I use gief , i usually try to maintain pressure with cross up body splashes and if they try to out prioritize that cross up knee drops.
the timing for the spd isnt’ too hard what i do is:
launch, c. lp, c. mp super jump lk, slow mp, wait a little spd.
It’s best to wait a little bit for some reason the mp seems to put them in a throwable state where they can’t hit you… i have yet to be hit out of a spd in my air comboes.
His 50-60% is the above combo but you start off with a body splash or knee drop… the splash does more damage however.
There is also another option I use
end a air combo with a neutral HP
the closer to the ground you are when you do this the better, it sends them straight down.
You have 3 options before you even hit the ground
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HOLD BACK , most times gief will fall out of range, that means he will dash in… since the opponent was knocked straight down however he will do his DASH and it will grab them and i then suggest doing kick throw unless you called a assist before hand and can incorporate it for more damage.
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Neutral or hold back a tiny bit… you will land a character space or two away then SPD them when they get up and show off the huge range.
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the best option… HOLD FOWARD. You will land RIGHT ON TOP OF THEM and have a good ammount of time before they wake up, you can try to do whatever from there, tick… straight throw… air throw… there isn’t enough time to do a meaty cross up but you can get started on it and a neat trick is when you are doing a cross up put in the SPD command and he will turn around and do the air to ground SPD.
choice ticks:
c. lp (remember this gives you frame advantage and you can always cancel out of it) … spd or air throw or jump up spd … the lk version of his air throw seems to have alot more priority than hk version when used at the correct distance.
cross up splash, df+hp (launcher) wait SPD … i always do the HP SPD btw but i dont’ know about others
c. light attack, c. middle kick, HP GLOWING FIST into SPD
any air lariat that’s close to the ground (around normal jump height) that connects > Get close to where they will land and FAB it will grab them and they usually cannot get out (they get put in a freaky hit stun and for the most part can’t attack you on the way down for a long time) but air lariat is a SLOW move so don’t just throw it out set up into it if you can.
in the beginning of the match vs. magneto or other pixies that will try to hit you low… try this out:
Switch Trick KK lariat xxxx FAB (the kk lariat hits too high to hit him)
remember 2 things…
1: SPD Is waaaaaaaaay too slow in this game, it must be 5 frames at least or something compared to the cvs2 1 frame spd
2: the air spd can catch grounded opponents so Tigerkneed SPD that’s close to the ground (press punch a little late to tiger knee it) will catch both grounded and air opponents and you can do alot of interesting grab set ups with air to ground SPDS.
also gief hates mashers , it’s not a bad idea to team gief up with psylocke so you can call her sometimes if you anticipate that they will mash… so you can get some free comboes in.
Personally I don’t have a definitive team yet but one character is pretty much a staple on my team and that is SENT-G
I use air throws to get around and against storm who random hails i use LK Air throw, you get half way across the screen and have good recovery along with it.
I personally try to play gief patiently, try to block whatever they throw at you (tri jumps are hard but you have to learn to block them sooner or later)
try to keep up pressure with splashes and cross ups + assists… if they don;'t fall for it fine… but eventually they might and if they get too comfortable blocking and you feel lucky… throw.
Also try to air throw after you hit a SPD or throw that throws them across the screen (so you can try to get in on them) if they begin to roll try staying on the other side of the screen (don’t air throw) SPD again when they wake up… it seems to work very well.
Overall gief is hard to use, his splash is low priority and he dies horribly to run away unless you can air throw storm (don’t try for air to air spds too much… much too slow especially when people in air to air confrontations tend to use shorts.
Don’t forget that gief’s lariats still have their funky properties along with the glowing fist.
KK lariat goes over low attacks
Lariat goes through projectiles (some exceptions) that are not above his arms
the sad thing is storm’s projectile does hit him anyways but i’m sure mag’s em disruptor does not… i’ll have to run tests to see what he goes through and what he doesn’t but i’m sure it’s useful.
keep in mind this is ground version only, air version doesn’t have any of the sf2 properties.