I think the reason his SPD has such small range and low damage is because
new gief Better than sf4 geif cause
Faster walkspeed
Spd leaves you right next to them
Easier time with fireballs
running bear grab is actually good now
old gief better than new gief cause
Greenhand
Higher damage
Spd has more range and damage
better lockdown
I was skeptical at first but then I really compared his dmg with Birdie, and this is not a joke, Zangiefâs dmg is much higher than Birdie right now. The only characters that can outdamage Zangief are Mika and Bison, but trust me, they will nerf both sooner or later.
I played Zangief 5 times now (letâs say about 15-20 hours) and seriously, he feels like one of the strongest character right now.
The best combo I found deals 650-670dmg.
And a reset that deals 800+ dmg and 100% stun.
So please guys, stop crying and wait for the release, there is absolutely nothing to cry about Zangief.
If anything, you should pray that Capcom doesnât nerf him.
Iâve seen Combofiend delay Giefâs jump with air SPD whiff to make the other guy mistime his aa. That would be cool if it actually becomes a viable strategy down the road.
Iâm glad you guys brought up the 360 motion since itâs an interesting topic game design wise. Design wise, half circle and/or quarter circle motions are superior to 360 degree motions in terms of overall execution. It also eliminates the entry barrier for new players who struggle to do 360s and keep jumping. I used to think that the motion was made that way for the sake of balancing the raw damage and usefulness of SPD, but as Iâve played other games where command grabs have had easier motions with the same results, I think itâs Capcom just hanging onto 360âs legacy. Potemkin Buster, Potemkinâs SPD equivalent, is just as powerful and just as scary. But its only a half circle back+forward motion. Same with Daimon from King of Fighters.
To say that he got gimped though is tricky since SF enthusiasts have no trouble doing SPD, but if SF5 is aiming to attract the common player, I agree with you then. Take a page out of what David Sirlin did with Giefâs SPD in HDR(yeah yeah, some people have issues with him but heâs a smart game designer).
âAll this stuff makes the SPD command significantly easier, but it really doesnât seem to affect balance much at all. Expert Zangiefs could SPD with amazing precision anyway, and they still can. Now the common man can do it tooâŚThe real challenge is getting into a situation where you can actually land the move with Zangief anyway.â
And he is every bit right. If a player is smart and patient enough to know WHEN to SPD, he shouldnât have to run into the barrier that is execution to execute it. Of course, they can always practice to get the motion down but 360s and especially 720s have been motions that put people off of characters.
The reason a 360 is a 360 is that the motion requires certain things other than just execution. Pressing up, for example, is a pretty big part of the moves weakness.
Sure, that is indeed one aspect of the 360 but that doesnât explain why the motion is what it is as opposed to other motions, especially now that SF5 is going the route of making things more accessible than previous Street Fighters.
Seems like they decided to forego accessibility for tradition with the SPD. In some ways the learning curve for SPD is rather different from person to person. Itâs a lengthy motion that forces jumps when done wrong, but weâve all heard of people âchurning butterâ to get it to come out. With the more lax inputs in SFIV and V itâs easier to do if you just go HAM on the stick.
Plus SPD is one of the only motions that doesnât require you to move the stick in a specific direction. Itâs like having a hcb special that can also be done with hcf. Which ironically makes it more accessible.
Now thatâs a thought. Why not set the motion as half circle in any direction? Especially now that it doesnât overlap with any move now that green hand is gone.
Out of curiosity, has anyone tried using Giefâs V-skill at extremely low health? Iâve noticed with armor moves in SFV that they seem to function like high-chip guards, and thanks to chip damage not killing in SFV this means that you donât get KOed when they absorb damage, even at low life. So itâs kind of a longshot, but I just had this thought and now I kind of want to know for sure.
Blockstun and hitstuns are still unthrowable states, itâs just EX spd/super thatâs tagged to connect on hitstun. So EX spd will most definetly whiff if you cancel it out of a normal.
the 360 is a buff not a nerf, in any way. having half circles removes the ability to churn, think of churning as priming a weapon since during block stun you can execute a command grab at any moment, you cannot do this with half circles.
I really donât like the way he looks. SF4 Zangief looks tons better AND scary. This one looks like a toy figure, even more so when he activates V-Trigger.
Youâd get that portrait in the corner by your life bar the whole game. I remember when we would go to the arcade in high school and make that pose as much as possible.
Like everything is cool and normalâŚthen HNGH! Zangief pose. I played Zangief purely because of that funny picture.
Heâs funny in sfv too in V trigger, his animations when he keeps flexing while taking hits. Heâs just funny in general.