16:30 So, in my experience, you have to really catch them sleeping on block. That Ken was blocking EVERYTHING you threw at him, and it would have been a really good time to catch him with a tic-throw Light SPD. Make him afraid of blocking! Advice from a Master Zangief to a soon-to-be-Master Zangief.
another master gief here, my piece of advice is to know when to go oonga boonga and when to slow down. Walking on someone and making them uncomfortable with your presence is often enough to bait them into making a mistake. Be patient- Work on your anti airs and your ability to react to and check drive rushes - doing that consistently will allow oonga mode to flow smoother.
S3 FMF air hit nerf kinda sucks though, lost a very important combo ender. Hope the new move fixes this. Other than that our kit actually functions thank god, HPB is actually looking like the gold standard of AA supers compared to Zangief's level 1
@@arsonne Manon is still really fun I think and from the amount of Gief I see my guess is he's pretty fun if you enjoy that kind of character. I think the characters are well-designed overall just on the weaker side which I only think really matters at the much higher levels. Having to chase people around as Gief does look miserable ngl.
The difference between an old bad character and a new bad character is that while the new bad character's tools are bad, at least they all work as intended. Lariat not hitting behind Gief wasn't a coding error or developer oversight. Old bad characters have things like "This move forces your opponent to stand, but whiffs on crouching enemies" or "The pre-baked combo from this super drops unless it lands just right", things you can tell aren't working as intended but just got missed.
1:07:33 OOF The thing about Hellstab, why not make it BACK medium punch instead of down-forward? There is so many HUH? decisions Capcom made with this character it's crazy.
Usually he cautions people to avoid making a hasty appraisal of a character's viability. However, this time he makes no attempt to hide his utter bewilderment at the character's lack of tools and the reality of how trash the poor red cyclone is.
After playing Zangief u appreciate every different character in the game. He feels so incomplete with tundra storm being a meme his triple stomp not doing anything almost and his lights not confirming like the rest of the cast. Also i seen people burn themselves out without any repercussions because you dont have specials to punish your opponent with like chun li kicks spinning knuckle fireballs or dragonlash. But hey atleast his lvl 3 critcal art does liek 55% of someone health right woohoo.
I've actually recently had a bit of an epiphany with zangief's stomps. I actually think they're slept on! Sure, it's meme-tastic that it's a target combo that doesn't combo, and it's unsafe all the way through... but I think it's *perfect* for zangief, because it's made to be blocked! See, every hit of the target combo has a one frame gap, meaning that if your opponent mashes on you they'll get hit, and since it's -10 your opponent will think "I'll just block the third stomp"... except there's only a 4 frame difference between the third stomp and an SPD... try to jump or backdash the SPD and the third stomp will catch you. The third stomp is also special-cancelable, meaning that if they DI the 2nd stomp, you have enough time to cancel the third stomp into a DI and get them back... and you can drive rush from the third stomp for plus frames to keep your pressure going if you've got the meter to spare.
@@kevingriffith6011I've been experimenting with it as well. It opens a lot in the mix up and 50/50 however it burns a lot of meter to benefit from. However it does keep your offense going and leads to Oki if you cancel lariat out of 3rd stomp.
Playing zangief is a herculian act of balancing your opponents fear. You gotta scare them enough to check them with spd but not so much that they keep backward + forward inputs taped down the whole game
Capcom really saw SF5 zangief's lariat doing literally everything in his kit and thought "We should nerf Lariat" rather than "We should give Gief more to work with". (Seriously though, SF5 lariat just did everything. It was your main combo ender, your best anti-air, *and* your best anti-fireball tool all in one button.)
@@millsy800 Absolutely. They did add a bunch of target combos and stuff which takes *some* of the load off of lariat as a combo ender, but it's still trying to fill the role of like 3 special moves all by itself and only doing one of those things decently. It's not even that great as an anti-fireball tool anymore because SF6's fireballs are much better, he can't be expected to scoop people's outstretched limbs with it like he could in SF5.
@40:07, having this on my side monitor (therefor i did not see the wall stun), my mind was blown when the reset occurred and Sajam was able to DI despite being in Burnout moments before.
They really should have put some grapplers in the beta. People were thinking they didn't want them getting cracked, but now nobody cares about the crack anymore and we still have undertuned grapplers.
So I kinda had an epiphany on Gief's "meme stomps", and honestly... they might be kinda slept on. See, they're kind of Zangief's rekka if you think about it. There's a one-frame gap between each stomp on block, meaning that you'll frame trap any button they throw at you while stomping. Your first thought should be "Well, they can just DI you"... and no, actually they can't. If they DI the second stomp, you have *just* enough time to cancel the third stomp into your own DI. Now, the third stomp is -10, which you'd think would be a problem... but if your opponent knows that then you're 100% free to just SPD them while they respect that third stomp... and even if they block the third stomp? You can Drive Rush cancel it and make yourself plus. it's actually kind of a brilliant pressure tool that's got meme status because it's a target combo that drops by itself, but I legitimately don't think you're meant to hit your opponent with this. (Oh. And before I forget, you do get to cancel into lariat or drive rush off of the third stomp, so you can get a combo off of it.)
The main thing, is that standing mp does this as well, technically the window isn’t as tight and the second hit isnt safe, but if delayed , it isn’t a fram trap but looks almost exactly like the second hit. That combined with the better ranger and versatility means you tend to just use standing mp instead. However that doesnt mean that with some changes to stomps or other parts if his kit that it wont see more use.
@@maxpflughoeft6806 True, but the reward from 5MP is... nothing, a knockdown you can barely use. The reward from stomps can be potentially *massive damage* and a useful knockdown since you can drive rush cancel the last stomp into headbutt, gief's biggest combo starter (or Drive Impact, Super 2 or Lariat)... and 5MP is much more vulnerable to drive impact than the follow-up stomps. The biggest flaw with stomps IMO is that there's a ~3 frame window where you can delay jab to beat both stomp 2/3 and SPD. Even invincible reversals aren't "free" to stomps, since the first and second stomps recover fast enough to block an invincible reversal if you read it and do no followup. People complain about Gief's close range pressure being weak because he gets no reward off of his jab, and yet they don't use a move that seems to be completely designed to be a close range pressure tool... and if you're a hit-confirm god you can even hit confirm off of the first stomp into 2lk->2lp, but you're too far to reliably lariat off of it. Also, for clarity: having a limited use-case for a move doesn't make it a bad move. We don't say Shoryuken is bad because it's only useful as an anti-air. There will be moments in the match where you *can* use stomps, and in those moments I struggle to find options that are wildly superior to them. (Maybe headbutt, which *actually plus* for frame trapping rather than being fake plus, but headbutt has an even longer start-up than stomps.)
1:26:55 "Smash players can't slow down. All they hear in their head is *starts singing Dream Land 64*" As a Smash player, I can confirm this is true. Or I'm hearing Fountain of Dreams. One or the other. God, I love Melee so much.
funny... I had a Steiner mod for SFV gief . Note that around @1:25:00 when noting that zangief can't lariat the teleport from JP, THIS IS WHY I THINK THEY NERFED LARIAT! Certain chars have cross up moves (Jp, dhalsim, kim, blanka, cammy, deejay) and if Zangief could just lariat those moves and protect both sides, those char's wouldn't be able to use those moves effectively against him. SO capcom took out his backside hitbox instead. it really is complete bullshit.
I hate how far SPD puts you from the opponent. It feels like you're 'cashing out' cause the damage is insane but it is practically a reset to neutral. You can drive rush in but you are kind of 50:50ing yourself because any button loses to wake up DI, and SPD is so unsafe to wake up jump (and maybe backdash too) and if they have an invincible reversal committing at all is just asking to get hit. Damage is crazy, of course, but yeah it just feels weird how bad his oki is after it.
It seems they want the kick 360 to be the oki option but if your slightly far away and get the run instead you're gonna just eat a full punish from just about anyone
I wonder if the reason they made Zangief so below par is because they were afraid that he benefitted from the system mechanics so much in theory that they had to make his strike reward bad to balance out punish counter throw vs parry
Grapplers have been low mid to low tier in most fighting games, and particularly so in the SF franchise. There's a general consesus in the community that grapplers are not fun to play and shouldn't ever be top tier. I don't know if Capcom and other developers believe that or if they fear people will quit if grapplers are everywhere, but grapplers being comparatively weak is literally as old as the genre itself.
I recommend studying Capcom as a developer to understand that they do ridiculously poorly balanced roosters intentionally, not even just in fighting games. They literally see this not as options the player should have but as the goods vs the bads.
@@chrisludwig4729 Yet there aren't often grapplers who are this bad anymore really. You can whine and moan all you want but I don't think that most grapplers that have come out in the past few years have even gotten close to the solid bottom 1 status that Gief has here, and he also isn't even particularly threatening once he gets in either because his grab resets him out of grab range basically
@@SoftBoiledArt This is like.... not even close to true? Maybe like 13 years ago when arcade edition released with Yun and Yang, and arguably Luke in, SFV, but even then it's quite clear to see the reasons they decided to restrict Gief in the ways that they did. If you think there's no reason then you barely even understand the character in the first place
How do other gief players get hellstab>level 1 or 2 consistently? Its the one thing i struggle with. Also @Sajam regarding jump in splash, it feels completely inconsistent. Sometimes you get a button, and other times, you walk forward after landing and get hit with a button. Still dont know why this happens with splash and no other jump button. Makes zero sense.
Not sure if it was mentioned somewhere, but Gief and Lily both have an extra 5 frames of landing lag after their body splash. I guess it's meant to help you hit confirm, but it was messing up my timing when the game first came out.
Always seems funny to me that a wrestler (gief) and a judo expert (manon), literally people who devoted their entire fighting style to grappling, are susceptible to throw loops. These two, when thrown, should have much faster recovery or even wake up moves pushing people away or even punishing throw loops.
I mean realism wise it makes sense, but gameplay wise its just not really nessescary and just needlessly adds knowledge checks. If we were to balance around realism, most of the fun things in this game would just be taken away. Like imagine if Rashid just refused to be matched up against women because its in his bio or no one is allowed to parry big characters anymore because they would just overpower some character's defenses. Besides command grabs already ignore normal grabs lmao there is your "throwloop punish", you just need to actually made a decidion instead of wanting an automatic deterrant which wouldnt fix the issues with those 2 characters anyway
@@iceiceparis6924command grabs don't actually beat regular throws, at least not all the time. There's a weird mechanic where if a grab and a command grab happen on the same frame, on even frames the normal throw wins and on odd frames the command grab wins, which effectively makes the winner random from a real-time decision making standpoint.
that sounds real bad, not fun, and extremely limiting for every grappler that would ever be added to the game in the future because throw loops are so core to SF6
Maybe its just me but i actually dont mind the marisa matchup. I'm still only at diamond 5 but i feel like most of them don't play the neutral very well. They throw out big buttons that you can hit low or become predictable and are susceptible to jump ins. Obviously once they touch you it gets scary though lol
@@GleapgoogleplusisgoneIt can catch people lacking after command grab cause of reach. If there’s anything that’s been a miss input for me it’s hammer fist coming out when I have a dedicated grab button.
@@Shiratto I've got an endless list of misinputs my left hand is just imprecise trash. I've actually started specifically training that as of yesterday to see if I can develop some dexterity in it for the sole purpose of sucking less with my fight stick. Until then I should just change my handle to "NoneOfThoseInputsWereIntentional"
@@Gleapgoogleplusisgone Meanwhile I’m starting to consider stick or hitbox because one of Marisa’s bigger damage combos than the one I’m doing just feels like it’s gonna break my hand one of these days on pad every time I practice it.
As a plat 3 modern Gief, I'm surprised that higher level players don't quite punish the same. I'm used to punishing Lightning Kicks with SPD and Ken's target combos with SPD so I was expecting Sajam to punish those hard. Very surprised to see Chun go from blocked lightning to od dp, usually that's money for M Gief
@@broganirwin864I definitely feel like that’s the case. I might be dumb because I don’t play Gief but is getting Oki really that worth it when his neutral and tools seemingly suck? Unlike every other character he’s not really built for vortexing people from what I’ve seen so you might as well try to increase the fear by chunking their health bar right?
@@ShirattoOki is exactly what you want when you have bad neutral. Doing SPD means you reset yourself to neutral for big damage, while going for Oki means you don't get the immediate cash out, but have the opportunity for a second combo while you are advantageous.
How did the Cammy suddenly have 0 LP? EzTyme at around 1:01:00 Sajam wins 0 points for beating the second set and then the third set EzTyme has 0 LP??????
To me and bear in mind I'm no pro but a ex spd is best after di in a lot of instances it does massive damage I've seen throughout these vids many times you hit di reversal and could've won right there with a simple ex spd instead of trying to drive combo which gets far less and if you have lots of meter and get in close ex spd is a better option than combo strings and look for a air to air borscht dynamite in obvious jump situations
Ex spd after di is heavily scaled, it's good if it kills but most scenarios it doesn't, doing a combo into lariat also provides far better oki, which is super important for gief
Honestly Sajam. Im more concerned that you named this video after " I have no mouth, and i must scream" especially knowing how fucked up that story is xDDDDDDDD
Gief's meme counter, Tundra Storm. catches non-overhead, non-low kick attacks and barely gives him any reward, but it's always a crowd pleaser when you land it, so there's that. It's a 5 frame start-up, too, so it's not even that great against meaty attacks that it works on, nor is it ever really his best option against the DIs that it works on.
@@Sassboat Ah. Alright. It's kinda arbitrary what kicks it catches, either way. There are only two reasons to use it, really. For the content, and your loyal fans.
Hearing Sajam say "Lariaaaat" like a disappointed father every time it loses an interaction kills me every singly time
You got 144% chance of getting Gief to master
The numbers don't lie...
And they spell master
@@liquidbidenthis is really funny ngl
Luke knows he can’t beat Gief, so he’s not even gonna try!
@@liquidbiden AT CAPCOM CUP
16:30
So, in my experience, you have to really catch them sleeping on block. That Ken was blocking EVERYTHING you threw at him, and it would have been a really good time to catch him with a tic-throw Light SPD. Make him afraid of blocking!
Advice from a Master Zangief to a soon-to-be-Master Zangief.
Any other advice? Interested (baby) minds want to know.
another master gief here, my piece of advice is to know when to go oonga boonga and when to slow down. Walking on someone and making them uncomfortable with your presence is often enough to bait them into making a mistake. Be patient- Work on your anti airs and your ability to react to and check drive rushes - doing that consistently will allow oonga mode to flow smoother.
Bro ain't know way he got the Metal Gear "!" noise from his raid RIGHT as he did lv.3. The best content truly is unedited, lol
LOL timestamp?
@@andrewbyers258739:15
@@andrewbyers258739:17
It was a canon event
@@andrewbyers2587A day late but it's at 39:15 if you haven't already found it out by now.
10 minutes in and all i can think is, thank Daisuke Pot has the tools he has. Geif looks miserable
Right? The grapplers in this game at the moment just don't look fun to play, and they definitely aren't fun to fight imo.
Slidehead and Flick are such amazingly designed tools for a grappler.
The new invuln approach method of Wild Assault being +7 guard crush is so insane too
S3 FMF air hit nerf kinda sucks though, lost a very important combo ender. Hope the new move fixes this.
Other than that our kit actually functions thank god, HPB is actually looking like the gold standard of AA supers compared to Zangief's level 1
@@arsonne Manon is still really fun I think and from the amount of Gief I see my guess is he's pretty fun if you enjoy that kind of character. I think the characters are well-designed overall just on the weaker side which I only think really matters at the much higher levels. Having to chase people around as Gief does look miserable ngl.
39:15
You couldn't have asked for a raid to happen at a more perfect time
That's what I was thinkin 😂😂
The difference between an old bad character and a new bad character is that while the new bad character's tools are bad, at least they all work as intended. Lariat not hitting behind Gief wasn't a coding error or developer oversight.
Old bad characters have things like "This move forces your opponent to stand, but whiffs on crouching enemies" or "The pre-baked combo from this super drops unless it lands just right", things you can tell aren't working as intended but just got missed.
1:07:33 OOF
The thing about Hellstab, why not make it BACK medium punch instead of down-forward? There is so many HUH? decisions Capcom made with this character it's crazy.
19:26 The instant after he did CA his health regenerated above 30%
awesome observation
While I'm sure he'll still hit master (if he hasn't already), it's kind of funny to see Sajam actually a little flustered and unhinged over gief.
Usually he cautions people to avoid making a hasty appraisal of a character's viability. However, this time he makes no attempt to hide his utter bewilderment at the character's lack of tools and the reality of how trash the poor red cyclone is.
The "You know what they won't expect?" bit is a wonderful example of comedy comes in threes.
After playing Zangief u appreciate every different character in the game. He feels so incomplete with tundra storm being a meme his triple stomp not doing anything almost and his lights not confirming like the rest of the cast. Also i seen people burn themselves out without any repercussions because you dont have specials to punish your opponent with like chun li kicks spinning knuckle fireballs or dragonlash.
But hey atleast his lvl 3 critcal art does liek 55% of someone health right woohoo.
I've actually recently had a bit of an epiphany with zangief's stomps. I actually think they're slept on! Sure, it's meme-tastic that it's a target combo that doesn't combo, and it's unsafe all the way through... but I think it's *perfect* for zangief, because it's made to be blocked! See, every hit of the target combo has a one frame gap, meaning that if your opponent mashes on you they'll get hit, and since it's -10 your opponent will think "I'll just block the third stomp"... except there's only a 4 frame difference between the third stomp and an SPD... try to jump or backdash the SPD and the third stomp will catch you. The third stomp is also special-cancelable, meaning that if they DI the 2nd stomp, you have enough time to cancel the third stomp into a DI and get them back... and you can drive rush from the third stomp for plus frames to keep your pressure going if you've got the meter to spare.
@@kevingriffith6011I've been experimenting with it as well. It opens a lot in the mix up and 50/50 however it burns a lot of meter to benefit from. However it does keep your offense going and leads to Oki if you cancel lariat out of 3rd stomp.
the edit at 1:14:00 was friggin uncanny
Playing zangief is a herculian act of balancing your opponents fear. You gotta scare them enough to check them with spd but not so much that they keep backward + forward inputs taped down the whole game
1:08:19 that's my life as a Zangief Loyal Fan. "I have no lariat and I must Scream"
JP one and done-ing his best matchup after losing was funny AF.
Awesome title made me listen to the audiobook again...buff lariat
Capcom really saw SF5 zangief's lariat doing literally everything in his kit and thought "We should nerf Lariat" rather than "We should give Gief more to work with".
(Seriously though, SF5 lariat just did everything. It was your main combo ender, your best anti-air, *and* your best anti-fireball tool all in one button.)
They kept the idea behind it. Still his main anti air, combo ender and anti fireball tool in 6. It's just bad at all of those things.
@@millsy800 Absolutely. They did add a bunch of target combos and stuff which takes *some* of the load off of lariat as a combo ender, but it's still trying to fill the role of like 3 special moves all by itself and only doing one of those things decently. It's not even that great as an anti-fireball tool anymore because SF6's fireballs are much better, he can't be expected to scoop people's outstretched limbs with it like he could in SF5.
They made Alex lariat so good they decided they couldn’t make any lariat good in 6
Should've titled it "I have no lariat and I must spin" tbh
38:54 love this guy, funniest palm I ever seen
@40:07, having this on my side monitor (therefor i did not see the wall stun), my mind was blown when the reset occurred and Sajam was able to DI despite being in Burnout moments before.
I Have No Oki And I Must Grab
One of the benefits of the run-grab with gief is the oki it provides is better than SPD. Drive rushing back in forces a 50/50.
They really should have put some grapplers in the beta. People were thinking they didn't want them getting cracked, but now nobody cares about the crack anymore and we still have undertuned grapplers.
Damn, he knows what they'll never expect.
One must imagine gief players happy
So I kinda had an epiphany on Gief's "meme stomps", and honestly... they might be kinda slept on.
See, they're kind of Zangief's rekka if you think about it. There's a one-frame gap between each stomp on block, meaning that you'll frame trap any button they throw at you while stomping. Your first thought should be "Well, they can just DI you"... and no, actually they can't. If they DI the second stomp, you have *just* enough time to cancel the third stomp into your own DI. Now, the third stomp is -10, which you'd think would be a problem... but if your opponent knows that then you're 100% free to just SPD them while they respect that third stomp... and even if they block the third stomp? You can Drive Rush cancel it and make yourself plus. it's actually kind of a brilliant pressure tool that's got meme status because it's a target combo that drops by itself, but I legitimately don't think you're meant to hit your opponent with this. (Oh. And before I forget, you do get to cancel into lariat or drive rush off of the third stomp, so you can get a combo off of it.)
The main thing, is that standing mp does this as well, technically the window isn’t as tight and the second hit isnt safe, but if delayed , it isn’t a fram trap but looks almost exactly like the second hit. That combined with the better ranger and versatility means you tend to just use standing mp instead. However that doesnt mean that with some changes to stomps or other parts if his kit that it wont see more use.
@@maxpflughoeft6806 True, but the reward from 5MP is... nothing, a knockdown you can barely use.
The reward from stomps can be potentially *massive damage* and a useful knockdown since you can drive rush cancel the last stomp into headbutt, gief's biggest combo starter (or Drive Impact, Super 2 or Lariat)... and 5MP is much more vulnerable to drive impact than the follow-up stomps.
The biggest flaw with stomps IMO is that there's a ~3 frame window where you can delay jab to beat both stomp 2/3 and SPD. Even invincible reversals aren't "free" to stomps, since the first and second stomps recover fast enough to block an invincible reversal if you read it and do no followup.
People complain about Gief's close range pressure being weak because he gets no reward off of his jab, and yet they don't use a move that seems to be completely designed to be a close range pressure tool... and if you're a hit-confirm god you can even hit confirm off of the first stomp into 2lk->2lp, but you're too far to reliably lariat off of it.
Also, for clarity: having a limited use-case for a move doesn't make it a bad move. We don't say Shoryuken is bad because it's only useful as an anti-air. There will be moments in the match where you *can* use stomps, and in those moments I struggle to find options that are wildly superior to them. (Maybe headbutt, which *actually plus* for frame trapping rather than being fake plus, but headbutt has an even longer start-up than stomps.)
Poggers it's me, the Marisa.
Also the chapter saying "Hook subs be hittin' jab". I learn from the best, my Guapo King, Hook.
1:26:55 "Smash players can't slow down. All they hear in their head is *starts singing Dream Land 64*"
As a Smash player, I can confirm this is true. Or I'm hearing Fountain of Dreams. One or the other.
God, I love Melee so much.
you know marisa players got that faded out medium punch button
Hey hey hey!
You ain’t wrong, but you don’t gotta say it out loud!
1:06:44 He knows! :0
“Command grab is scary must play runaway lame style” - everybody online
I missed you fighting my favorite Super Beard Bro on stream?! I thin his highest ranked character is Zangief, oddly enough.
funny... I had a Steiner mod for SFV gief . Note that around @1:25:00 when noting that zangief can't lariat the teleport from JP, THIS IS WHY I THINK THEY NERFED LARIAT! Certain chars have cross up moves (Jp, dhalsim, kim, blanka, cammy, deejay) and if Zangief could just lariat those moves and protect both sides, those char's wouldn't be able to use those moves effectively against him. SO capcom took out his backside hitbox instead. it really is complete bullshit.
I hate how far SPD puts you from the opponent. It feels like you're 'cashing out' cause the damage is insane but it is practically a reset to neutral. You can drive rush in but you are kind of 50:50ing yourself because any button loses to wake up DI, and SPD is so unsafe to wake up jump (and maybe backdash too) and if they have an invincible reversal committing at all is just asking to get hit. Damage is crazy, of course, but yeah it just feels weird how bad his oki is after it.
It seems they want the kick 360 to be the oki option but if your slightly far away and get the run instead you're gonna just eat a full punish from just about anyone
@dippycord1678 Also Russian Suplex puts Gief in the corner at least 60% of the time, where Gief gets mauled
Every time you jump at meeee!
Puts you one side closer to the swap and I'm about to break!
Bro Sajam got me feeling like empty jump into level 3 is a true combo because nobody is avoiding it 😂
I wonder if the reason they made Zangief so below par is because they were afraid that he benefitted from the system mechanics so much in theory that they had to make his strike reward bad to balance out punish counter throw vs parry
Grapplers have been low mid to low tier in most fighting games, and particularly so in the SF franchise. There's a general consesus in the community that grapplers are not fun to play and shouldn't ever be top tier. I don't know if Capcom and other developers believe that or if they fear people will quit if grapplers are everywhere, but grapplers being comparatively weak is literally as old as the genre itself.
I recommend studying Capcom as a developer to understand that they do ridiculously poorly balanced roosters intentionally, not even just in fighting games. They literally see this not as options the player should have but as the goods vs the bads.
@@chrisludwig4729Grapplers not fun to play against?
Yet Capcom created JP, who is oh so fun to fight against.
@@chrisludwig4729 Yet there aren't often grapplers who are this bad anymore really. You can whine and moan all you want but I don't think that most grapplers that have come out in the past few years have even gotten close to the solid bottom 1 status that Gief has here, and he also isn't even particularly threatening once he gets in either because his grab resets him out of grab range basically
@@SoftBoiledArt This is like.... not even close to true? Maybe like 13 years ago when arcade edition released with Yun and Yang, and arguably Luke in, SFV, but even then it's quite clear to see the reasons they decided to restrict Gief in the ways that they did. If you think there's no reason then you barely even understand the character in the first place
You're bringing up some dark memories with that title.
Has playing Zangeif magically fix your 1 and done problem?
Hmmm I wonder...
thats one thing i hate. chasing ppl down with zangief. but thats what we gotta do
1:26:39 this bit got me
Godlike title ngl
landing the kick counter like that should take you to the rematch screen lol
48:28
To be fair I wouldn't of guessed someone would DI a third time after getting punished twice in a row so good mix up would DI again 8/10👍
Lmfao I just read that book and Sajam makes a video title referencing it.
1:26:49 was not expecting the Wispy woods song LMAO
Great video title
How do other gief players get hellstab>level 1 or 2 consistently? Its the one thing i struggle with.
Also @Sajam regarding jump in splash, it feels completely inconsistent. Sometimes you get a button, and other times, you walk forward after landing and get hit with a button. Still dont know why this happens with splash and no other jump button. Makes zero sense.
You can do the hellstab during one of the quarter circles.
@tetyuzon really? Thanks man. Been struggling for a while on it.
Is it SF6 that's making Sajam saltier than usual or is it Gief
edit: it seems like its both
excellent title is excellent.
"Big Poppa Pump is your hookup....Holler, if you hear me!"
greatest video title of all time
I've never felt more seen and called out than Sajam's take on smash players
WE’RE ALL GOING DOWN TO MEMPHIS‼️🗣️🔥
Nice title! lol Very good sci fi short story!
Banger title once again from Sajam
Baller title and baller book to reference
Not sure if it was mentioned somewhere, but Gief and Lily both have an extra 5 frames of landing lag after their body splash. I guess it's meant to help you hit confirm, but it was messing up my timing when the game first came out.
"Gief's lvl 1 super isn't that good. I bet you if I do it here it will work though....nope! Damn!"
@19:26 did the grey health from the DR knock Gief into Critical Art lvl 3?
Always seems funny to me that a wrestler (gief) and a judo expert (manon), literally people who devoted their entire fighting style to grappling, are susceptible to throw loops. These two, when thrown, should have much faster recovery or even wake up moves pushing people away or even punishing throw loops.
I mean realism wise it makes sense, but gameplay wise its just not really nessescary and just needlessly adds knowledge checks. If we were to balance around realism, most of the fun things in this game would just be taken away.
Like imagine if Rashid just refused to be matched up against women because its in his bio or no one is allowed to parry big characters anymore because they would just overpower some character's defenses.
Besides command grabs already ignore normal grabs lmao there is your "throwloop punish", you just need to actually made a decidion instead of wanting an automatic deterrant which wouldnt fix the issues with those 2 characters anyway
@@iceiceparis6924command grabs don't actually beat regular throws, at least not all the time. There's a weird mechanic where if a grab and a command grab happen on the same frame, on even frames the normal throw wins and on odd frames the command grab wins, which effectively makes the winner random from a real-time decision making standpoint.
that sounds real bad, not fun, and extremely limiting for every grappler that would ever be added to the game in the future because throw loops are so core to SF6
Man that plays grapplers got throw looped one too many times
@@AlterEgoQ that vaugly sounds unintentional
Love Giefs heavys
I didn’t even realize I played lord sajam. The zangief mirror is definitely slow asf. Ggs!
1:53:42 OK Sasuke.
Movie title drop @1:08:48
The absolute state of some of these diamond rank sf6 players
Maybe its just me but i actually dont mind the marisa matchup. I'm still only at diamond 5 but i feel like most of them don't play the neutral very well. They throw out big buttons that you can hit low or become predictable and are susceptible to jump ins. Obviously once they touch you it gets scary though lol
You catch the start up Marisa superman punch with a air spd . Also if she goes for kick after her stance you can tundra storm her for a laugh
If Marisa goes for a kick after her stance it was probably a misinput. The other options are way better.
@@GleapgoogleplusisgoneIt can catch people lacking after command grab cause of reach. If there’s anything that’s been a miss input for me it’s hammer fist coming out when I have a dedicated grab button.
@@Shiratto I've got an endless list of misinputs my left hand is just imprecise trash.
I've actually started specifically training that as of yesterday to see if I can develop some dexterity in it for the sole purpose of sucking less with my fight stick.
Until then I should just change my handle to "NoneOfThoseInputsWereIntentional"
@@Gleapgoogleplusisgone Meanwhile I’m starting to consider stick or hitbox because one of Marisa’s bigger damage combos than the one I’m doing just feels like it’s gonna break my hand one of these days on pad every time I practice it.
@@Shiratto well leverless is just better. But I haven't caved and made the swap yet. Stick is more fun imo I'd rather just git gud.
"HE'S FAT"
just noticed that the cammy you vs'ed "EzTyme" had 0 LP lol
only during set 3 for some reason; before Sajam won set 2 and got 0 points, the Cammy had regular LP
39:18 funny ass timing lol
1:26:40
As a smash player, I can confirm I mash a lot
How do you not rage against a player like WW3DraftDodger. He’s just running away. Not respecting anything you do and refuses to play neutral.
As a plat 3 modern Gief, I'm surprised that higher level players don't quite punish the same. I'm used to punishing Lightning Kicks with SPD and Ken's target combos with SPD so I was expecting Sajam to punish those hard. Very surprised to see Chun go from blocked lightning to od dp, usually that's money for M Gief
I felt the same but I think Sajam often prefers Oki over damage, and maybe because he's not a Gief main, isn't as rabid about SPD as some of us = ]
@@broganirwin864I definitely feel like that’s the case. I might be dumb because I don’t play Gief but is getting Oki really that worth it when his neutral and tools seemingly suck? Unlike every other character he’s not really built for vortexing people from what I’ve seen so you might as well try to increase the fear by chunking their health bar right?
@@ShirattoOki is exactly what you want when you have bad neutral. Doing SPD means you reset yourself to neutral for big damage, while going for Oki means you don't get the immediate cash out, but have the opportunity for a second combo while you are advantageous.
@@TenjinZekken Even if the combos are really bad?
where in teh vid do you fight Scott Steiner?
Based title and thumbnail
I think EX kick counter should launch for a combo
How did the Cammy suddenly have 0 LP? EzTyme at around 1:01:00
Sajam wins 0 points for beating the second set and then the third set EzTyme has 0 LP??????
Just wondering, why does he mash buttons after hitting a grab? Is it just satisfying?
Pretty much, yeah.
What time in the video are you referring to? Hitting a button is common as a frame kill to help with timing meaties but didn’t notice any mashing
@@NightPwnGaming I don’t know about the times, but what he means is when you hear the buttons clack during the SPD animation.
@@NightPwnGaming after he hits something that results in a cutscene or non actionable time he just presses the buttons lol
Its just something you do without thinking tbh, no real reason
"Hitting drive rush while you're getting hit is a very interesting choice."
Ken mains are required to be unmedicated spazzes.
Thumb nail 👍
To me and bear in mind I'm no pro but a ex spd is best after di in a lot of instances it does massive damage I've seen throughout these vids many times you hit di reversal and could've won right there with a simple ex spd instead of trying to drive combo which gets far less and if you have lots of meter and get in close ex spd is a better option than combo strings and look for a air to air borscht dynamite in obvious jump situations
Ex spd after di is heavily scaled, it's good if it kills but most scenarios it doesn't, doing a combo into lariat also provides far better oki, which is super important for gief
@@lukeblaker8009EX SPD actually only has 1 hit of scaling, the other versions have 2 hits of scaling applied after Drice Impact
bome.
Ahh, the ol' JP one-and-done when they can't get easy wins.
Most players just don't seem to know how to hold space in this game. With Marissa all my opponents walk backwards constantly.
the title 💀
Honestly Sajam. Im more concerned that you named this video after " I have no mouth, and i must scream" especially knowing how fucked up that story is xDDDDDDDD
is sajam on stick or hitbox for gief?
He's on stick I think.
Zangief mirror looks like a really terrible version of samsho or something lol
Lariat after green hand was taken away was supposed to be zangief signature move he's main move and it just fucking sucks so much it's disappointing
52:20 what the fuck is that damage, is it even scaled?
Bro they did my man gief dirty like they did season 1 SF5 Alex. His glow up will come.
Definitely Called out as a smash player who plays lily, I'm mashing.
1:16:30 disgusting.
that thing about smash players is so fucking real. it took so much work to learn to not press buttons.
HIDE ALL YOUR FRIENDS
GOODNESS BY FORTNIGHT
NO MERCY, NO REMORSE
URYAAAGH - - MY RED SNAKE IS UNSTOPPABLE!!
27:50 what the fuck is that move
Gief's meme counter, Tundra Storm. catches non-overhead, non-low kick attacks and barely gives him any reward, but it's always a crowd pleaser when you land it, so there's that.
It's a 5 frame start-up, too, so it's not even that great against meaty attacks that it works on, nor is it ever really his best option against the DIs that it works on.
@@kevingriffith6011it catches some low kicks😊
@@Sassboat Ah. Alright. It's kinda arbitrary what kicks it catches, either way. There are only two reasons to use it, really. For the content, and your loyal fans.
@@kevingriffith6011It actually catches any kick that lands between his hands, so some lows and some grounded overheads get caught
I was hoping you lost to that retodd Ken at 17:20. Then when it happened I felt so awful for you. Lmao
I know this character has problems, but damn is he fun!