Dude this is really informative. Veray nice!
yeah… only PS3 here. I find that if I play keep away, he has no problems getting in and getting a knock down. He can just run at me and splash, run at me, stop and guac, run at me and slide, or wall jump. I have to react instantly. All the ones I’ve played seems to just look for that one knock down and start the mix ups. I hate that stupid tornado flip throw he does too. He seems to catch me almost every time with it because I’m expecting cross up splash 50% of the time.
Character odds imo:
CHAR JUNE 1
Abel 7-3
Akuma 4-6
Blanka 4-6
Boxer 6-4
Chun 6-4
Claw 5-5
Dan 6.5-3.5
Dhalsim 5-5
Dictator 5.5-4.5
Fei 7-3
Fuerte 4.5-5.5
Gen 5.5-4.5
Gouken 4.5-5.5
Guile 6-4
Honda 5-5
Ken 6-4
Rose 6-4
Rufus 5.5-4.5
Ryu 5-5
Sagat 3-7
Sakura 6.5-3.5
Seth 3-7
Viper 5.5-4.5
I can’t see how chun is easier than viper. As a matter of fact, I’m struggling to think why it’s 6-4 in favor of gief anyway… I keep on losing to the best Chun player around here. She jumps in pretty much free, zones well with LP fireball and S.HK, and ultra hits on him really easily. Only way I can consistently win is landing ultra vs her low health.
Claw/Gief is a baste IMO. S.MP absolutely shuts down everything vega can safely do on the ground, and punishes slide. Air games/walldive shenanigans are ok, but the damage trade off if Gief trades a lariat or gets a headbutt in is so not in Vega’s favor.
I think Viper’s runaway and zoning games are both better than Chun’s, not to mention that her damage output when she gets an opportunity is better. Standing roundhouse is a good zoner, but it’s not that damaging and has vulnerable ranges, and outside of that, jab fireball, and crouching roundhouse, I’m not super worried about her keepaway game. She also doesn’t jump on you for free, she has to pick whether you’re gonna try to antiair her with crouching strong or duck into lariat and pick her air attack accordingly. Unlike Viper (with superjump burning kick to fly to the other side a la shoto air hurricane), she has pretty much no runaway game. She plays keepaway, and if you get in, she’s just gotta guess or luck her way out. And she has only one escape special move that’s totally punishable on block and safe jump-able, whereas Viper gets to pick from 3 (burning kick, ex seismo, and fierce thunder knuckle), all of which escape throws, all of which are safe on block (assuming fadc with fierce knuckle), and all of which require Gief to do different things to beat.
Claw can still poke with standing forward and strong and down-toward+roundhouse. My Claw opponents basically never jump at me and never try wall jump shenanigans. Claw’s ex wall dive is a significant threat against Gief from far away because it’s too fast to react to (for me at least), which means that I have to constantly watch out for random ex dive as I’m trying to approach. Claw is also one of the few characters that can play decent meaty games on Gief with mixups between jump back fierce, low short ex dive combo, and throw. And his runaway game is pretty good considering wall jump and ex dive.
Lately I’ve gone probably about even with Combofiend’s and Victoly’s Vipers, but I’ve always been at an advantage against Dae, our best Chun player. I had an advantage against Combo and Vic until just like 2-3 weeks ago, so I’m keeping it 5.5-4.5 still because of the possibility that I might adapt to what they’re doing now. Interestingly, in videos from Japan it even sometimes looks like Gief is at a disadvantage.
I’ve been sucking against Chun lately. She just zones the shit out of me. I need to utilize cr.mp more on her jump ins. Plus I’ve having very little luck on getting her when she does neutral jump HK. If I’m looking for it, I can catch her on the way down with an ex hand. But I’ve tried cr.HP and it never seems to connect. I guess I just don’t know my range. I’ll eat a cr.RH immediately after she lands.
sounds exactly the same as me, chun zones me out well, mixes it up with overheads and grabs, and her neutral jump HK is surprisingly difficult to get near to.
Plus, her ex spinning bird kick just pushes me away so she can wall jump to safety or press the attack.
If you’re having trouble with her ex spinning bird kick, you can bait it by jumping up. Attack by using headbutt as you fall. Timing is kind of a bitch, but definitely learnable.
C. Viper puts Zangief in a tough situation when she plays the runaway game. Everyone should be able to lariat / escape through her seismic games. One thing I keep on seeing, even in Japanese videos, are frustrated Zangiefs trying to jump in with FP.
Stay on the ground, use your standing MP, use your standing HK, use them jabs, and force her into the corner without impatiently jumping in.
Remember, if Viper does a crouching short into her thunder knuckle, and you block the short, you can punish her before the knuckle hits with SPD.
Zangief has a runaway game as well. Use it wisely. Abuse that clock, my friends.
On the subject of chun’s aerials the people I play use either J.fierce or J.RH as their main jump-in.
Both beat lariat quite well and J.fierce beats focus because it hits twice.
J.Fierce beats or trades with C.strong quite well though and it seems that J.RH stuffs C.mp but it’s easier to lariat or focus the J.RH.
I kind of assume most chun’s will use J.Fierce as their main jump-in against gief as it seems to work great against everything but C.strong, which like i said before is a handy deterrent, and in forcing them to beat that I can open up the possibility of focusing or lariating the J.RH when it’s used as a mixup.
Her aerials are a pain though. Worst bit about having to deal with her I think.
Those look interesting to me. I typically chew up Claws hit a wall on one last nyte, but something to be said about him really just being the better player at the time. Turtle/poke claw is pretty annoying, and he can shut down any jump attempt, and while its not a teleport or anything his run away game is pretty damn good, but once I get my licks in, its an akuma situation where now he has to play offense and I get to own’em up. Just kinda interesting to see at 5-5. I’d think the Gouken match up would be closer to even. Sure its a problem getting in on good Gouken’s, and trying to play defensively is a no-no since at least for me dive kicks beat lariats (online)…but once you get in once, he loses at least 50% of his health via empty jump mixups.
Honda 5-5 surprises me as well. Seems Gief can do as he pleases agaisnt Honda so long as he avoids FP spam. I dont’ fight many good Honda’s though so take that as you will. I always feel as though the Ryu match is really in Ryu’s favor, it just doesn’t always seem that way because everyone who plays Ryu isn’t good. He’s one of the few characters who can punish a mistake as hard as Gief AND it putsh im in a favorable position afterwards. He can shut down horizontal movement as well as jump-ins…how much of the 5-5 has to do with volume and how much has to do with skill? Or am I just missing something in the Ryu match-up? Can’t even tick the bastard without catching a jab dp lol.
Its weird seeing such a close match for Viper. On the Viper forums they make it sound like such a mismatch, and my own Vip[er gets destroyed by Gief, but I’m not any good with her so take that as you will heh.
I’ve hit a wall with Gief, I need something ‘new’ to work on. Any general tips or tricks I should try out? I’ve gotten pretty good with s.hk to spd, I’ve got most of his ticks though I should start using lk instead of mk. I cross-up well. Well hell, anyone up for a match this afternoon or tomorrow just to see whee I can ‘grow’ with Gief? And not a stupid mirror match, though thats become a bit better for me with S.HK to spd.
- :bluu:
I was playing yesterday against ryu and was having a hard time connecting PPP lariat against a crossover jump.
What’s the best strategy against crossovers?
I need training against Chuns. I think I’ve lost the last 4 matches in a row against her. And some of them weren’t even that great… I think I just need to use cr.mp a more in this match up and pressure her with more normals. I’m not exactly sure how to go about this match up. High pressure or turtle and punish.
For me I poke and prod until I get her in the corner. I just walk ehr there slowly but surely, then I put pressure on. She has two moves which were invented to destroy Gief - s.rh and j.fierce. So I look for those moves and just avoid them like the plague. It can get hard with input delay so I have to be a little psychic, but when walking foward I wait till I’m about in her s.rh range (try it in training) and then I block, she’ll typically try and nail me with one or two of them and I get back to walking her into the corner. I’ll take some chip from fireballs, sometimes I straight jump up with them, and if Chun doesn’t have meter, depending on spacing I’ll j.mk towards her (early one)…if spacing isn’t right though I get smacked by s.rh on the way up (think Dhalsim and that blasted fierce of his). Once I’m in I do typical gief mix-ups. I do alot of empty jumps and early jumps though to try and ‘pull’ her EX SBK, at least until the stock is out.
For the more aggresive Chun’s that jump in with feirce. Best advice I can give is s.hk those asshats. I believe c.mp can beat her j.fp, but I dunno for sure. Need to test.
- :bluu:
It at least trades and can beat it if you time it right. I still haven’t figured that bit out 100% myself
Eyyyy
Gief…
Whadda Hunk.
TY for contributions. After reading the thread, my play has improved greatly Still having a little trouble with Balrog. Headddddbutttt bike money g g
-X e r i s-
P.S.
Ban Schank
Gief’s headbutt > Balrog’s headbutt…did it last nyte and pissed off a couple Balrog players. gettin knocked dizzy while Rog is doin his headbutt is hilarious.
Lariat > dash punches…just bait them
knees timed right will pass by head nutt if you don’t land a successful tick (safe in other words*
If you see him lose his down charge, hit s.hk to close gap and go for 360…turtle Rog’s seem real sucesctable to it since they are ducking…and well turtling
This is one fight where I have a hard time using s.mp as a poke, just because Rog tends to do dash punches which > s.mp.
On jab spam be sure to buffer for jab SPD, alot of Rog’s tend to mash jab till your just about out of jab range then do c.hk…but jab SPD can grab since at least to the best of my knowledge it isn’t a link.
- :bluu:
They can link cr.HK from jabs. It’s one of Balrog’s hard trials. It’s a little tough but you can link it. But online, people usually screw it up.
LP works as a better poke than MP vs Balrog. It counters him alot more. Doesn’t really give you any attacking advantage other than stopping him in his tracks and making him waste a charge. I usually just stay away from him and far mixup between LP and both Lairats. Then once I get a knock down, go for the crossups.
anyone here have any tips for beating claws and gens? i don’t face many of either but when i do they’re decent and i have no idea what counters what. good claws are just so damn annoying and i can’t really get in on them it seems. gen is really giving me trouble. i hardly ever see him so i don’t really know what his moves are and every time i face one they’re pretty good and i just get destroyed. no idea how to counter his moves.
This is for all of the gief heads out there. I play Honda and my boy plays Gief but he’s telling me that Gief has nothing against honda and I’m trying to tell him it’s a five five match.
But this was before HHS pressure came into play. So my question is what can gief do against HHS pressure in and out of the corner?
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