There is one more restriction, the horizontal gap between you and opponent, after they landing.
If they land in front of your face, they can’t jump out
If they land just a little far away from you or more, they can jump out
Too much limited situation for ex RBG anti-air
I just tried few matches using ex RBG as anti-air, they often able to jump away
Which means that it is unfortunately a unreliable tools as anti-air :s
Well, one thing that making S.LP as anti-air is fucking awesome
You can do meatly headbutt immediately after they land on ground
Each S.LP anti-air is a chance to headbutt hitconfirm CA, sure sometime mix with pure CA/SPD to let them guessing
I am starting to love this shit =)
did anyone ever figure out why gief’s ex spd could go through some people’s blockstrings? what with it being a 5 frame move and no hit invincibility like regular spd.
Has anyone else played around with using cr lp to force resets instead of worrying about getting concrete damage? I think that’s what we’re supposed to do, because it creates an extremely scary situation.
I mean, like in situations where you could go for an extra cr.lp or two , you just drop it and have the threat of +5 advantage to go for an spd. If the opponent is holding up or up back, it can be countered by air spd or you could use st.hk to try catching it or backdashes (hopefully will become more consistent with the patch) The main advantage to this is that you’ll push the opponent to do something. They’ll have to jump, reversal, or backdash to escape. We have to have a read, but it’s in our favor in terms of momentum and stun. The threat of ex spd on the ground or ex spd in the air into another meaty situation , and st.hk potentially CCing into ex air spd or another st.hk producing ANOTHER immediate reset can potentially end rounds in an instant if we play it right.
Mixing up SPD and aid SPD doesn’t cover back dash. I think. You have to use Standing HK.
In fact, mixing SPD and Standing HK should do it.
Mixing SPD and Headbutt also appears good.
I think your on to something.
There’s little reason to go for the second guaranteed jab. You give up a stronger position, where you have access to regular throw or HP SPD, and your too far for the CC Standing HK against back dash, and your too far to jump confirm LP dynamite. Between Standing HK and Regular throw/HP SPD - you have all options covered (except invincible reversal). But it does somewhat feel like your slot machine about to pay off. If this version of Big Z, had hit confirms from here to Sibberia and back, that’s what we’d all be doing. But unfortunately that’s how V Gief rolls. Don’t hate the player - Hate the game!
But the reason why I initially believed two to three jabs was ideal, was to create the spacing where your medium and heavy attacks can beat 3 frame mashers, while also allowing you to scoop with LP SPD/EX SPD and Standing HK jump outs. But then at that range, back dash becomes a brain dead option, and the grind to move them to the corner becomes the pot at the end of the rainbow.
What is the best follow up after HSPD?
You always cant dash, dashing in to both jabs/spd lose to their wake up jabs (but dash into exRBG wins their wake up jabs, lol)
From the frame data, and Ultra David’s video and what I’ve tested*. You must be losing frames with your execution!
*Test used, Ryu’s normal recovery into reversal crouch LP vs Zangief’s Standing MP and Crouching MP
LP SPD - Dash = -2
MP SPD - Dash = +3
HP SPD - Dash = +3
EX SPD - Dash = +3
Post positioning differs with EX SPD giving you the premium First Class experience, and LP SPD is like economy/coach =)
And in between the position gets better with HP SPD. MP position feels like LP SPD with +3 advantage. While HP SPD feels similar to EX SPD.
But EX SPD definitely has the best post positioning.
For example: HP or EX SPD - dash: You can land crouching LP x 3, while MP or LP SPD - dash: You can land only two.
I don’t really know yet. But at +3 after the forward dash, you can:
a) HP SPD or Regular throw
b) Crouching LK. Crouching LP or Crouching LP. Standing LK xx Lariat (but might not work on everyone)
They can mash their 3 or 4 frame normals, but your throw or attack wins.
Oh yeah indeed I made a mistake on my execution error, many thanks for help.
After my exSPD, I love to pressure opponent with meatly headbutt>s.mp combo
nice damage and with nice stun
Meaty headbutt is 12 frames so with the advantage it is coming out in 9. Try pressuring with cr mp. Because on the +3 you are at it will beat all 4 frame or slower attacks and still combos. Plus it is +3 on block so you can continue pressure.
May I know what controllers the pad players on here use? I’ve been using the PS4 pad but I don’t like the pad and it’s really hard for me to dash comfortably on the analog
I have a stick, but wrist issues make it painful for some reason. I feel like if I had a better controller my Gief would be better. I’m going to try the 360 controller pad as I feel it’s kinda like an analog but you can press it, which should make it the best of both worlds. However, if anyone can recommend something better, please share, thanks.
I’m using the ps4 controller now but it is holding me back a bit. I switch my thumb between the dpad and analog stick many times throughout a match. For example, if I have an enemy stunned I’ll do dpad j.hk, headbutt xx churn super on analog stick. The issue in my game is that when I have my thumb on the analog stick my blocking is bad. I have an arcade stick but after 25 years playing on controllers it just doesn’t work well and strongly prefer a pad. I am considering one of those Hori fightpads though.
I’ve been doing this too, so uncomfortable. The dpad from the Hori doesn’t look too good tbh, the directionals don’t seem to be that well fleshed out, but I’ve never used one so who knows. I’ll see how it goes with the 360 controller, already bought a brook converter from when I thought I was gonna play on my 360 stick, so might as well try it
Needed a break. Finally played on Sat after about a week off and played great. Went 7-2 went from 660 LP to 1000+
Being low tier, some opponents let me get away with a lot of goofy stuff which is not helpful in the long run, but I felt pretty good about most matches. Of course we all complain about cr LP x 3, but that and standing lp are what I use the most. You can stuff so many things with the two moves, and frustrate them into doing something unsafe. When I get aggressive I lose. Back to the goofy stuff, I’m surprised by how many people are really really don’t know the matchup, and do things like throw a fireball at low health when I have VTrigger available.
That being said, I played a Nash and a Ken both of who seemed to know the matchup and had a strong gameplan against me and I got crushed.
I just posted this on the other thread, but I’ll share that here too.
“Oh, just played against Chun-Li ranked 30, with 9225 LP and a win streak of 35 Victories!
and I won! when the timer reached 10 seconds in the 3rd round!!!
Before my (lucky) cr.M kick killed her, which gave me the win, he hit me with a EX Kikouken, what left me with a PIXEL of life!!!
I think I was never so patient as I was in this game.”
On the cr LP x3 i dont use it.
my blockstring is cr lp, cr mp. the cr lp is +3 on block so the cr mp comes out in 4 frames but i am still plus three after they block that. Plus i get white life damage.
my combo from distance or if the character is crouching i use cr jab, st mp. it combos on counter hit and usually that is they only way that my cr jab hits anyway.