This is actually pretty awesome, but I donāt see why they should nerf this, itās his V-trigger on hit,so you spend all that meter for that, comeon.
Well regardless you still have his v reversal. I know weāre not very used to using v reversals yet but it does EMOTIONAL damage when he just smacks you with his dick. HNGH! pelvic thrust
if you want combos, this character isnāt for you, spent the day playing him, he is good for those who enjoy reads and high damage throws. he is a good character, after finally getting a hands on, i enjoyed him a lot today. he has good light spd range, heavy does good damage, after a light you can dash if they tech and be next to them, might have slight frame disadvantage, i wasnāt doing cr lk though it might be even. His air spds were useful, his running bear grab is good too. definitely very fun and very gief ish.
Iāll do a brief breakdown of what I found. His heavy spd did massive damage, seen in the video, his light is good, like similar to sf4 range, i was snagging people who tried to play the neutral jump game on the edge of it, and also right outside pokes, any unsafe pokes id spd them on recovery with light spd. I was able to cr lp cr lp hit confirm into super, EX Spd combos were removed. His crush counter combos arent bad, his ex bear grab with armor is useful if people are playing footsies, its just they buffed his damage enough on throws to where he is competitive to ken combos or karin combos. His pokes were solid but i knew this from the videos before, those havent changed. has pretty good normals, his splash only works on a toward jump. his st HP is nice on block, so positive on enemy if charged to the point where you can spd them after as a frame trap, ex spd wasnt invincible i felt, tried using it on ken when i jumped in. I did like using air spd to change my jumps, was so odd but seemed like if i did it right above their head on a crossup it really messed with people, but air ex spd instant land was effective basically was like a free guess that failed. Seems any crush counter anti air like st hk or cr hp must be comboed into ex spd only in air, normals were not working. parry was largely useless due to the poor recovery i felt, i parried a rashidās standing mk knowing he was spamming them and tried to spd after, nope. maybe he would be too strong if he could parry mediums and thats why they did that, regardless its something i really didnt want to use much after seeing myself get punished for parrying mediums, you actually have more frame advantage if you try to spd after blocking the medium
his dash lets him cover ground quick, for those who wanted serious grappling, this one is a ton of fun. i think he is finally viable, its still a struggle as you have to read your opponents but thats the fun of gief
I like Giefās design, clear Hugo inspirations imo, but itās just a case of balancing what he has. I never like the Green Hand/Condor Spire pressure game that SF4 Gief/Hawk played. I donāt like the idea of ābuilt inā movement.
No more jabs into ex spd? Dang, that sucks. I wonder what use heāll get out of EX Spd if itās not comboable and isnāt invincible either.
Also, on a similar note, did anyone notice the post-SPD positioning was different between different strengths? Light SPD does baby damage but leaves Gief very close, and in contrast heavy SPD does great damage but leaves him a little farther away. Similar to how T.Hawkās command grab is in SFIV.
forgot why i was using EX spd but it might be 1 frame faster, plus it has the range of light with the damage of heavy, think after grab positioning though wasnāt as good as light
This gief is interestinā¦umā¦look at that fucking damage. Uh, keep that in there.
Keep that vtrigger into air grab bullshit in there because if thereās anything gief needed, it would be exactly that.
Although ryu and sim would still knuck his muck all over the placeā¦