Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
"Kimberly"
She has almost no answer for Zangief's Jump in Lowkick/Med after watching Snakeeyez bodied a Diamond Kimberly player last night. She even falls for the Tundra Storm counter.
EDIT: I'm currently playing Zangief to give Ryu a break.
You want to be pressuring THEM into the corner the whole game and be very aggressive to gain position. As a grappler, your life bar is almost another form of meter and you spend the round conditioning them to block. When they start blocking, you can go for tic throws and other shenanigans as you slowly pressure them into the corner. You want to get really good at parrying common strings if you can and get an idea when people are going to tic throw so you can counter with a command grab. Parrying also gets you out of the corner for free with a back throw and is optimal since you get so much damage reduction off parries anyway.
I play Cammy but I fear a Gief that can react to my options and knows frame data well enough to slip in jabs and cancel into a combo.
I believe there's a common conception about how to attack Gief in the corner:
1) They will try to hit you with LP/K, high or low, you must guess, as they prevail over otrer hits, and then some combos -modern or not, doesn't matter- and dive impact to hit you against the corner and continue the attack.
2) Jumps, to avoid the reversal SPD/ XSPD. Then, LP/K and a combo.
3) Grab you.
4) Dive impact and combo.
So, my strategy is try to guess what the rival will do and act in consequence:
1) Just get cover. GIef is slow in reaction, so switching between high and low coverage is tricky. Problem with that is that, if your rival grab you instead, you are defenseless. Other alternative is uding XSPD, which made in good timing will prevail over a hit and can grab and hard punish your rival. Again, Gief is slow in essence, so it works for me maybe 1/3 of the time.
2) This is a typical reaction atainst Gief, because the XSPD, reason while many people do it frequently. A proper solution to this is a lariat, but much more effective is jumping too, heatbut in the air, heatbut in the ground and lariat -yes, a combo-. Or, heatbut in the air and SPD in the ground. Problem is that many rivals will jump after hitting the ground, lefting you defenseless until you recover from the SPD.
3) Grab too, tie grab. But mutch more effective is jumping and SPD when landing. Problem here is: if your rival hit you instead of jumping you won't jump and you will be exposed to a combo. Also, if you are slow, your rival will grab you again when you land or LK/P, which will prevail over a SPD. Also, if your rival hits you LP/K, it will prevail over the grab, so you won't grab him back.
4) SE is excellent to cut a dive impact.
Problem, like every char in the corner, is to guess what your rival will do. Most rivals tends to repeat the attack; let's say he hits you in the corner, probably the next one will be a new hit or try a grab. Which one will use as a second attack is something you have to predict -yes, by luck in my case- , I prefer to jump normally to receive the second attack, as many players will do a LP/K and a combo, and then a grab.. But almost for sure, after two hits attacks, normally the third attack wiil be a grab,
And many times your rival will jump when you are in the corner, a normal reaction for somebody that have a Gief in the corner, because the XSPD.
This is just an essay of what I figured out so far. Once I reach platinum I will tell more rertain, but for now these is what I have. At least, It is an start, but don't rest in my oppinion as solid. My strategy works, I would say, 1/3 of the time.
Hope it helps you.
low short and SPD throw, both 4f, depending on range to keep out
against jump ins:
EX lariat is untouchable, but can't beat cross up
last resort, parry until they dare to walk up for a throw, at which point it's your advantage
You can't react. You can't counter DI most of the time either from block or on wakeup (in the corner), it seems to be by design. All the characters you mention will spam you for free, there is no recourse aside from DI + Fwd which requires 2 bars on meter.
I am Plat 4 gief. Thinking of just dropping him at this point.