I am arguing with my friends on this matter
They said gief has no advanced combo making him scrub friendly, he almost only has a ppp combo, as you need not to train so much like other character for advanced combo.
Pretty sure you’re friends are just mashing scrubs, who don’t even understand how high-level gaming works.
People who think a character has more combos = higher skill-cap are just stupid casuals.
What you do need to train is the fundamentals of the game, if you don’t know anything about spacing, footsies and patience your run with Zangief is gonna be a miserable one.
Combos are just muscle memory that, once learned, require very little thought to execute. The meat of the game (this game anyway) comes from reads, footsies, and knowing when to execute a particular combo. Unfortunately, it doesn’t sound like you’re going to convince your friends of this anytime soon, so until they wise up, just tell them to git gud.
I don’t think this game is even about combos more than it is about solid fundamentals. Anti Air, footsie, space control, meaty attacks, and blocking are all more important than being able to pull off a fancy technical combo in a match. The funny thing is that I have a few friends who practice these silly unpractical combos in training mode and when they get into the match they will consistently miss anti airs and punish a whiffed dp with a…throw. Good news for you Gemini, you should be able to utterly destroy your friends if they are neglecting the basics. That is, so long as you are putting in the work practicing them.
yeah headbutt can be hard to time, from far away it’s not too bad cuz you can see how fast the fireball is coming but mid range it can be really tough since it’s a 12 frame startup. you almost have to guess at mid range.
Hi all. The SFV wake up game appears complex, at least for the Rad Russian.
Can someone detail the LP SPD - Forward Dash game against normal recovery (quick rise), where Zangief is -2
WHY WOULD THEY NOT NORMAL RECOVER? Looks about free.
At that range you can threaten MP and LP SPD.
If you commit to your 4 frame light, and they wake up with a 3 frame normal, they get rewarded with COUNTER HIT
But you wouldn’t do that, because it leads to no follow up.
If you don’t press any buttons then their 3 frame normals can’t reach you, but you can scoop them with LP or MP SPD
But here’s the difficult part, if the opponent back dashes, you have no answer?
SE and EX SE is too slow, and nothing else reaches.
Zangman’s forward dash is relatively slow compared to the cast, at 25 frames.
Sometimes I can surprise them with double dash SPD, but that’s a gimmick
Against back jump, I’m struggling to get the LP BD to land, which should be possible
Has anyone got the timing down?
Is it so, that the opponent could just escape pressure with back dashing and maybe jumping? So Zangief is not as dangerous mid screen, but he has to work them into the corner, Where the air SPD is relatively stronger than the garden variety SPD.
You don’t really get anything off of LP SPD except dash up. It’s advised to use EX SPD instead of LP in most situations. EX has nearly the same range as LP, does the same damage as HP and gives you a mixup.
Using giefs v skill as a pseudo v reversal seems to be working for me so far. I hold forward while starting the flex through a frame trap and immediately release for the flex as soon as he begins the walk.
It’s actually pretty good against alot of pressure, since as long as you time it right, the opponent won’t be able to recognize it and walk up and grab you (due to the short throw ranges in sfv) before the flex hits.
The opponent could jump away or neutral jump, but since you don’t have to commit to the walk portion early in the v skill, you could just do the parry, let off of forward when you see a jump, and air spd them (light works if you react fast, ex is way better)
Even the post hit/block state for the flex is almost like v reversal since it’s only -2 on block, and +2 on hit, leaving them in a situation where they can be spd’d or punished for jumping/backdashing.
The risk involved is that dmg wise, you’re risking grey health damage of at least 60-70 ( a general assumption since that’s usually the kind of damage dealt by mediums ) in exchange for your 50 dmg flex attack and hopefully better positioning regardless of hit or block. This tactic can go badly pretty easily though if the opponent starts scouting for it. You could easily eat about 200 damage if the opponent manages to grab you after you absorb an attack, so definitely save this for pressure that isn’t right on gief
But between this, ex spd, CA, exrbg, v reversal, and his st.hp (to blow through 3 frame or larger gaps that don’t have lower body blows), the opponent probably won’t try to push a Gief with resources too hard, it will usually blow up in their faces
I like to just quick tap the vskill with no forward and then buffer in an spd, I haven’t adjusted to using V-skill with the flex, it messes me up. Would what I do work in this situation?
If you mean what you could do if you just tap v skill through frame trap pressure, blocking would be the only realistic option I think. Most moves are going to recover before you can really captilize on the opening and you’ll just get hit by their next attack. It might be possible to to parry through a gap in pressure and sneak in CA, kind of funny to imagine.