Zangeif Thread

best way to land the 720 is a tick s.lk… always works for me
vs chun j.fp hits her lighting kick… after a knockdown do a late jump splash if she tries to do her wake up attack and since its only invisible at the very bottom it will get stuffed so free spd’s…

Finally vs blanka… he doesn’t have a fireball so the only way he’s gonna do damage is come to you… use jump d.lk if you see an opportunity and start spd’ing… if in the corner hold forward before gief leaves the ground for the pile driver and he will jump forward so afterwards he doesn’t get pushed back so far… this is cheap vs characters with no wake up lol…

blanka should always have ball charged and should reversal ball every time, which will always work in his favour. ball will trade at worst, and will never get grabbed. It’s also unpunishable on block. The only way blanka loses this matchup is if he sucks with footsies or can’t reversal.

gief can’t jump vs. blanka cause blanka s.MP/sHP beats all his jump ins clean
gief can’t whiff anything cause slide/low fierce/low roundhouse > everything gief has.
gief can’t tick blanka cause blanka ball > ticks

blanka can just turtle all game, random blanka ball that loses only to carefully timed c.jab s.LK or lariat is all it takes to win the game.

also blanka’s j.HK is destruction. Good blankas will just annoy the shit out of gief, j.HK then back dash away and just bait shit. Djfrijoles gets me with ticks, I’ll control the entire game, make a mistake and then lose to 2 tick setups cause I can’t reversal on pad.

My best advice is to bait blanka’s low pokes and then jump knee them. and turtle with 3k lariat, cause that will make blanka want to slide (giving you the opportunity to jump). and gives you mad bar. it also beats blanka horizontal ball at it’s startup (but it’s whiff is punishable)

whiff green hand into 360 is also a really good trick, I’ve tried to punish whiff green hands with c.RH and it’ll just get eaten up by the 360. Maybe I’m slow, but it’s something i’ve eaten enough to beat (I now back dash away).

another trick, for poor blanka players is after blanka lands crossup short; lariat will beat anything that doesn’t combo. blanka can’t tick gief for fear of revesal 360, so if you threaten reversal 360, and blanka starts to jump, lariat will take it out. It’s a 50/50 game that blanka shouldn’t want to play.

and lastly, knees will trade/beat anti air balls. But I don’t know why blanka would ever anti air ball when s.MP just destroys gief jumpins. That’s why it’s important to jump over whiffed limbs, blanka cant s.MP your jump if just whiffed something.

DON’T ever cross-up Gief.

It is a lose/lose for Blanka.

Here is the deal, if you do a deep cross up on the get up on a downed Geif. He’ll reversal clothesline, and it will allways trade…way in Geifs favor.

Then… if Blanka tries to do the crossup high enough to hit through the CL, it is to high on Gief’s body and Blanka gets spun.

It is not hard for Gief to defend against it.

A good Gief will go for the reversal CL, if he getts hit out he’ll just spin the controller to get the 360.

I promise against a GOOD geif players will do this damn near 100% of the time if Blanka tries a crossup.

What Gief needs to worry about is a Blanka jumping from distance on the get up with meaty Lp or Mp placed with his knuckles right a Giefs jaw, he can’t CL out of that (1-Frame start up on CL). It keeps the pressure on and allows for a 3 hit combo on hit. Jp.lp/mp>cr.mk>ball.

If Blanka misses and Gief manages to get the CL out, Blanka pops right to the ground and is safe, and can punish accordingly.

VS Sim???

I need help. I’m getting owned by sim. When I get in, I can do ok, but it’s so hard getting in. Getting zoned to death.

You want to get in, but don’t feel like you need to constantly be walking or jumping toward Sim, guessing when to jump and which jumping attack to use and so forth. The number one mistake in playing against Sim with a character Sim can zone out well is thinking that you need to run at him; Sim will eat you up if you do that.

Instead, try to make Sim scared about throwing out limbs all the time by counterpoking, especially in ways that knock him down. If you think he’s going to do any far crouching attack, you can beat it out and knock him down with crouching roundhouse or just hit him and maybe cancel into running bear grab if close enough with crouching forward/short or standing short. If you think he’s gonna do far standing roundhouse, do your standing roundhouse, punch lariat, crouching fierce, crouching strong, or crouching jab. If you think he’s gonna do far standing fierce, do kick lariat, crouching roundhouse, crouching jab, or standing short. If you think he’s gonna do far standing forward, do crouching jab, crouching strong, standing roundhouse, or punch lariat. You have attacks to beat each of Sim’s attacks at particular ranges and timings, so figure that out, it’s all very location- and situation-specific.

You also have air attacks that beat or trade with most of Sim’s antiairs and Sim has antiairs that beat or trade with your air attacks, it all just depends on the spacing. You can use any of jumping down+short, jumping short, jumping down+forward, jumping forward, jumping roundhouse, jumping fierce, and jumping fierce splash against any of Sim’s standing short, standing forward, standing roundhouse, back+short, back+forward, back+jab, down-back+jab, or jump back fierce. This is less effective than grounded counterpoking because you can’t get a knockdown, it doesn’t help you in positioning if you just trade attacks, and some of Sim’s antiairs beat all of your crap in some situations, so don’t depend on this quite as much.

You win in damage with both grounded counterpokes and jumping attacks almost regardless of what’s trading, even sometimes in the case of your crouching jab v Sim’s far standing fierce if random damage is on your side, so don’t be scared about that, just realize that it’s hard to keep your damage lead and you’re not likely to win unless you get in. The name of the game in this matchup is still you trying to get in.

Also be aware that one knock down from a distance is not enough for you to get all the way in on Sim, so don’t depend on trying to walk up with a tick into spd after one knockdown. The Sim player will probably just jump away or antiair your jumping tick with down+back jab or back+jab or super or something. You can choose between walking up farther, blocking, walking up with another crouching roundhouse, doing a couple green hands to get closer, or if Sim is expecting an attack or something, doing running bear grab or walk-up spd. There’s a guessing game here, so try to use it to your advantage.

Random other stuff:

When you have Sim cornered and want to tick him to death, just tick him with max range standing jab. This is safer because it can’t be reversal thrown by Sim (since you’re out of his range), he can’t slide under it like he can some of your jumping ticks, and if Sim does reversal teleport you’re in a position onscreen that’ll let you deal better with any of Sim’s teleport locations and you have more time to react than you would if you were landing from a jumping attack.

Also, whenever you attack Sim on his wakeup, whether for a knockdown or a tick, always be sure that you do it as a real meaty. Sim doesn’t have a reversal super, so he has no good reversal against meaty attacks other than teleport, but if you do your attack even a frame after he wakes up he can start up his fully invincible super to do 50% if you’re on the ground or 30% if it juggles you in the air. This is something you have to worry about when trying to jump at Sim in any non-meaty situation, although because of its motion and startup it’s not useful for the Sim player unless he’s specifically looking to use it.

Thx!

Sick post!

But for the most part, Sim kills Gief. Tough matchup offline.

No doubt about that.

i need practice.

I can do standing SPD’s. finally…

So I am thinking about writing in the wikki in the Gief sect.

I was thinking about posting tips for doing the teabag in there and ionno maybe some strats, since it looks like no one else wants to or really for that matter, that the wikki will ever be finished.

If anyone objects, please feel free to speak up now so I can flame/neg rep you :rofl: jk

All jokes aside, if anyone objects, just say so here.

My good friend madpossum was beasting me with Old Gief today using some sort of glitch where his kick SPD grabbed me from way outside of its normal range. I thought this glitch was exclusive to Super SF2? Is it a different glitch? How do I go about doing it myself?

When O.Gief does 360 RH as a reversal it grabs you from anywhere on the screen (given that you can be grabbed of course. He won’t grab you out of the air or out of an invincible special move). It’s important that RH is used for the 360 K (not forward like in SSF2).

Also remember that this glitch is only in the world version of ST (the version used on GGPO and 2df.)

2DF does not use the world version. 2DF uses the fixed version.

Green hand is unsafe hit or gaurd. Untill next time, take care.

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 !

Whoa…^^^^^ What a post!

is the technique about ending the motion in the right direction? (end right when facing right?) or about spinning the stick clockwise when facing right.

which follows that you imply ending left when facing left or spinning the stick counterclockwise.

I’ll translate dj’s post…

Whichever direction you finish the 360 is the direction of the spd arc.