I’m fine with taking a calculated risk. But the power of super should be better spent for its hit confirm and comboability from lights, making for more solid play. For reversals and to punish things that are normally safe. You can mash through strings etc. I would advise against using such a great tool in a less than coin flip spot.
Here’s an unlikely 100% reset combo. If nothing else you can pick up some ideas for your mixup. I’ve been experimenting with the f.mk, s.HP after v trigger and really like the potential reward.
What do you guys like for your block strings? I’m trying to get off of c.jab x3. I’ve been playing with c.jab, st.MP, c.jab, St.HP. It is kind of a trap that will beat 4 frame jabs between our first jab and the st.MP, but would lose to 3frame reversals and jabs (although we would be pushed pretty far away to be punished by a 3f jab). The second jab in this string is to push them to max St.HP distance and hopefully fish for a CC given it would be 10f thank to the +3 on blocked jab.
What are your block strings/traps?
It depends. Most times I use the one you said.
After jumpin so use cr mp, cr mp. Avoid headbutt as people can throw you out. I also use this when I have ca stocked as any hit is an easy confirm into big damage.
Now with vtrigger stocked I use cr jab, cr mp, st hp as a hit with either of the second two activates vtrigger.
Just noticed if you distance a jumping lk right you can hit from the front but land on the other side of the opponent without it saying cross up on the screen. Not too useful but it’s interesting I guess.
@Mesenkomaha cr.lp > cr.lp > knee hop
If they jump, follow them with air grab. if they stay blocking, ground grab, if they backdash, st.HK
From today’s matches. The V-trigger, knee, st.hp reset combo. Love it for the comeback. Seems to be about 80% successful so long as your timing is right.
I’m glad you are getting a lot of miles out of it.
Hi, I’m trying to pick up gief. I was playing Birdie but I want something more in your face.
I was watching some SnakeEyez matches and I saw him use f.HP, c.MP xx CA as a meaty confirm. How important is this combo? I’m having a hard time canceling c.MP into CA. I can link CA just fine, but linking the CA doesn’t work here due to pushback.
I can do c.LK, c.LK xx CA fairly well by buffering half the CA motion after the first c.LK, but this doesn’t seem to work for f.HP, c.MP because the link is not a quick one.
Is this something I should bother learning? Are there any shortcuts or tips to getting this out?
I haven’t bothered with it. I seem to be able to hit confirm just off the f HP. I just buffer the motion and if connects I hit punch if not, I do lk.
Just make sure to go counterclockwise to avoid doing rbg.
I was playing around with St.MP a few days ago, I was able to link super off of it. That’s all I found haha.
Yeah, I noticed the delay before linking after f.HP is pretty long. I set up a training dummy to block randomly and I seemed decent at reacting. I guess I’ll just do that until my 720s become impeccable.
The speed required to cancel into ubuffered-CA causes my 720s to be inaccurate, particularly when I’m on the left side. Usually I miss an up or left motion.
Here’s the deal with f.hp, c.mp xx super. It gives you more stun but ultimately the damage scaling probably isn’t going to be worth the difficulty of the cancel from c.mp. If you do j.hk, headbutt, c.mp xx super the damage is 518. If you do j.hk, headbutt, super the damage is 510. You decide if the extra 8 damage and (80 stun?) is worth it. Here is a video of where the best Zangief player in the world flubbed it and it cost him the match and maybe even the whole set. He would have killed FANG without the c.mp. 3:22 mark for the video. https://www.youtube.com/watch?v=clSrB03DLtM
I’ve come to the same conclusion and either do splash, c.mp xx super or j. heavy, f.HP xx super for no doubts. That combo is just too difficult in the crunch and I miss it 80% of the time in match. Snake missed it twice for sure during that weekend and he’s way better than most at executions.
What’s the best way to do a quick air spd?
I am getting the hang of doing it mid air when I can catch the other player jumping, but it is not enough.
IASPD is 412369 on p1 side, and 632147 on p2 side.
I find it super hard to do cancels into CA consistently. So I’d rather take my sweet time, grab a few drinks, chill a bit during the total frames (startup + active + recovery) of the Standing MP, before I go into CA. B) Plus, Standing MP has faster startup and more damage than its crouching MP counterpart.
If you link CA from the headbutt, you get more chill time, and therefore more drinks in.
For whatever reason I have massive trouble doing CA from the headbutt, and have resorted to doing it from either MP, which is way easier. I think that in the beta it was easier from headbutt? Dunno.
I wish the CA was 720+K, so I didn’t do it accidentally if I tried to SPD twice.
I will try this, thanks.
Here have a list of stuff Gief can V-reversal into super even though it’s mentioned below i’ll restate these only work while gief himself is in the corner and some of these are not very viable but that isn’t the point. I also might have missed a couple and if I did sorry.
GIEF CORNER V-REVERSAL INTO SUPER LIST
general notes: only while gief is in corner, any move that has forward momentum, doesn’t matter whether they cancel into v-trigger(couple exceptions), enemy has to be close, any jump in that is v-reversal’d can work, moves with very little pushback can also work
Alex: flash chop(all), charge elbow(all), DF j.hp, fwrd.hp, st.hk, raw sledgehammer
Birdie, cr.mp, st.hk, fwrd hk,
Bison: cr.mk, st.hk, cr.hk, any normal into scissors or raw scissors
Cammy: fwrd hk, spiral arrow, cannon strike, razor slicer, cr.hp
Chun-li: down fwrd mp, fwrd hk, dwn fwrd mk, back hp, cr.mk, lightning legs (all)
Dhalsim: yoga gale, cr.lk, cr.mk, cr.hk, any slide into Vtrigger, back mk or cr.hp into yoga flame
F.A.N.G: st.mp(1st hit), st.mk, cr.mk, st.hk, cr.hk, st.hp, cr.hp(1st hit), down+ppp>k, hp or ex back-fwrd+p, any normal into fireball,
Karin: fwrd mk, st.hp, st.hk, cr.mk or st.mp into Vtrigger, QCF+k (all), QCB+k (all, ex on 3rd or 4th hit), QCF+p or QCF+p and p, QCB+p(all)
Ken: st.hk, st.mk, any normal into v-skill, any normal into hadouken(before fireball comes out)
Laura: fwrd hp, st.hk, normal into fireball (before fireball comes out), st.mp st.mk TC, any normal into Vtrigger, bolt charger, Vskill, any normal into Vskill
Nash: st.hk, st.hp, cr.hp, st.mp, st.mk, all fwrd normals (except fwrd mp), any normal into fireball(before fireball comes out), mk and ex(2nd hit) scythe, all moonsaults, all tragedy assaults
Necalli: st.hk, cr.mk, st.hp, cr.mp and st.mk(when cancelled into Vtrigger), stomps (raw or cancelled), dwn fwrd hp, disc’s guidance
Rashid: st.hk, fwrd.mp, st.mp, cr.mp, st.mk, cr.hp, any normal into roll,
Rmika: fwrd.hp, fwrd.mk, charged st.hk, st.hp, cr.hp, cr.hk
Ryu: fwrd mp, fwrd hp, st,hk, cr.hk(unless he cancels into Vtrigger), cr.mk, most normals into fireball(before fireball comes out)
Vega: fwrd mk, st.hk, fwrd hp, rolling flash (before 1st hit or on last hit), normal into claw switch (certain normals)
Zangief: fwrd mk, st.hk, st.hp, cr.mk, st.mk, cr.hp, any normal into Vtrigger, Vskill,
This is god’s work.
As in “god, I’m not going to remember any of these,” lol.
Now the real question is: how many of these are things you couldn’t just block and raw punish with CA?