Just testing the properties of the pseudo parry charged Stand HP.
You need to be sharp on the release, but it can counter non low attacks with at least13 frames behind (active + recovery), mostly medium and heavy pokes at least with my medicore reactions.
This will be a staple lead-in into VT activation.
You need at least a 3 frame gap to activate the armour, charge, parry the incoming attack, release and confirm into VT
Just have to make a read for a non-low attack. And fish for it, when you have good risk/reward, as in, when you have V-Trigger stocked.
Damn, finally getting some wins with gief and it really does feel good⌠there is just this constant uneasyness that itâs all just a fluke and those opponents are all just really crappy.
Currently Im really abusing st.hp (because it still works), but I think that will stop working in a while. I try to think of it as a bad habit, but especially for jump ins itâs really good right now.
Do you guys, especially more experienced gief players, also feel this uneasyness or is that going away? Everytime I get a win in those little ranked âbo3â games I feel like I just got lucky and next match the opponent is keeping me out like a pro and I cant do shit (because I experienced that way too oftenâŚ)
I feel most wins with gief has luck involved.
Even when you do get âluckyâ and win, most players in ranked will just RQ anyway,or have magical lag in round 2âŚ
Ranked really is a joke in this game.
If the opponent knows the matchup it will reduce your options alot(jab spamming inc).
I have very random success with gief.Atleast i did get platinum for a few minutes tho
There was a post from Combofiend recently on eventhubs, about anti-airs. And how the anti-air risk/reward depends on the player and their anticipation etc.
And then I thought about your @Gemini_hk Stand HK from a while ago.
An anti-air crush counter Stand HK into EX BD does 288, while CC Stand HK into Stand HK/Stand HP/Headbutt/Jumping HP does 198.
For example, (non high level) Nash player does moonsault slash, you react with CC Stand HK
Up close, itâs awkward and hard to use, hard to time, you will miss them if your too late in their jump, or whiff if your too early, and become open and free =)
But maybe you could time this to work? Super risky.
Yes this is riskly
This may only be good to deal while someone who are easily guessed on their jumping, or the character who has slow jumping, such as vs Gief and Alex.
This is funny to use as anti air, but please make sure dont use it to deal with dive kick character like ken and cammy
Man, Im really thinking about dropping Gief until that damned delay is fixed.
I dont think I can actually enjoy him until I can reliable walk block fireballs and react to stuff like dashpunches / half-to-fullscreen bullshittery with vskill or something. Those things are the most infuriating to me right now.
My Gief always relied on reaction and whiff punishment as fundamentals, nasty tick-throws and resets came after that. Now it feels like gimmicks all the time because I just cant properly play reactionaryâŚ
Any advice on an easy to pick up secondary until this season is over�
Why not try Laura? Her mid range game is straight forward, she has great normals, her jumping normals have great hit boxes, and her execution demands arenât too high outside of some her mix ups. With some practice youâll be the one forcing others to react and guess wrong, instead of being on the receiving end of it. If you have more time to practice mix ups, try Mika and put that grappler knowledge to use, or just go top tier Nash/Ryu/Ken. Theyâre all fairly easy to learn.
It would be pretty cool if they gave him a Cossacks dance or squat dance special (with the advantages of green hand) instead of a green hand, that will never happen thoughâŚone can dream.
Did they say they were gonna fix it? I donât think they did and I doubt theyâll take it away. I remember reading that one of the Japanese guys said the input delay wasnât meant to be in the game and then days later the great Combofiend said the exact opposite so I doubt theyâre gonna fix it and I know Gief will not improve at all. Iâve had it with this game itâs just not fun. I already put my sticks up for sale so thatâs it for me guys. Enjoy the struggle. I still canât believe they made SF5 this bad. Just a terrible game imo. Most of my SF friends all quit a long time ago too, it just makes me sad.
So UltraDavid was trying to find some set ups for Gief and found two things, one lariat whiffs so all you get is the usual c.lp, c.lk the second being set ups with lv.2 V-trigger bu the damage is crap.
From what Iâm reading so far Juri is in a similar boat in that if its not a jump in or gimmick sheâs going to struggle sound just like Gief in some ways.
Join the Guilty Gear crowd, donât sell your sticks just because youâre dropping SFV.
Do you have a link to this? If youâre talking combos into level 2 V-Trigger think of it like the horizontal hit confirm that his normal mode lacks, only with the ability to combo off of anything and the option to pressure on their wake-up. Itâs better when youâre looking for stun or just want access to all your options for as long as possible; also makes super confirms very easy.
Is Guilty Gear easy to pick up? Several of my friends have told me I should try it but Iâve never played an anime fighter ever. Iâve been strictly SF for years so I assume the transition would be pretty hard for me.
GG is fast paced for me. Which I like. The execution isnât too tough. The game really tests your reactions. I just wish Potemkin was accent core good, at least his pot buster isnât 5 frames haha.
The Half VT setups would be devastating against those without a reversal, but you forgo solid damage for great opportunity. And if your successful the first time, you get to go again.
Something like. Charged Stand HP (parry) xx Half VT. Cross Up Splash. Headbutt. Stand MP xx Half VT. Cross Up Splash. Crouch MK xx Lariat?
The damage from the first Cross Up Splash would be monsterous, and could compensate for the damage from Full VT into EX BD?
And if your successful on the second cross up attempt, you could tag on a Cross Up Splash into Lariat for a bit more.
Recall that Full VT does 180 + Aerial juggle state, while HALF VT does 120 + safe jump/empty jump/cross up setup.
And then we factor in V-Reversal, delayed and back recovery. Crunch a few numbers, and Boscht Dynamite.
So, perhaps it might be worth it. Anyone experimented with the setups? Thoughts? Full VT (180 damage) x 1 or Half VT (120 damage) x 2, that is the question for Big Z.
The latest GG is pretty easy to pick up, imo. The tutorial system is very detailed and the mechanics are pretty straight forward once you get used to them. If youâre transitioning directly from SF, there are characters whose play-style should be pretty familiar such as Potemkin or Slayer.
System mechanics keep the tiers pretty balanced as well, so you donât need to worry about lop-sided match-ups.
Honestly, I think level 2 v-trigger combos are best when you want to focus on momentum over damage. You get guaranteed meaty setups after landing them, which leave you in position to land HP or EX SPD. From there, you have a real threat vs jumping without needing to confirm into super, since c.lp, s.lk will combo into v-trigger. When you go straight into level 3 v-trigger, you get guaranteed damage but the momentum is lacking unless you end the juggle with a Knee Hammer to threaten with a meaty Headbutt or c.mp confirm into Lariat vs standing or super.
Basically, ask yourself whether you want a chunk of guaranteed damage or Zangief in his complete form with greater potential damage and stun.
Edit:
So, I went ahead and started messing with some of the meaty follow-ups after level 2 v-trigger. Assuming you land that meaty hit and confirm it (meaty c.mp vs normal recovery, meaty headbutt vs back recovery) or the spd (HP SPD vs normal recovery, MP SPD vs back recovery) then you will do more damage and stun than the raw level 3 juggle into EX Borscht Dynamite. Assuming the starter is HP, VT Activation then the following cases apply:
Landing an spd will net you at least 200 Damage and push the total damage and stun amount over the level 3 juggle, while leaving you in v-trigger mode.
Compared to our straight: Stand HP xx Full VT into EX BD for 384 (490)
Preliminary testing shows: Damage (Stun)
Stand HK xx Half VT = 186 (310)
Stand HP xx Half VT = 196 (310)
V-Flex xx Half VT = 146 (260)
With 18 seconds remaining to activate the vacuum of the second Half of the VT
Then we proceed into the first setup:
Frankly, the dash up meaty doesnât appeal to me, because V-Reversal would be far too common.
Iâm looking for a jump in mix up either:
Cross up Splash or Knees *Knees into SPD
Jump in HP/HK/MK from the front
Empty jump crouch LK
Empty jump HP SPD
That way, they have to block the setup correctly (High, Low, Cross Up, Empty Jump), to be able to V-Reversal
But it appears that back recovery removes any hope of a cross up This has got to hurt. Cross Ups are extinct in this game! At least for Zangief. I just donât understand it, you have two different cross up attacks, but you canât use them!!! They are purely for show!!!