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Tbf, not wanting to discredit itazan, but i think Snake eyez is the best gief.
also, i think if a player is cracked enough one can make a low tier character unstoppable, it is one hell of a handicap though beeing slow,big,bad normals, but i've seen a lot of zangief clips, and he looks extremely fun.
low tier characters always have the element of suprise if one is crazy good with him enough, due to lack of practice, and they are the most likely to get buffs in the future, and high tier characters are the opposite(likely to get nerfs, familiar match-ups).
gief gameplan is THE grappler archetype, find your way in, get some sick reads, make your opponent guess between mash/jump/SPD
and honestly, gief never had so many tools to get in, unlike he never had before:
air spd, anti-air super, EX lariat, Bear grab looking ambiguous, axe kick, his nutty light SPD range from sf4, heck even his v-skill kick counter is here.
If he had true oki considering how nutty his SPD damage is, he would probably be busted.
Oh lookee
The grappler archetype relies on the grappler being able to safely condition the opponent to not jump and Gief cannot do this, at least not without burning loads of meter. If you hold up most of the time a Gief gets in on you, you're forcing him to take on lots of risk or burn lots of meter. THIS is why his design in 6 falls apart and why just giving him big SPD damage is not a replacement. Conditioning an opponent, by definition, requires being predicatable and being predictable in SF6 means eating a DI. It's catch 22 for the grappler.
For the record, I don't want him to be an absolute casino where you put people in the blender, that's not fun either.
The double QCF motion is almost impossible to hit on reaction and will at times whiff air opponents so its super hard to use as an anti air at all and really for hitting combos.
you can jump and spd but this seems to get stuffed by jumping air to air attacks.
Honestly his anti air game is garbage compared to the tools he had in SF5. Ill take it though because parry makes projectiles a joke which was giefs biggest issue in sf5.
And about frame data you are plain wrong. Zangief is one of the few people that have plus normals on block so he can weave in grabs. His frames arent bad at all, especially compared to other players.
Comparing frames doesnt work because ALL the moves have been changed to be more negative so that the drive system has a place for drive rush which gives extra frames. 4 or 5 i think.
Comparing two moves is a different thing altogether because the entire move system wasnt changed, just adjusted for balance. The lariat had its cross up protection removed completely. It wasnt just about balancing timing, frames, damage, etc.
"im not gonna bother with that" Im watching pros play modern zangief because hitting it raw is too annoying for even them. You wanna run that by me again or avoid it completely like a scrub for a second time? I guess Jwong knows less than you.
Learn to split your paragraphs up, Reading what you wrote is painful on the eyes.
Normal grab to bait jump is gone? I still use it. bait jump with normal grab instead of command grab and buffer lvl 1 anti air. Like that?
Maybe the language you chose was bad? I understand saying "the lvl 1 super is inconsistent and whiffs" but what you said was double qcf is hard to do against jumps which I disagree with, ironically Justin Wong recently choked to Punk by jumping and getting anti aired by a double qcf move. Don't get upset with me if you cannot convey your thoughts correctly.
I just pointed out to you that anti airs were adjusted because jumps are slower and the corner is stronger, as such it makes no sense to compare these two moves because they are designed for different contexts.
This is getting annoying because you don't fully read everything I have to say before responding, I initially said part of why gief struggles is because normals were overhauled, you reply saying Gief is one of the few characters who still has great plus on block normals, I reply saying overall his normals are not as great which is important for a grappler but that you can't compare them 1 to 1 because it's a different game, that being said a grappler having weaker normals as well as no vortex of course makes them inherently way harder. You THEN reply also saying you can't compare normals 1 to 1, I'm also noticing you are heated, I'm happy to split my paragraphs but if you're getting pissed off because I personally think Gief shouldn't have a better anti air then Guile and me trying to explain to you why his anti air makes sense in sf6, then I don't have to waste my time, but thats your call.
Baiting neutral jump you're saying against a wakeup? Meaty grab definitely gives you enough time against jumps but against a standing opponent there's definitely margin for error because grabs are 30 frames.
If qcf motions are so easy to do on reaciton, id like to see you do them. Lets get some matches in, come on. I want you to anti air me with gief super on reaction. Cause its so easy right? Add me. Lets go.
You realize punk is literally a multi time tournament winner right? Using him as a baseline for how easy something is is ridiculous. Its not even worth addressing.
oh back to the heated thing? Why dont you stop assuming how i feel and just address the points being made? Notice i never try to guess your mental status? Its because it adds nothing to the conversation.
You repeatedly (even here) choose this odd aggressive language to try and antagonise me I guess?, if that's just how you type to everybody then even if I have my opinions about it that's your prerogative, I just have no interest trying to inform somebody who is emotionally invested in a conversation about street fighter anti airs if thats not you then fine.
I don't know what to tell you man, during the beta I played alot of Ken and against people who were turtling I would struggle to empty my super meter, so often times I would just anti air level 3, it's very dependable even more so with characters that have bad jump arcs like Chun-li, but even outside of that to stop jumps as Ryu sometimes I would level 1 if they were too far for DP, it's not that absurd. It is no secret Zangief level 1 is bad, and cannot be used as often as Ken level 3 as an anti air because you need to look out for specific situations where it won't whiff, but the input itself I really don't think is that bad.
I mentioned the punk thing because you brought up how Justin Wong as an authority on why it is hard to do, never did I say "double qcf is easy because punk did it in this one instance" I just personally think they aren't
"but the input itself I really don't think is that bad."
Show me. Put your money where your mouth is. Hit it on reaction to my random jumps. Lets see it. Enough posturing about what you believe. Give me proof.
I said justin clearly thinks its not very viable because he doesn't use it himself. Showing that punk hit it one time doesnt really prove its viable or easy to do. Not to mention without seeing the clip we have no idea if he was just buffering behind something already and it wasnt reactionary.
Stuff like scrub, or cheekily saying I think I'm smarter than Jwong, and the general tone, I don't necessarily mind it, thats the internet but it is annoying when I'm not returning these sentiment.
I hope you don't take this the wrong way but I do not think I would forgive myself if I was so petty I needed to play a guy in a set to prove to him that you can anti air with super, if you really feel that way then fair enough, or maybe I don't fully understand what you mean. I really have no reason to lie to you, the discussion was about Zangief AA's and I agree level 1 is ass, but anti air with super inputs isn't anything special, sf4 had matchups that were defined by the fact "oh he has ultra/super, I can't jump ever again/use this option" and it wasn't uncommon to see people who were reliably able to input these moves (which were also hard to do in sf4) in response to jumps.
And to be clear I'm not insulting your skill the reason you struggle with it and I don't could be peripherals, the fact fireball characters can prompt jump ins way easier than Gief can or the fact I use I've conditioned myself to use super as a response to lots of things (Hazanshu, headbutt, gladius) ect. I cannot reliably always do Guile lvl 3 as anti air but I've seen it enough times to know it's just a hole I currently have.