to be blocked low).