lol I cant imagine how terrible the situation going to be after Juri release.
Gief was impossible to fight Juri EVEN he had a green hand in SFIV
Now without greenhand, there will be a new 10-0 matchup soon
We can never take a break
Gief really looks like a slow walking sandbag without anything against fireball characters
I have been playing âLameGiefâ or âRed Turtleâ style now. It does require a lot of patience, but is effective when done properly (even against Guile).
Learning SPD ranges has helped. LP SPD has great range as we know. I like it on wake up. You donât have to be up close as it reaches pretty close to MK range. So all you really need to worry about on wake up is invincible reversal or a jump. I like MP SPD after Jump ins to mix it up (HP SPD after jump in block sometimes leaves to much space). HP SPD is for punishing close. EX SPD is only really use for punishing as well (mainly because I save bar for EX Siberian). Still training to get these ranges down as a habit, but overtime it should work better.
I have been training myself to use EX Siberian as âparryâ. I have this down pretty well. The best range to activate IMO is MK distance. Think like Ryuâs parry for countering normals. You have to input the command preemptively prior to opp. attack so that armor is effective.
Then for attacks it is mainly a âturtlingâ style of play. The main attacks (non throws) I use are st.LP, cr.LP, St.HP, and v-skill.
st.LP - best anti air in game IMO. +5 on hit so you can reset opp. into LP SPD pretty much all the time.
cr.LP - probably my most used attack. Great after jump ins when you donât have time for st.LP. I know most like following up with SPD after 2 of these are thrown out, but I find this leads to a lot of whiffs (even with LP version). Since I typically throw out 2-3, I am trying to do SPD after 1 cr.LP to catch opponent off guard. However, I am still pretty new to Zief so I donât have the motion down completely yet. This Geif plays more defensively most people with try to mix in throws, so knowing when to mash this is a great counter that becomes easier to spot when to do it with time.
st.HP - another move I use as a âparryâ. Same thinking as EX Siberian.
V-skill - I like using this to set up my mixup game and frame traps. If you know the attack is one hit you donât have to hold for flex to release. However, if you know it is going to be more than one hit, walk forward while hold v-skill. This will allow flex to come out quicker once you release. Release right at 2nd hit impact. Personally I am trying to get in the habit of going for cross up after flex, which can lead to your better combos. (i.e. flying body slash, cr.MK, Lariat)
Wake up game. After knock downs I try to stay in max range for st.HK. This is also good range for LP SPD. You can catch them with SPD on wake up as mentioned earlier. If they jump st.HK to f+FP will pretty much reset the situation.
Lastly, some opp. will be content in doing range attacks (i.e. Guile). This is not a bad thing, methodically push them back to corner with carefully placed blocks and v-skill usage. Once they are backed up to corner DONT RUSH IN. Stay in HK/LP SPD range. And with proper mixups and anti air they will regret this. Also, let the timer be your friend. If you are ahead on health and things slow down, donât force charging in towards opp. You are in the lead they are going to be forced to make a move which will allow you to counter.
I think this strategy is effective though it can be boring, however, you opp will be more frustrated than you are. Also, I am not perfect at this as I still struggle with some of Geifâs inputs. So I am hoping a more experience player will be able to take advantage of this to the full.
I havenât really, but I think the octagonal makes your diagonals and horizontals for dashing and blocking little easier to hit than the circular. I know the ls-32 has a circular gate and probably the others as well, gates are pretty simplistic.
Itâs not the first or last time he will do that. This is one of the reasons I prefer battle lounge. You can find ârookieâ players that can crush âplatinumâ. Being ranked at a certain level doesnât make you good or bad.
He RQed on me earlier today after I dizzied him on the third round. He had low enough life where he would have been finished with a combo. Looks like the rq penalty system is worthless without point implications.
Should have just kept the system from SF4 where you lose points. Btw I miss that system I preferred having points for each character alongside the player points.
Great, I had been using a square gate since the game launched and switched to the octo for a week since it was stock on the ls-62. After the week I figured I should go back to the square gate but found I actually preferred the octo now. It took about a day to get use to the diagonals versus the square. I can do headbutt, cr. mp xx CA without buffering the CA (starting it after hitting cr. mp) which is the fastest youâll have to spin with Gief.
I as Gief have major problem facing defensive Guile/Nash. They have good mobility and buttons so they tend to play hit and run style, which gives us opportunity to touch them. If they play pure defensively I can barely touch them.
Everyone having major trouble with guile needs to look back at this video. Itâs from sf4 but it demonstrates how to handle guile. I promise if you take it to heart and try to emulate this guile will be less of a problem.
I like this match the most out of any of the other times snake played dieminion because itâs the first time they played each other in tournament(so there wasnât alot of mental player meta between them yet which led to snake bending dieminion over for the rest of sf4)
And this is a matchup where ex greenhand wasnât an extremely prominent tool due to how borderline impossible is was to get consistent fireball punishes on guile, whereas it did alot more work in usf4 obviously.