I actually think that Gief is the most easy and user-friendly character in SFV.
He have no special mixup game which need you to train up so much time in training mode.
He only get some brain dead easy combo, you can learn all his combo in day 1 Gief.
He have high damage, good footsies.
May be the most difficult thing is his mind game and the theory for how to get in, but mind game is such a thing which is non measurable.
One I like to use: headbutt, st. short, Lariat combo. If they block the headbutt you can still follow up with the st. short and do jab SPD or RBG instead of Lariat. After a couple of times theyāll catch on though.
A more advanced one I like: normal throw OS instant EX Borscht. If they jump you catch them with the EX Borscht, if they backdash you can do a regular jumping attack instead and maintain pressure. If they block, they obviously get thrown.
Better to LPSPD their backdash instead of jumping to them (if you can)
It is actually also quite hard for me to determine whether they are going to jump, or backdash, but jumping on them like that will probably get jabbed out by opponent.
Yeah, youāre right. However, my reactions are not that good so I canāt switch on the fly between jab SPD and EX Borscht. Iām getting old⦠Once the throw whiffs Iām pretty much committed to the latter. If they donāt jump but backdash I press fierce instead of two punch buttons.
*Edit. I just saw a replay of yours, your Gief is a beast, man.
Both of above lariat can often be blocked by opponent (character specific problem, e.g happens on Ryu/Ken but not happens on Gief mirror, umm may be Gief is too fat to avoid the lariat XD).
Remark: This problem only happens when opponent get hit on standing status & they moved slightly backward during wake up; but lariat always connect when opponent get hit on ducking status
Making Gief has no reliable āHitting follow upā after SPD dash in, this problem really suckass like hell and I really hate it!
On the other hand,
Dash>cmp>slk>ppp
cmp only works on character with no 3 frame jabs/uppercut.
SPD>Walk forward>Headbutt>slk>ppp:
Win 3 frame jab but lose to 3f uppercut.
Hard to get correct timing for a good headbutt, but if you land headbutt on right timing, you can soft knockdown their backdash; and hit them on ground on pre-jump frame if they jump.
I hate when you land the headbutt after EX/HP SPD and the st. short whiffs, really hate it. I wish it had just a little more range. Same goes for Lariat after cr. jabx2. I hold forward and still miss a lot unless Iām directly next to my opponent.
I was just about to bring this up. Outside of V trigger it seems like clp/clk doesnāt lead to anything other than an spd mixupā¦Or am I missing something?
-Head Butt
Reduced the amount of CA meter gain upon use to cancel a projectile attack
Note: From 50 to 30
-Double Lariat
Reduced the downwards hitbox on his arms while spinning (1st revolution)
Changed so that the hitbox on his arms while spinning (2nd and 3rd revolutions) will not hit crouching opponents
Expanded the hurtbox to the same position as his hitbox
-Harasho Choke Slam
New neutral/forward normal throw (LP+LK) that is triggered against crouching opponents
-Flying Head Butt
New move: press up + HK during a neutral jump
-Tundra Storm
New move: F, D, DF + P - perform a counter (only works against horizontally-angled kick attacks)
Reduced CA meter on projectile headbutt is no surprise, it is a bit excessive.
So his counter āonly works against horizontally-angled kick attacksā. Ok, thatās⦠random. When addressing Giefās weaknesses, countering horizontally-angled kick attacks isnāt exactly the first thing that comes to mind.
I assume the flying headbutt is the same move as his classic neutral up + fierce. I love that move, but itās only viable if it has high stun like its previous incarnations.
We all saw the Lariat nerfs coming, no surprises there.
Curious about the new throw. Maybe the distance is shorter for easier loops?