I donāt know what you mean by dash buffering but it does kinda effect the range a bit. Like after 3x cr.lp you can reach with light spd, but if wiffs if you do the 360 motion in the opposite direction to your opponent. Sometimes that 1 pixel from forward motion is the difference between wiff and hit.
The problem with Zangief is that people are not used to fighting Zangief as a tradional grappler. Coming from USF4, you could abuse a lot of game engine mechanics which created his worth. Things such as being able to hit confirm into decent damage and standing guessing games were something I think a lot of people took for granted.
This is why I feel people playing Geif now are struggling because you are forced to play the traditional āwalk it outā game. Zangeif is very good in this game, but if you did not have a neutral in 4 you will be discouraged. Studying frame data will help you too. Heās much more knowledge based now.
The problem I have atm with gief footsies is I think (at least at the moment) he relies too much on whiff fwd mk into EX SPD to get actual momentum against most of the cast, I donāt know how long this is gonna work but I feel my ground game is limited to that and c.lp/v skill most of the time since the rest of his normals arenā that great considering his walkspeed. I also hate that you canāt get any real damage if the opponent is crouching. No one is punishing V trigger on block as well, Iām getting so many fraudulent wins with that lol.
I donāt know about how strong he can become, but is undeniable that at this stage of the game he requieres an excellent knowledge and 100% focus to be played effectively, as well as being heavy read based since he struglles to get in. I feel so bad when my day 1 Birdie and Nash are already more effective and easier to play than my 40+ hours gief lol
Still early tho, will be interesting to see how he develops in the upcoming months. I really want to see more high level play of him, since right now itās a bit limited.
There is a lot of power in just walking forward and harassing with Jab. You already are at advantage when you are close to them. Walking forward creates advantage for you. Fishing for counterpokes with Jab is another very good thing to do. Walk Forward, counter poke with jab and anti air when they jump. When your opponent is cornered it limits there options and puts the pressure on them because a cornered opponent is weaker than any vitality bar can show you.
You canāt 50/50 people in this game like you can in four. Having solid standing mix ups are good to. Its really basic. You either push a button, or do nothing. You then respond to how your opponent responds. If they press a button and beat out jab with something, donāt do it again. If they do nothing and you see, it either throw them or take a note for it later. Players have a severe mental block when it comes to grapplers because there is an irational fear of getting grabbed. It does not matter. If I am Zangeif, I am going to throw them, and they should know that. No good player has never been tick thrown,raw SPDād etc. Its a matter of how they deal with the grabs in the future. One grab or knockdown can really my inexperinced players crack and then everything starts working on them.
Take every bit of space you take away from your opponent as advantage. They more advantage you take away from them by walking forward, the easier it gets on you because thats the work you should be doing. Walking forward is just as intimidating and counter poking. If anything, its scarier because then they are dealing with the unknown of the possibility of getting counter poked later.
For the SPDs Iāve always done right,down,left, up+punch.
If a ā720ā you should only need 630. R,d,l,u,r,d,l,u+ punch. Even if Im on the other side I do the same.
Offhand I dont remember if i would left,left dash/backdash into counterclockwise. I think I still go clockwise.
Itās all instinct since Iāve been maining him since Alpha2. But I definitely feel like a scrub in V so far.
Jump fierce has no superman range. Down+forward mk and hk, no extra range. Hell I even caught myself trying to green hand a few times.
Zangiefās problem is not to get in imo, his problem are his defense option (pretty much nothign but v-reversal) and the lack of do somethign against crouching opponents. Sure you can always use a grab, but that works maybe 1 time in a match, after that every good player will jump and full punish you for that. Zangief needs to small buffs to be more effective.
Lariat should hit cr-opponents, give him another move for that like kick lariat to hit cr-opponents or soviet kicks and a better reversal option against 3frame jabs/throw mixup, +2 armor on EX-SPD since itās throw immune for example. EX-bear grab hast +2 armor but you can eat a throw, white EX-SPD is throw immune but you get jabbed out of it.
Grapplers with overheads are always broken. Iāve been exploring meaty mixups on knockdown. Headbutt is a useful tool that obviously people are seldom using.
As far as defense Iām so used to defense with T.Hawk from IV and explored grappler psychology so much that I pretty much compartmentalized players into two categories, Jumpers and Non-Jumpers. Since tick set-ups are 5 frames thats a larger window to see what your opponent is doing. If they neutral jump me or up back, I IASPD, HK, Air to Air HK or something to keep them honest. People are going to jump but that is why his jab is one of the best in the game.
If I see them crouching after I start a combo, I either grab or do a preemptive st.hk to catch them jumping.
Yeah super punishable if I miss but I have to take the risk and get that damage in. Every damage counts for every chance you get in especially for characters that can zone the heck out of you, like Nash and Sim.
Zoning is significantly weaker by the way. You canāt get cheesed out as drasticlly. Also, remember that people who zone sacrifice time and damage. The longer they zone the more likely they are to outright lose because 500 damage in one mix-up/combo beats 200 damage from small pick damage every day of the week.
That is if you can get 500 damage. Thats the point Lariatogrill is trying to make I think. If I manage to work hard enough to get through your defenses, there should be a good chance for me to score some good damage. With lariat having these dubious hit properties, thereās a chance i wont recoup the damage i took getting in, let alone gaining the advantage
In the current meta, I agree with Joe. When I play, I just commit to walking the opp to the corner by scaring them with V skill, st.FP, cr.LP, dash up SPD and random jumps. Even though I try to use those tools intelligently, I donāt care if they hit or not, as long as they scare the opponent into not wanting to press anything and just walk backwards.
Because in the corner, Gief is cheap af. From sweep range, D.FP will hit them if they up-back, which they kinda have to do because SPD range is so damn far. Headbutt has a huge hitbox and doubles as a jump stopper and whiff punisher for low jabs/shorts.
Also, meaty headbutt is the god. Itās sooo easy to time it that youāll almost never miss, and itās +2 so the opponent is thinking about the SPD after since it beats any buttons and theyāll have to make the choice to jump/backdash or not, which gets blown up by cr. jab. Whatās beautiful about that is theyāre thinking so hard about what comes after the headbutt that they forget you can just skip that whole headbutt guessing tree and just do raw SPD.
EDIT: Lariat not hitting on crouching is straight bullshit though.
People trying to use lariat all the time are missing the point.
This gief is different from SFIV gief.
THIS gief has got to use v-skill/armor properties on moves to get in and punish. People trying to play him the same are just setting themselves up for failure.
Just watch the WNF archive if you donāt believe me. Snake WRECKS with all of giefās new normals and armor shenanigans.
Iām watching that WNF archive right now and Iām scratching my head. Ricki didnāt neutral jump once, ate all those spds. Champ going in on gief and never did a teleport wake up. Hmm?