Can anybody tell me all the nerfs Gief received in Super? Also how did these nerfs effect his more technical dynamics? (I.E his short jump, Kara throws etc).
c.lk went from 3-frame startup to 4-frame startup
c.lp damage went down to 20
lp spd damage went down
ex-hand damage went down
gief jump is floatier, and doing certain normals like j.mk or knees don’t reduce the amount of airtime gief gets like it used to.
also - i believe jump-cancelled moves no longer retain any amount of throw invincibility (i can’t do jump-cancel lariat on demon flip throw anymore)
probably some other ones i’m forgetting
some ppl were saying his hitbox is now bigger in the air than it used to be - not sure if this was ever confirmed.
How does it affect technical dynamics? c.lk, c.lk is now a 1-frame link; short jump is still in there, just floatier and maybe bigger hitbox, so baiting anti-airs requires more precise spacing, and the jump-cancel throw invulnerability was probably taken out or else it would have been OP vs all the new grab ultras in the game.
Is the jump cancel confirmed to be removed or rumored. I’ve never been able to do it to test myself
I can’t get it to work vs. akuma’s demon flip grab, and that’s what everyone was saying it was useful for in vanilla.
Also, theoretically, it should work point blank vs. Abel U2, but I tried it numerous times and shit don’t work, so I’m pretty sure it got nerfed.
And Vangief takes KeystoneII, beating Fchamp and RickyOrtiz along the way.
Also s.mp went from 100 damage to 70. Possibly slightly smaller hitbox (seems to trade a lot more, I may be wrong). IMO this was a monster nerf.
Well when taking into consideration the damage reduction, remember everyone but what Sim got a damage reduction, need to really compare it against everyone’s base damage now to say it ‘got nerfed’.
I’m just having a hard time with my spacing shrug
- :bluu:
Yeah, that is true. But i am mainly looking at it as a trade situation. In Vanilla, with s.mp damage and his 1200 health trades were nearly always in Gief’s favor. Now many crucial s.mp trades (against Chun, Bison, Rose s.hk and the like) are decidedly not in his favor due to the coupling of his damage reduction and stamina being lowered. I view those 2 elements together as perhaps his biggest “nerf” from vanilla; since c.lkx3-4 xx ex-gh can be essentially replaced by c.lpx2, c.lk xx ex-gh and so on.
Yeah, the ‘compounding’ effect really hurt…I guess I hear/see people talk about the damage redux like its the main villain, but just about everyone got a damage redux so it’s not really anything to worry about. However the stamina nerf hurt. I have very average footsies - but my game was focused around said footsies…getting into footsies range, and using them to push my foe into a favorable positionb for me (corner)…but I take so much damage now getting into those positions that it unnerves ‘me’ and makes me want to play extremely safe because I’ve lost so much health. Purely mental and purely my roadblock to get around, but nothing is more frustrating than losing 1/3 of your health trying to pin someone in the corner and them getting out taking minimal damage.
I just need to really work on my spacing and pokes/follow-ups, especially anything thats not s.mp, c.lk or c.lp. I know all the tools, just don’t put them together well…and I use s.mk too damn much.
- :bluu:
People still use zangief? lol
Really, he got nerfed way to mutch
s.mp, hes only good poke, nerfed
cr.lk, the only move that force the opponent not to jump, becuse if they try, cr.lk will hit and it will combo to EX Greenhand, which also got nerfed! It does baby damage and its a EX move ffs! capcom gave akumas EX SRK 180 damage but that made EX Green hand 130 damage? retarded! Non EX Green hand is still unsafe on hit. Whats the purpose of this move then? To move forward after a SPD? only that?
terrible jumps
no empty shortjump at anti air normals anymore, what is zangief suppose to do about guile? sonic boom and cr.hp all day
less health and stamina, he cant make mistaces now
nerfed spd damage
lariat lower hitbox didnt need to get changed, it could be punished
Yeah, this is all true kind of. But they didn’t nerf the feeling of the opponents running for their lives and then panicking when their back hits the corner. That is good enough for me.
… Ignore the troll.
So guys, I heard your EX greenhand lost its knockdown property
This is probably premature; but I am drunk and angry. If they think EXGH not knocking down is some kind of positive tradeoff for the garbage ultra having more range I will be forced to go to the capcom offices and take a shit on someones desk. No lie. Yes I am drunk.
Lemme know when you go. I may just go with you.
i want to go too.
I will rent a cargo van and eat pickled plums and kimchi for 2 days straight beforehand; not fronting at all.
does gief have any air attacks that must be blocked high?
Um. All air attacks must be blocked high.
Opening statement: New new cast just drives me batty. Other than dudley and hakan (and sometimes cody), just having a tough time adapting to their gameplay.
Been playing a string of combo heavy Guy’s lately, and I’m pretty lost in this matchup. This is not my video but this is how I’m being beat.
[media=youtube]geGTy_Gxgj8[/media]
All advances beat with slides or solid standing pokes. The the ambiguous cross up to combo is also a headache. No solid chance of wake up games and very few run > overheads since they are -6 apparently (but for some odd reason i CAN’T punish them even with a regular throw anyway).
what could this Gief have done to make this more competitive? o_s lk doesn’t beat his slide and is risky if he goes overhead so its like you have little chance to walk forward