Thanks isn’t that the same move they buffed in some way? Honestly felt unnecessary…
Maybe it was unnecessary, but maybe they didn’t want Gief players avoiding the Fierce Punch button like it was dipped in herpes. I haven’t heard too much about the buff. Might also be that they buff some normal that no-one uses to counteract other nerfs.
This is a random question and kinda unnecessary i think…but does anyone know how many frames of invincibility Gief’s U1/Super has? Is it just 1f on startup?
I thought it was something like 5 but I dunno…checking EH…meh I’m wrong 1 frame startup.
- :bluu:
Yes it is apparently…
We still will…though depending on the new hitboxes for it, it maybe even better at beating NJ now…can’t test that shrug
- :bluu:
What’s the best way to practice gief’s meaties in practice mode? Record/Playback doesn’t really seem that great.
Practicing some OS’es can only be done in matches. If Record/Playback isnt working for you that is
the only way to practice a meaty on a dummy for combos, is to set him on no block, otherwise, you’ll have to record the meaty after an untechable knockdown etc.
Depends on what exactly it is about the meaty you want to test.
For example, if you wanted to test the timing for how meaty c.hp links into s.mp, you can do that in training with no block, no recording.
If you wanted to test what other character’s options were vs. gief meaty c.lk, then you would record gief doing meaty c.lk and you would control the other character testing out any move to try to beat it. This is a little harder, you may have to try several recordings to get the best meaty timing.
Got a question on Giefs HB stun.
If you trade your HB does this reduce the stun? I’ve hit some people like 3 times in one round with this and no stars yo.
No. After the aerial reset the stun goes down the second their feet touch the ground.
Nope, you deal whatever damage/stun that’s available to the hit. That’s why you can trade and dizzy peeps. What you’re experiencing is stun reset. If you don’t keep up the damage, stun will go down. You can see this in training mode. For that matter, stun will “stay” on the opponent even through block strings and such. Won’t go up or down unless you hit them some more, or they peg you with an attack.
TL;DR: Peg HB once, but if you wait 5sec before attacking them again, they no longer have stun from first attack, so you start from zero.
Edit: This is the same for all characters/attacks in the game.
So my crossup splashes are getting SRKed. Is it my timing?
You’re jumping too late (or too early depending on the situation). Learn how to safe jump after a non techable knockdown in training mode*. Don’t try to crossup splash after an ex gh, cause they can tech recover and mash SRK on wakeup. Best setups are : normal throw, german suplex (close 360k), ex SPD, sweep and ultra 1.
Also, remember that some SRK are invincible (Ryu and Ken’s mp SRK for example), so don’t try a crossup if they have two meters and U1.
*Go to trainig mode, take Ryu and set Gief on dummy. Make Gief do sweep > crossup splash, then try to SRK with Ryu. Repeat until you find the perfect timing where you cannot SRK Gief’s crossup.
Heres one I’ve been curious about why are there two types of Headbutts?
There have always been two headbutts.
MP headbutt comes out 2 frames faster than HP headbutt, but HP headbutt has twice as many active frames.
MP starts up in 4 frames and is active for 6 frames.
HP starts up in 6 frames and is active for 12 frames.
MP does 100 damage 500 stun
HP does 120 damage 600 stun
MP Headbutt has a smaller hitbox too.
You can also look at it as having an air-to-air headbutt in mp and a air-to-ground in hp. Not that hp doesn’t work as an a-to-a, but mp is faster. Also, if they are conditioned to block a wakeup headbutt you can whiff mp headbutt to setup swirly throw time.
Thanks very much for the answers.