With all due respect, that simply is not true.
There are clean attacks against him, but it sounds like it is not so much the attacks, but your style that you should consider tweaking against gief.
The HK should not be the first AA option against gief up close. It should always be the flipkick, and you should almost always have a charge when on the ground against him. Yes, his jump loop is extremely annoying and can prevent you from building charge, but you should never let him get that close to begin with (and it’s before that you should have a charge).
Unless he is close to you, I wouldn’t try and slide into a lariat from a distance. It just serves to close the distance between you and gief, and that’s always a bad thing.
Well, I wouldn’t recommend jumping in on gief to begin with as it seems you aren’t comfortable with it (yet). I’ve recommended j.HP against gief specifically in the air in another post on this thread, but some disagree with it. If you get the timing down, it can work, but if you aren’t confident in it, then don’t use it again (e.g. I am not confident in using s.HK as an AA, I just don’t have the timing/spacing down on it yet).
Well, that’s his trade-off, speed for power. :wgrin:
The point I’ve been trying to get at this whole post is that you should be able to keep gief at a distance using c.MP, slide, and flipkick. It seems like you might be playing him a bit aggressively, whereas you might benefit more from a turtle style in this matchup.
Also, I highly recommend using the sky-high claw (d~u, P). Most Gief players I have seen don’t seem to be able to counter this move in the air or on the ground. As always, if a gief shows that they do have a counter, then don’t spam it, but I assume that goes without saying. I recommend using the FP version (the one that is lowest to the ground), since gief is too big for claw to miss on low-block (unlike some other characters).