So I can’t bring myself to write in the wikki cause it just seems to holy so I decided to post here instead and leave the wikki editing to the REAL pros.
There is an important aspect of Gief’s game play that a lot of players are either not aware of or just haven’t leveled up their play that far yet. Controling the way Gief spins his SPD in my humble opinion is FAR more important than being able to walk up SPD. The control of his spin is a CRUCIAL part in the fight vs Sim and really just about any other opponent. I’ll post up the ways that I use the most for anyone that is interested. Take these tips for whatever they are worth.
First of all I want to point out that to be able to use these methods, you HAVE to be able to spin BOTH ways no matter which way you are facing. MOST Gief players tend to spin only one way
( whichever way they first learned ) and that is the only way they are ABLE to spin. This means your are gonna have to hit up training mode for a bit, so you can start feeling comfertable.
First I’ll start with Gief facing Right…
As an example I’ll use a knocked down Guile that is in the right corner. Gief jumps in with a safe jump downback+short. Down back is important for the safe jump to be able to work in case of a reversal. If Guile blocks high than you proceed to go into down back plus short on the ground. ( down back plus short can be substituded with one, two, or three cr. jabs for the mix up to attempt to get Guile to lose his charge on a false reversal attempt )
Now comes the control part.
Your spin must go in this way to be able to spin your opponent into the right corner and land close enough to be able to repeat the safe jump and threaten a possible loop…
:db::qcf::uf::u::ub::l::db::d::df: and piano your punch input. take note where the last stick movement ENDS
The next example I’ll use is from a standing short ( NOT the really close goofy one because you can’t chain anything to it for a mix up and leaves you to close for a whiff bait ).
If for whatever reason you don’t have time to jump in with the before mentioned example then you can use this method. This method is more risky because you have to be really on point with your execution since it leaves you really vulnerable if you fuck up. After a standing short ( standing short can also be mixed up with a second standing short for the atempt to throw off the opponents reversal timing ) your spin should be like this…
:hcb::ub::u::uf: and piano your punch input. note where the stick movement ENDS ( hence my more risky comment) I believe you could also end it at forward ( right ) or down forward and it will still spin your opponent toward the right corner but it is really awkward for me and you guys might find it awkward too but if you feel more comfertable then by all means be my guest.
I believe for this method, it is also possible to use this spin too and still spin your opponent into the right corner…
:r::uf::u::ub::l::db::d::df:
Ok so those are SOME options to mix up your play using jump ins or ground ticks facing right and still spin your opponent toward the right corner.
For the sake of making this as easily understandable as possible, instead of just posting instructions to just reverse the order of the spins if you are facing left, I’ll go ahead and use the long old fasion method of WRITING it all out.
When Gief is facing left…
As in example # 1 mentioned above I’ll use a knocked down Guile that is in the left corner. Gief jumps in with a safe jump downback+short. Down back is important for the safe jump to be able to work in case of a reversal. If Guile blocks high than you proceed to go into down back plus short on the ground. ( down back plus short can be substituded with one, two, or three cr. jabs for the mix up to attempt to get Guile to lose his charge on a false reversal attempt ) Now comes the control part.
Your spin must go in this way to be able to spin your opponent into the left corner and land close enough to be able to repeat the safe jump and threaten a possible loop…
:df::qcb::ub::u::uf::r::df::d::db: and piano your punch inputs
example # 2 is as follows
The next example I’ll use is from a standing short ( NOT the really close goofy one because you can’t chain anything to it for a mix up and leaves you to close for a whiff bait ).
If for whatever reason you don’t have time to jump in with example # 1 then you can use this method. This method is more risky because you have to be really on point with your execution since it leaves you really vulnerable if you fuck up. After a standing short ( standing short can also be mixed up with a second standing short for the atempt to throw off the opponents reversal timing ) your spin should be like this…
:l::db::qcf::uf::u::ub: and piano your punch inputs.
As mentioned in the facing right part of my post it might be possible to use this alternate spin…
:l::ub::u::uf::r::df::d::db: and piano your punch inputs
So thats it for right now. If anyone else is interested I’ll write more. Take this info AS IS because I don’t give refunds !