Look at this beautiful body, a marvel of power and strenght, there are no cracks or bents at this muscled sculpture chiseled by art of discipline and hard work.
Yep pretty much and if you ever win a set against a friend it's because the character is random or because the character is underrated and secretly top tier. Even when I win w/ Gief I still lose lol.
Dang this game been out for so long and i never seen a gief whiff level 3, its hilarious that he says “time to get serious” but when it whiffs he just stands there in shock saying “are you serious??!?!” Lol
16:26 1500 NR gief here. This lvl 3 beating Jamie's safejump has changed my outlook. I now see safejump corner pressure as an opportunity rather than something to be afraid of. Now I have something to look forward to vs Jamie and others I keep losing to. Thanks Broski.
how did you reach 1500 mr and not think "hmm i have the best close range instant level 3 in the game, maybe i can contest jump in after all" without it being spoonfed to you?
8:03 If you want oki, Spinebuster (down forward throw) is your best friend. Best normal throw in the game by a good margin, the oki you get off of it is insane, even midscreen
3:33secs, 11:57secs, 13:05secs, 16:22secs, 20:46secs - Oh my gosh.........That is why all players are scared to play against a master ranked Zangief. The character increases people's blood pressure.
Gief suffers from the sf6 low tier curse: high af highs, but bottom of the barrel lows. Getting that damage off SPD is so good, but then you remember you have gief buttons to follow up with.
To answer the question of "how do I stop Jaime from getting drinks when Gief can't move," you don't. The MU is arguably Jaime's best MU in the entire roster for that reason. It basically boils down to attempting to keep pressure on him as much as possible by staying close, which of course is difficult because Gief doesn't get oki from much of his normal gameplan. You also can't even punish jaime's sweep if it's done at max range, so Jaime gets an easy way to get drinks for free by fishing with one of his best buttons that's even better in this MU. Such is the life of Gief.
It's frustrating to me when Jamie players REFUSE to drink when they can absolutely do so. That guy sat on 1 drink the whole match and was afraid of raw drinking against Gief who doesn't have a DR to quickly close the distance
he got 2 drinks in 11 seconds. Raw drink against gief is still dangerous unless he's a decent distance away you're also giving up pressure that you could use to drink from which is what he was probably trying to do.
The worst part of gief to me is watching the entire cast get to string together cool drive rush combos while gief just gets “you can string one medium or heavy hit into 3 lights” and that’s all you get ever. Just feels bad to “cash out” your drive gauge into a bunch of lights
The odd part again is that his drive gauge refills slower which is a pretty common theme with him. Gief often just doesn't get to benefit from universal mechanics as well as everyone else.
@@Agent_A_Grahamthere’s a difference between not having everything and not being able to engage with the core assumptions of the game. Gief really struggles in terms of gauge management and the fact that mediocre combos take so much of the gauge without him getting much in return is really brutal. I’m not even a Gief player i just feel bad
@@bardsonahillI really do think Capcom over balances grapplers. The reason Abigail was such a problem is because he was not so much a grappler and his other tools suplimented his gameplan to the point he was better than the grapplers. And sf4 gief had ex green hand which tbh was a mistake. Just let him have more strike damage for goodness sake.
I actually figured out that anti lvl3 safejump OS like month one of the game because someone lvl3'd me online, but then i ran into zangiefs so infrequently that i didn't ever remember to go for it, much less have the muscle memory to do it when i need to. Eventually i forgot it was a thing until now.
@ 0:40 Your OD Lariat lost because you did it too early. Just like many other anti-airs, if you do them too early, you're going to either: whiff the hitbox, or play out the whole air invincibility window, leaving you exposed to a jump-in hitbox. In this case, you did both. The first hitbox of Zangief's Lariat is great, and during that time he is invincible to air, but after the first hit, the hitbox transition into the spinning attacks, which are not an anti-air (they don't have hitboxes for anti-airing), and he also loses the air invincibility during that time. You were hit by Cammy's 8LK on frame 15. However, OD Lariat is only invincible to air on frames 6-13, and the first hit is active on frames 12-13. Now, during that window of time (frames 6-13), OD Lariat is a great anti-air. But after that time, it stops being an anti-air and transitions into the spin. Many anti-airs will whiff or lose their invincibility window when you do them too early. Although this isn't that uncommon in fighting games, a lot of times playing too reactionary can get you punished, where you react too fast to something the opponent is doing, even though what you react with can lose to something else the opponent can do to bait that fast reaction out. In this case, if the Cammy had done 8HK or any other jump-in with more extended hurtboxes, then she would've gotten hit. But because jump-ins like her 8LK don't do a lot of hurtbox extension (but also don't have much of a hitbox), she avoided the first hit of your Lariat just barely, and then punished your whiffed anti-air. @ 1:33 Does it feel bad? Yes. But is this a common thing in SF games? Also yes. However, there exist more privileged characters with anti-airs like the classic Shoryuken, that have invincibility from frame 1, much longer active frames, and an anti-air hitbox that covers all the air in front of them. Those are of course much more reliable anti-airs tools since they more easily avoid exactly what just happened at this moment for Zangief. If you wanted to make it so that OD anti-airs always beat jump-ins, you'd have to massively extend the active frames and/or air invincibility of these moves, so that you can never whiff them or run out of invincibility frames. Although I doubt that's something Capcom is going to do.
OD anti-airs should have invincibility extended. Extended active frames just lead to more clanks, which are in the opponents favor because they aren’t dropping two bars
Two active frames is very short for an anti air. Yes, not every anti air needs to be a dp where you can't really do it too early, but most anti air normals in sf6 are 4 to 8 frames active.
6:45 wait gief can punish headbutt???? 7:21 that’s better lowkey,you play better 8:25 lmao 8:52 i got hit 9:24 wow he just running 11:58 wow 16:30 interesting. Yeah i seen that 18:06 yeah i could use this 18:47 have seen that yeah lmao 21:20 rite Cool watch
@@Switcheroo4542 geif can also siberian express and air spd 2cm off the ground and take quite a bit of health from honda. Seriously, the majority of the concussions I've suffered have been from people punishing headbutt, and geif's are especially brutal... What was I saying? Where am I?
After perfect parry, do the down forward throw to get OKI. After that you can use the stomp move to time an spd or a normal throw. If you whiff a normal throw you can AA them
I had fun screwing around with zangief with some friends once so I decided to try to learn him a little more and as soon as I play anything but the mirror I realise how incredibly drive reliant he is, literally any stable conversion? gotta drc, reliable anti air? ex lariat, oki? if possible at all, gotta drive rush I felt so starves for drive gague trying to do anything.
Broke gief tourist: "I feel like I'm absolute garbage with this character and stealing round after round with 720" Woke gief egoist: "I am a GOD clutching IMPOSSIBLE DUBS with this TRASH character"
yea, gief level 3 is pretty much the only thing he has, which stands out as quite good. You are surprisingly quite good at landing it too. so, your gief is good! But, when players start backdashing and jumping, whenever you try to reset them, you will hit a wall. Giefs strike damage is very not good. so you cant really stop them. and lvl getting jumped = you lose. so i predict you will have trouble with that next time.
The jamie player didn't get drinks because Gief can't move. First drink was because you walked back round start and he made a read so drank, second was off the oki he sacrificed after a dp, third was off a rekka combo that gives him a drink, fourth was off his overhead combo that gives him a drink. He didn't just keep drinking while gief tried to approach him.
This might be a dumb question since I'm not a Gief player, but I'm curious--Since the damage and oki from regular lariat after a light string are so bad midscreen, could you instead be cutting your light strings short and going for a SPD/anti-jump mixup?
I much prefer how the SPD is in this game, it not being a scrub vortex and instead getting juicy damage I find to be more fun, but having no oki whatsoever off anything with a character that has the worst time getting in, while every other character just DR's all over the place into throw loop is too much for gief, he needs something.
On day one you fought 90% cammy's with some Jamie and Kimberly thrown in. The real Gief experience is when you get nothing but JP and Dhalsim to fight against, and everyone else rage quits before your level 3 animation finishes
1:13 Thats what im saying. Why there is so many garantee shit in that game and if not garantee its a choice between block until cornered and eat a DI or trade and be in disadvantage Corner stun in this game is so boring to be hit with over and over again that i miss my stun bar
I don't think you can delay tech a button into drive rush, you need to immidietly make a read. ether tech a throw, block an attack that leads to same mix up or invinsable reversal the drive rush. They spent 3 while you spent 2 = good trade usually. You can see later in the match the cammy punished him for teching, probably accidently. I think this cammy just liked to grab cause she never stopped.
I picked modern zangief specifically to get away from fancy-shmancy combos. Don't like combos, can't do nothing about that. 4 commands and you're out. Maybe they made him so ungood because somebody was destroying with modern zangief prior to final tweaks of balance. Hehe.
He was playing Random buddy. Boltstrike is a strong enough player that he doesn't need to know how to play a character to beat up on ranked chumps anyways
"I feel like I am absolute trash and are just stealing round after round with 720" That's Gief bro. I hate fighting Gief because you are always 2 gambles away from mortal peril.
SFV ruined Gief and it's awful that they're keeping the same sort of design philosophy. I don't know who decided grapplers would get rushed down harder than and have worse defense than zoners but it's an awful way of designing them.
this game in general feels like each half of the roster was made by a different guy and they never agreed on what the baseline power level was. the top of the tier list has everything good or great while the bottom are characters with giant weaknesses to counterbalance strengths that aren't even that good. gief is an immobile grappler with almost nothing but SPD damage and ass supers. meanwhile JP is like "I have sword normals, my meterless reversal counter beats grabs and gives me a combo and I have the best level 2 super". luke/ken/deejay are kings of all trades meanwhile jamie has a drinking problem.
@@AlexanderMartinez-kd7cz i'm crying at this comment.🤣 The crazy part about JP is he has 3 incredible supers, meanwhile gief needed a patch just for his supers to even work properly. I'm more shocked when his anti-air super works than I am when it hits, and I play Marisa. I'm like a beached whale up there and it still misses all the time.