Both of you basically had the same idea And it’s less likely to end upbroken then my idea. Im all for it.
All the new moves are certainly interesting, but capcom should tackle giefs true achilles heel: the slow grey health recovery makes the vskill way too risky to be “usable”.
You could just as well just eat the next combo/ few normals by choice. Same outcome, most likely.
I would argue that the only buff he needs is Lariat active on the first frame. It would instantly solve his defensive issues. His attack is good enough as it is, in my opinion.
Whether he’s good or bad when this all shakes out, he’s still designed terribly. Why on earth would the big slow, hard to get in character work his way in to just be equal to his opponent? In old games, you actually had to adjust your gameplan vs. grapplers, but not now, he’s just as susceptible as anyone else to frame traps (with the only exception being if he has CA). And despite this, he’s got essentially one light punch of health more than ryu? Its kind of stupid. Instead of the cat and mouse game that you’d see in both sf2 and sf4, watching a gief match in sfv looks more like a kid smashing two toys together to make them “fight.” I shouldn’t have to work harder than ever to get in while simultaneously being scared when my opponent is next to me, it should be one or the other.
And just to clarify, maybe he’s good, maybe he sucks, who cares - his design is awful and doesn’t feel right. I’m genuinely hoping the new counter move makes me change my mind.
Honestly, I think the only thing I even want out of this game anymore is to finally beat hard survival which I still continue to fail at since launch
I agree too that Green Hand was stupid and never fit the character
problem in SFV is that his V-Skill is not that good and barely gets him V-bar. dunno if the new counter move will fix his hardest MUs -kind of doubt it- but he will be fine
There are totally 2 different style comparing with SF4 & SF5 Gief.
SF5 Gief has worse mobility, worse jump in attacks, worse wake up game than SF4.
However Gief has much more better normal, much more set up & mind game, better overall damage, better after SPD follow up…
We can not compare two version of Gief as they are totally different, but I would prefer SFV Gief because the SF4 Gief is too fucking boring, seems nothing to play other than 2lp/2lk*N>GH
Interesting interview with Itazan on the main page. When asked where he sees him on the tier list he answers “I wish, top ten. That’s enough”. He either misunderstood the question and says he would like Gief to be at least a top ten, or he means that Gief is just barely top ten. He says Gief is “so-so”.
He thinks Guile, Dhalsim and Birdie are Gief’s hardest matchups because of the zoning, no mention of Urien.
The real buff Gief most need currently, in my suggestion,
Would be to make his RBG to be a real use move.
RBG is a move which suppose to Grab opponent suddenly from far range,
however we can almost cancel it from close range by S.LK.
The problem is, if I am already get close to opponent, unless I really need that little bit corner delivery, I can simply use SPD instead of RBG, due to better dmg & follow up afterwards.
SF4/SF5 RBG is far from it’s original design concept, Capcom should make this move as fast as birdie’s jump throw/SF2 Gief RBG/SF4 Hugo’s meat squashier.
RBG can be cancelled from normals, that’s the defining difference. The timing of a tick SPD is not the same as a tick RBG. It’s to fuck with your opponents reactions. Close range cr.lk xx EX RBG is very good in this game, it’s also his highest damage grab and sets up good oki.
RBG is fine, but it should definitely have it’s close version back from IV
Sf4 green hand didn’t fit the character. Sf2 green hand absolutely did fit the character. No invincibility, just to pop fireballs while moving forward. It flat out was sfv’s headbutt, except it moved you closer. The problem with headbutt is that it really doesn’t do anything, who cares if you pop a fireball but remain in the exact same place? It doesn’t do anything that a neutral jump wouldn’t also accomplish, and the fact that at close range you can be punished for popping a fireball with headbutt only makes it more useless for that purpose.
That’s what I never understood. Meat squasher in 4 was almost impossible to react to and was actually a useful move. Birdie’s ex.dolphin dive is completely impossible to react to and is useful. Rbg is a gimmick, slow as balls, and is just a total gamble that’s not worth it in this game. In 4 rbg was 100% useless so why can’t we have a useful rbg that’s fast and actually is useful?
There is one big difference. This was one of the changes he got in season two. Crouching lk canceled into running bear grab is pretty good because you don’t have to time it. Unlike SPD where you can wiff if the attack hits and you don’t time it right. Lk to RGB or exrbg will connect on block on hit or on counter hit. The timing is necessary
Yes you are absolutely right.
Adding 1 more restriction;
1)there’s a 2 frame gap in their offense
2)they are close enough to you.
Not really so easy to fulfill both of above restriction.
If they are just a little bit standing far away from you, after you armor absorb their offense, they are scared and run away.
That’s why we seldom see itabashi use exRBG.
(And sometimes Snake eye like throw out EXRBG with no reason from far range, and then get fucked like a sandbag)
If more than a handful of chars have frame 1 hit and strike invul on EX DPs, I don’t see why it’s such a crime for Gief to have frame 1 armor on EX RBG; unlike EX DPs, the move is still throwable, loses to airborne moves/command normals and can probably, even with frame 1 armor, be beat out by quick multi-hitting moves. But oh so broken