That's always been what you get when you extend combos to a silly degree. It's not about the damage at that point, it's about having fun and doing something cool. Swag combos! If scaling didn't work like it does, there would be TODs everywhere.
@@kellifizw.8846I mean, it should, it always has in previous games, only real consistent answer now is to meet in the air with a jump back normal (loses incredibly precious screen space), or to instant air borscht, which can be beaten out and isn’t amazing at catching above hom
@@kellifizw.8846Greedy indeed, and I say this as a Zangief main. Lariat is one of the easiest anti airs to reliably perform. It's not like a DP, where you'll see a jump, rush to perform the motion, and not get anything, or worse a fireball. This is why even low level Giefs can reliably anti air, even if they lack every other fundamental. It needs a weakness with the tools Gief currently has, and that weakness is that it does not work on cross ups. But wait, actually it does, with some leg work. If you slightly delay Lariat, against a cross up attempt, it beats it. Not only that, Gief has access to standing HK as an anti air, and charged Heavy Punch. He also has access to air to air options that lead to juggles or outright combo into his air command grab. People who say lariat crossed up in previous games forget that in previous games Zangief didn't have access to a powerful anti air command grab with invincibility, unless he gave up an Ultra for it in SF4. Now he has it for 1 bar, and doesn't have to sacrifice having his level 3. Aside from all of these points, there is a crucial aspect of game design that many people who are asking for lariat to hit crossups are missing. Zangief through the nature of his signature grabs, and how they shape his offense, already incentivizes the opponent to jump, and his toolkit is already primed to deal with that. That's why he has such an easy to perform anti air, for instance. Jumping against Zangief needs to be a viable option that the opponent has, and one that Zangief can punish when he reads that an opponent is trying to jump out of his offense. This is why Level 1 is so slow. This is why his level 1 is the only move in the game to eat double scaling in Modern. This is why Lariat does not hit crossup. Capcom clearly wants jumping to be a viable option against Gief. Putting a Lariat that automatically hits crossups without delaying it while he has all those tools at his disposal to already deal with jumping opponents would be overkill. You'd essentially create a grappler that's bad to jump against. Think about that for a moment. So he's unblockable on the ground, and when you take to the air, he has several options, and his easiest one, covers everything, including crossups. People don't stop to realize how sometimes the buffs they are asking for, will play out in reality.
@@Albertmars32 his thoughts are Gief is bottom tier still. He's debating going Modern because the regular version is so bad, and he'll probably leave Gief as his main if they keep giving him "buffs". Most those buffs didn't do anything realistic to help him in fights, his lariat to level 3 super combo damage outputs not viable enough to replace just using level 2 and often times does a good deal less damage than just doing it solo.
Gief’s level one super has more range now. Because the Hitbox is bigger he can now use this anti air grab more effectively and in more combo routes than before. OD Lariat also has extended range which allows for more hits prior to canceling into it. It can also be cancelled into his level 3
With that you need to cancel into ex lariat at the highest point of hellstab, then you gotta do lvl1 as early as possible, and in some situations they'll also need to be crouching like in the clip shown
gief deserves more love in that sense he is so bad even after patches and when u win as gief u just straight out play ur opponent , playing as a bad character btw do u stream?
Grapplers in fighting games need to be bad cause sometimes you'll steamroll people, sometimes you will get steamrolled. However if gief had like an ex dp, good conversions and oki after his spd then he'd just either steamroll or not get steamrolled, which is very bad for the game. I know it sucks sometimes to play gief but its still fun
Why buff Gief combos? He was already incredibly threatening with very high damaging grabs and buttons. Plus he has a plethora of moves to deal with most situations, don't forget the universal tools the game provides. Completely unnecessary imo, just takes away from the indiviuality of the character.
I don't see why not, gief player been dying with the previous lv1 that has shitty hit box, they gives him so that ex lariat into lv3 is perfectly reasonable, because why would others 2 grappler could cancel into their lv3 but not gief All you said above is just skill issue because you're just sad that a match-up you dislike get buffed, when instead gief actually need a buff
@@tonii557 I don't even dislike the match-up lol, on the contrary, it's when I play grapplers that I enjoy the limitations that come with them, makes the game more engaging. Problem with modern players is that they want to be rewarded without actually doing something difficult, just lazy imo.
Many Zangief players are some of the worst players out there. The game allows them to get by without learning the basics. One or two hits, and they win without knowing why. All strength…NO skill.