@“DevilJin 01” I’ll give it to you straight on the new moves.
Air headbutt is a nice buff. Not a game changer, but it’s free extra damage and it could evolve into a game changer in time. Too early to tell. In the beta I was only able to use it after someone was already stunned. It’s good.
Among the Giefs the counter is a 0/10 move. This is true right now. It does good damage, about HP spd damage (220ish). There is no Oki after it at all. It has 4 frame startup and 30 or more recovery frames. Crush counterable too. This is an extremely risky move. We’ll see how it develops. If I have a read on a horizontal kick poke I’d rather flex it with frame 1 armor rather than try to time the counter with 4 frames of CCable startup.
Crouch throw is a stealthy nerf. It basically takes away Gief’s corner throw loop which is forward throw, whiff c.jab, true meaty forward throw. Now the if the opponent wakes up block crouching in that loop it breaks because the new crouch throw pushes Gief too far back for another throw. Mid screen the crouch throw gives very slightly better Oki. It’s the difference of a frame/pixel and doesn’t amount to anything. Gief doesn’t use forward throw mid screen, we use backthrow in that position since it gives incredible Oki.
Gief can’t be top three when you have Urien, Ibuki, Cammy, Balrog, and Guile holding those spots or there about.
Aren’t you forgetting the Big Mac of air to air? Boscht is like an Eastern European sour soup. Won’t be able to beat 3 frames of startup.
If its anything like its SF4 incarnate, Air Headbutt might be good for neutral jump whiff punishing. You bring out the welcome mat for VIP guests - command grabs, dash punches, lunge punches, jaguar kicks, rekkas …
Would be cool if it could also neutralize projectiles. Hello Sonic Cross and Hello Yoga Fire!
Wish he had his Alpha 3 ground headbutt hop - jizzing just thinking about it.
The headbutt looks good for punishing DP’s since those combos damn near stun by themselves. Those other moves are useless at best and a nerf at worst; counter is going to fuck up inputs.
And why tf would anybody listen to what a lifelong Dhalsim main thinks about Gief lol. That’s like asking a vegetarian how they feel about medium rare vs well done steaks.
I keep seeing that Gief Rog is advantage Gief still. I don’t understand that one. How does Gief pressure Rog when Rog controls the space in neutral better? Jab loses to Rog’s st.hk cc which leads to corner carry combo. Flex loses to throw.
Rog is just better. Gets in for free whenever he wants, 3 frame jab, best damage in the game, corner carry off of everything, TAP shenanigans…I just don’t see how Gief is supposed to win this MU.
The “experts” say it’s 7-3/6-4 Gief so it must be true right?
I think Smug got one dash punch flexed and spd’ed in both sets lol. Snake flexed a couple normals and got spd but other than that flex was useless. People just automatically think “oh Gief can flex every dash punch so this mu is free”. Like every other mu we’re completely outgunned by Rog. We whiff punish with a cr.jab. Rog can whiff punish us with death. Big buttons into corner and stupid damage. So this is our best mu and Gief is top ten? Yup makes perfect sense smh.
And Iwate consistently draws with Itazan. If it’s a 7-3 matchup in favor of Gief, where exactly are all those top Gief players pummeling those poor hapless Balrogs…?
I’ll ask again: which matchups ARE in favor of Gief…? From personal experience I’d say Dictator, maybe Alex? Who else?
Specifically I have said I don’t think she loses to Gief, but for now I would assume the matchup is even since both characters can kinda sit on options that keeps the other from getting too out of hand. Gief can’t whiff very much once she’s sitting on level 2 charge, but he can kinda walk her down and has okish buttons at best for keeping him from walking her down.
After I play and see more of the matchup I’ll have a better evaluation, but I feel Juri’s tools eventually will give her an edge over Gief. Mixing up between fireballs and dash in throws to beat his poke and flex options while keeping level 2 charged so he can’t whiff any of his more dangerous buttons or specials.
Ryu definitely still has the edge imo. As long as he still has the fireball and dp we have to work harder than he does. I still think he doesn’t win any mu’s outright. Most say that Rog is his best mu and I think he loses it so what does that say? Then the rest are bad to REALLY bad.
Maybe its just me sucking at this game, but I really don’t see how Gief is that special. I’ve never played a game where he’s so vulnerable to rushdown and meaties. I can only speak from my own experience, but I seem to win when my opponent runs and gives me space, and lose when they just get up in my face and keep me guessing. I find myself wanting space between me and my opponent, which is not something I’ve ever felt with any other gief, or any other grappler in any fighting game for that matter. Add in the fact that he’s also got less life AND less mobility and it makes even less sense.
I kind of think that people who think Gief is so strong really don’t understand that he has no wake up, no invulnerability, no real frame 1 armor, and no 3 frame attack (outside of CA of course). How was it a good idea to make the character who can’t do anything at a distance still be slower at close range? I get that the idea of this game was basically to normalize everyone and have them play around earning frame advantage, but please - someone - explain to me how this doesn’t essentially take away the grappler mindset from him? If every character in the game goes for a 50/50 after earning frame advantage, what difference does it make if its an overhead or a low, or a throw? Its the same mindset from every character. The only difference here is that if Gief guesses wrong, he’s way more punishable than characters simply going for an overhead or a low. So the only “grapplery” thing he could have would be being a threat up close, BUT he no longer feels like a threat when he closes the distance. Its like, I work my way in, trading life for position (like normal) and then when I’m close, my fastest attacks lose to 3 frame jabs, and if I try to throw out a jab I run the risk of getting crush countered which translates into more damage than I’d ever be able to do with an SPD. I can’t just close the distance and throw, I have to earn frame advantage from other normals before I’m allowed to be a grappler.
I still want to like this game, but every time I play it I just get incredibly frustrated and realize the way I play grapplers in literally every other game flat out doesn’t exist here. He feels more like an NRS grappler than a Capcom one to me.
If I’m wrong, please someone explain to me what I’m missing.
Oh and also, I truly, truly, truly, did not see anything in the smug vs. snake eyez match that lead me to believe this is a 7-3 match up. Do people really think this is as bad as gief/sagat was in sf4?
SF5 is just a terrible game that’s all. Poorly designed in every way possible and nothing makes sense. I’d say it’s more Marvel than anything with the one touch kill bullshit. I have the same problem, I try to play neutral and patient but one missed aa or one knockdown and I’m dead or stunned. I’ve just let go of my stick so many times with this game I’ve lost count. In SF4 I was a patient footsie type of player and I’m still struggling to adjust to this joke of a game. Amazingly I got to 10k a few weeks ago but ever since then I’ve hit a brick wall and can’t win consistently. The game/character just frustrates me so much. People that could never beat me in any other SF now body me all the time lol.
I think after Injustice comes out I’m putting SF5 straight into the garbage where it belongs.
I think I have battered-wife syndrome in regards to SFV. I can’t stand the game but I keep coming back to it. Maybe I played it so much because I felt I have to be good at the game to form a credible opinion on it, or maybe I thought I would like the game more once I got better at it. A couple of months ago I got to Ultra Platinum (Gief only), and I still feel the same about the game as when I was struggling to get past Ultra Gold. It’s funny that you mention Marvel. A while ago I thought to myself that this game is just MvC without the M. Random, chaotic, dumbed down, and very averse towards patient, technical play. The only viable playstyle is rushdown, and everyone plays their character the same way. There’s a reason why Americans are suddenly beating the Japanese.
I’m probably just playing it because there’s no real alternative. I’m not into NRS games so that’s no option for me either.
SF5 evened the playing field, it was made for scrubs and people with no fundamentals. There’s just no denying that. All guessing and flowchart play. The US scene should be thanking Capcom everyday for this crappy game tbh. In regards to Marvel, v-trigger for most of the cast is just like x-factor.
I haven’t played a NRS game since MK Trilogy on PS2 so that should tell you something. SF5 is so bad that I’m willing to give Injustice a try. I never even played a second of the first one lol.
You guys wouldnt be able to play Super Turbo or Alpha 2 because both of those games have a lot of situations where if you screw up once you die just as fast or faster than this game.
Alpha 3 you can basically die for blocking too much and gives both players full meter at the start of the round. Meaning there’s no calm before the storm. Whoever pops off first can destroy your life bar in the first 5 seconds.