I would just like to precise that you CAN combo into charged st.hp from vt2 lariat cancel which is probably his best meterless ender and you keep the vt2 grab
as a zangief main i was kinda hopin theyd make his ex spd throw-invincible again, but these are some nice buffs i guess. double lariat is my fav antiair in the game because u can beat akumas air hadoken with it
As a non Zangief main, that genuinely pissed me off they removed that! First they take away green hand and then remove ex invincible reversal that most shotos also have with DP.... They really listen to the community too much
Throw invincible ex spd is unacceptable balance wise due to V-shift mechanic. His defense would be too broken. Imagine not being able to use throw to avoid V-shift and hit buttons also because of V-shift again. Too much of a guess.
@@noxiansummoner1730 big body character has the best defense and makes sense for a character like gief to have the best defense, 😭 and that's not fair! Get good bruh
@@noxiansummoner1730 no it wouldn’t lol Idk what game you were playing but it wasn’t That patch note(even the anti zangeif player) was like that was stupid
Your ending explanación makes so much more sense to All I have heard, we forget how dangerous this guy can be now that he can deal with Pokes better, still not Awesome by any means but definitely miles ahead the past season
It seems so strange to me how picky they are about what can and can't be juggled into or out of. More freeform juggles across the board is something I'm really hoping for in SF6.
Speaking as someone who plays anifighters, it frustrates me to no end that in SF, only some attacks can juggle in some specific situations. If the opponent is helplessly in the air, nothing should stop them from being helplessly hit in the air. SF combos are pretty short and relatively low-damage anyway, not much loss in making them more fun.
@@Skallva Before I started getting more into traditional fighters, I only really watched Melee. The idea of something like juggle points seems so weird to me. Just let me hit the person.
@@Skallva I find games with a lot of juggling just look janky and are hard to watch. MK characters bouncing around into the same launch animation over and over or DBZ characters floating in the sky playing hackey sack with each others’ bodies is just off-putting to me, and I’m not the only one. I’m glad those games make other people happy, but I hope they let SF stay a bit more grounded.
tbf that's more or less SF as a series. the alpha games had a more freeform system with stuff like custom combos, and sf3 had a few more examples of non-standard juggle situations, but afaik the majority of games in the series have relied on fairly specific juggle potential, float state/launch moves, etc to dictate how a character's combo conversions, anti-airs, and poke conversions work for balance. i'd really like to see capcom maybe add free juggle state anti-airs to the cast in sf6 across the board, then just play around with what options each character has out of a free juggle from there to define each character's strengths and weaknesses in a juggle situation in general. would make it a bit more dynamic if every character had a better variety of options out of their universal anti-airs, and if you strengthened anti-airs, you could then increase movement speed or options to compensate, creating a bit more of an open-ended neutral.
Hey baf, couple things on the strike change for non-vt2 air throw: It can now be back rolled, which feels like a bug tbh, but since it's a strike I believe it also no longer adds the additional combo scaling if the air throw stuns. Could add a bit more damage if punishing a blocked ex dp for stun, but need to actually check the numbers myself.
@@Bafael yeah I think it's the same progression of ground SPD with light having best range and worst oki, heavy having worst range and best oki, and EX having best of everything
@@nickelssb7292 Which makes sense since the phrasing he uses is determined by the button strength. The grounded combo versions he has another set of phrases.
another change is that using VT2 with VS1 increases the number of hits Zangief can take with VS1's armor, even outside of trigger. Picking VT2 just makes VS1 better. I have no idea if the same thing happens with VS2
@@Toomnyusernae I know he's always gotten up to 4 hits of armor if you time it correctly I haven't tested this; I just played a match, did stationary flex, and took 3 hits before counterattacking
@@Ihavenolifeorvideos Try and see if you can't recreate it. There is a subtle technique where if you let go of one of the buttons while v-skill stationary it means you will not flex punch (stationary).
@@Toomnyusernae yeah I have no idea what I was smoking that night. it seems more consistent now, since I never really used to rely on the 4 hits trick and got it on accident several times. Either something changed under the hood or I'm high as fuck
In retrospect for this patch, despite all the good stuff Gief got, it's kinda shocking how little it affected him compared to other characters. Everyone else near the bottom of tier lists got buffed so hard that characters who only got a few decent changes, like Nash or Zangief, ended up a lot worse overall despite being noticeably better. TBH, I don't think it'd be a stretch to call Gief the worst character in the game at this point. That said, if Gief, a character who is 100% viable and actually a good counterpick against some high/top tiers, is the worst character SFV has, I think that really demonstrates how well they've balanced the game overall.
Good patch. Exactly what Gief needed. Last season his only punish for V shift (that didn't require a super hard read) was s.hk > EX spd and even that was janky
I know. All we get is a taunt or half meter build but it's still nice from full screen. Just finished making a list of all grabbable kicks. Grabbing Dan's 2 - 3rd dan kicks or any of Sakura's tatsu will be a nice treat. Also grab Seth's command low roundhouse as well.
@@NoneTheAneh I think I'm better off putting it on gamefaqs on a board there. I'm gonna put it up on the SFV Champion Edition board. Easier to find that way. Give me some time. I'm almost done half way.
Well I can't understand that, because I flourish with VS2 in those matches. But you're right, I see NO ONE else use it. Whatever, it's made those matches miles better for me.
Most Zangief players I am matched up with pick VS2 against my Zeku. It is useful to neutralize the old form's kick projectiles and get in (though Zeku can counter it with Bushin Flip + grab).
I still find it surprising they finally took pity on this poor bastard for once and gave him basically nothing but buffs. Even so, it's still kinda funny that he has the worst special--that anti-kick counter--in the game by arguably a large margin, and Capcom doesn't seemed to have ever even really tried to address that in *any* of the patches. So it paradoxically just...exists never to be used and is so seemingly there only take up Green Hand's spot for some weird reason. Oh well. It's to be expected at this point.
Omg Zangief actually got meaningful buffs. That being said, ever since day 1 Zangief feels incomplete (and its more than no SF4 Green Hand). The counter is one of the worst specials in SFV, Vskill 2 is pretty lame, and for some reason I wish VT2 SPD's get a little more range. The fact that EX SPD loses to a normal throw is still pretty dumb. But Im not sure what I would do other than make Gief really oppressive. Oh well.
I am definitely on board for saying his corkscrew counter is one of the worst specials in the game. It's a huge disrespect for not adding Green Hand in the game
2:41 And this is why I fu%cking hate Street Fighter V and will never get into it. Maybe it's a SF problem in general tho, not sure. Anyway, good video :D
He would have been meh with these buff in the previous patch. It’s the nerf to the other characters that’s going to help hi…. What’s that? Luke wasn’t nerfed only buffed? Oh… i guess I’m playing luke.
Japan has a better best Zangief, basically. Players in a region influence if they’re considered top tier. After all, even if Karin was as good as she is now, but everyone who played her sucked ass, people would say she’s bottom 1
2 main reasons for this. 1) Like Bone said, Japan's best Zangief is really good. Top players greatly influence tier lists. 2) Japanese and NA players prioritize different things in a viability tier list. Like Laura has been underrated in Japan but a bit overrated in NA.
Even with this zangief needs to go away. Outside of 4, where the character had a gameplan and tools that synergized with it this character consistently sucks or is mediocre at best. If gief wasn’t the first grappler he’d be just as popular as Honda where no one cares. His character gets made up every game and capcom is still insistent on this idea of making a character who needs to be point blank to work, and cannot get in unless we give him something god tier like ex green hand, and swearing this is a good idea kof and guilty gear alone have showed us this design philosophy is stupid and you can at least give the guy something to help his gameplan like FDB or a follow up to grab that leaves you close to them again instead of your main mix up tool forcing you back into complete disadvantage. Either rework this character or just ditch him for a more well designed character who maybe has a personality you didn’t entirely make up in this game then will throw away for a new tangentially related gimmick in the next game.
can agree, no real clue why capcom insists on making zangief feel like a struggle character 95% of the time, when characters like potemkin are allowed to have strong albeit fewer neutral tools but also thrive when getting in on people
@@andersolson44 Zangief is pretty boring but it’s not like other grapplers haven’t had the same problems as him for a while now. Pure grapplers are intentionally middling because playing against a top tier pure grappler is annoying as fuck
I would just like to precise that you CAN combo into charged st.hp from vt2 lariat cancel which is probably his best meterless ender and you keep the vt2 grab
3:26 Double headbutt combo ❤❤
as a zangief main i was kinda hopin theyd make his ex spd throw-invincible again, but these are some nice buffs i guess. double lariat is my fav antiair in the game because u can beat akumas air hadoken with it
As a non Zangief main, that genuinely pissed me off they removed that! First they take away green hand and then remove ex invincible reversal that most shotos also have with DP.... They really listen to the community too much
Throw invincible ex spd is unacceptable balance wise due to V-shift mechanic. His defense would be too broken. Imagine not being able to use throw to avoid V-shift and hit buttons also because of V-shift again. Too much of a guess.
@@noxiansummoner1730 big body character has the best defense and makes sense for a character like gief to have the best defense, 😭 and that's not fair! Get good bruh
@@noxiansummoner1730 no it wouldn’t lol
Idk what game you were playing but it wasn’t
That patch note(even the anti zangeif player) was like that was stupid
@@DANCERcow Im clearly better than you
Wait, they actually buffed Gief? Dang, I'm surprised they bothered to after killing him early in SFV. Still, good to see him getting some love.
to be fair, as a zangief main, he was pretty bullshit in season 2 lol he def needed some changes. but they kept nerfing him which was annoying.
As a Fang main, I have no pity for Zangief
@@Kara-de5cz you have the upper hand in that mu how?
@@DzekoVelez was he that bs?
@@noahsboxffa5156 exactly.
Your ending explanación makes so much more sense to All I have heard, we forget how dangerous this guy can be now that he can deal with Pokes better, still not Awesome by any means but definitely miles ahead the past season
When u have a character that supose to be the 1st grabbler in the game, and he EX grab loser to any normal throw, it's kinda TROLL
Small (late) correction, light air SPD is -2 on forward dash, hard is +2, so you can get oki metrelessly.
It seems so strange to me how picky they are about what can and can't be juggled into or out of. More freeform juggles across the board is something I'm really hoping for in SF6.
Yeah they rly nailed juggles in sf3 and never went back to that
Speaking as someone who plays anifighters, it frustrates me to no end that in SF, only some attacks can juggle in some specific situations.
If the opponent is helplessly in the air, nothing should stop them from being helplessly hit in the air. SF combos are pretty short and relatively low-damage anyway, not much loss in making them more fun.
@@Skallva Before I started getting more into traditional fighters, I only really watched Melee. The idea of something like juggle points seems so weird to me. Just let me hit the person.
@@Skallva I find games with a lot of juggling just look janky and are hard to watch. MK characters bouncing around into the same launch animation over and over or DBZ characters floating in the sky playing hackey sack with each others’ bodies is just off-putting to me, and I’m not the only one. I’m glad those games make other people happy, but I hope they let SF stay a bit more grounded.
tbf that's more or less SF as a series. the alpha games had a more freeform system with stuff like custom combos, and sf3 had a few more examples of non-standard juggle situations, but afaik the majority of games in the series have relied on fairly specific juggle potential, float state/launch moves, etc to dictate how a character's combo conversions, anti-airs, and poke conversions work for balance.
i'd really like to see capcom maybe add free juggle state anti-airs to the cast in sf6 across the board, then just play around with what options each character has out of a free juggle from there to define each character's strengths and weaknesses in a juggle situation in general. would make it a bit more dynamic if every character had a better variety of options out of their universal anti-airs, and if you strengthened anti-airs, you could then increase movement speed or options to compensate, creating a bit more of an open-ended neutral.
Babe, wake up. New patch video dropped!
such a cool character i hope they give him his green hand back and also cool new moves in SF6
You want green hand to move in quicker? Spoils the ride for me.
Vt2 zangief pretty sick
Hey baf, couple things on the strike change for non-vt2 air throw: It can now be back rolled, which feels like a bug tbh, but since it's a strike I believe it also no longer adds the additional combo scaling if the air throw stuns. Could add a bit more damage if punishing a blocked ex dp for stun, but need to actually check the numbers myself.
Curious. Since it's minus on quickstand I think you'd still maybe rather quickstand and challenge than back roll and give up space.
@@Bafael HP air SPD also has same knockdown as EX
wait the air SPDs have different knockdown states? lmao I never knew
@@Bafael yeah I think it's the same progression of ground SPD with light having best range and worst oki, heavy having worst range and best oki, and EX having best of everything
@@nickelssb7292 Which makes sense since the phrasing he uses is determined by the button strength. The grounded combo versions he has another set of phrases.
I will never understand the reasoning for the way juggles work in this game. Stuff just does or does not work depending on the character for "reasons"
I've never really noticed just how muscular the back of Zangief's neck is.
I find this very unsettling.
Neck bridges, shrugs, dips
another change is that using VT2 with VS1 increases the number of hits Zangief can take with VS1's armor, even outside of trigger. Picking VT2 just makes VS1 better. I have no idea if the same thing happens with VS2
Are you sure about that? He had 4 armour in the old days. 2 stationary and 2 marching. I'll check tonight.
@@Toomnyusernae I know he's always gotten up to 4 hits of armor if you time it correctly
I haven't tested this; I just played a match, did stationary flex, and took 3 hits before counterattacking
@@Ihavenolifeorvideos Try and see if you can't recreate it. There is a subtle technique where if you let go of one of the buttons while v-skill stationary it means you will not flex punch (stationary).
@@Toomnyusernae yeah I have no idea what I was smoking that night. it seems more consistent now, since I never really used to rely on the 4 hits trick and got it on accident several times. Either something changed under the hood or I'm high as fuck
Gief is the winner of this patch in my heart❤️
That's it? No Green Hand?
Seriously though, I'm happy to see Gief rise up even if it took forever.
Funny thing is that he does not even have Atomic Suplex so, his Other mythical grab.
In retrospect for this patch, despite all the good stuff Gief got, it's kinda shocking how little it affected him compared to other characters. Everyone else near the bottom of tier lists got buffed so hard that characters who only got a few decent changes, like Nash or Zangief, ended up a lot worse overall despite being noticeably better. TBH, I don't think it'd be a stretch to call Gief the worst character in the game at this point. That said, if Gief, a character who is 100% viable and actually a good counterpick against some high/top tiers, is the worst character SFV has, I think that really demonstrates how well they've balanced the game overall.
buffed into bottom 1
I'll be looking to see what Itabashi Zangief can do with him or Snake Eyes.
I love Gief VT2 and happy to see these buffs
Good patch. Exactly what Gief needed. Last season his only punish for V shift (that didn't require a super hard read) was s.hk > EX spd and even that was janky
I just wished they expanded Tundra Storm's usefullness
I know. All we get is a taunt or half meter build but it's still nice from full screen. Just finished making a list of all grabbable kicks. Grabbing Dan's 2 - 3rd dan kicks or any of Sakura's tatsu will be a nice treat. Also grab Seth's command low roundhouse as well.
@@Toomnyusernae That's cool! Can I see the list?
@@NoneTheAneh I think I'm better off putting it on gamefaqs on a board there. I'm gonna put it up on the SFV Champion Edition board. Easier to find that way. Give me some time. I'm almost done half way.
@@Toomnyusernae even better! Thanks!
ikr. They should have made it have 2 version. 1 that parries punches, and another that parries kicks.
And EX parries all.
Can't opponents now backroll after air SPD as well?
Man these changes look good, might have to try Gief proper sometime
Excuse me? Double lariat hits crossups in sf5?
That just shows me how fucking bullied Zangief got on sf6
Ngl, crush counter into lp lariat is pretty sweet
VS2 still needs some kind of love, I feel...even in MUs like Menat or Sim where it should theoretically work better I still only see VS1 being picked.
Well I can't understand that, because I flourish with VS2 in those matches. But you're right, I see NO ONE else use it. Whatever, it's made those matches miles better for me.
Most Zangief players I am matched up with pick VS2 against my Zeku. It is useful to neutralize the old form's kick projectiles and get in (though Zeku can counter it with Bushin Flip + grab).
the words "Zangief is now +2 on forward dash" make me feel fear
I still find it surprising they finally took pity on this poor bastard for once and gave him basically nothing but buffs. Even so, it's still kinda funny that he has the worst special--that anti-kick counter--in the game by arguably a large margin, and Capcom doesn't seemed to have ever even really tried to address that in *any* of the patches. So it paradoxically just...exists never to be used and is so seemingly there only take up Green Hand's spot for some weird reason.
Oh well. It's to be expected at this point.
Honestly zangief just doesn't feel like zangief without green hand
Omg Zangief actually got meaningful buffs.
That being said, ever since day 1 Zangief feels incomplete (and its more than no SF4 Green Hand).
The counter is one of the worst specials in SFV, Vskill 2 is pretty lame, and for some reason I wish VT2 SPD's get a little more range.
The fact that EX SPD loses to a normal throw is still pretty dumb. But Im not sure what I would do other than make Gief really oppressive. Oh well.
fuckit, swap his and abigail's Vskill 2
I am definitely on board for saying his corkscrew counter is one of the worst specials in the game. It's a huge disrespect for not adding Green Hand in the game
Have you seen Big Yellow's video on Zangief? If not, then please do. If you were going to read one of my comments, then let it be this one.
Still no throw invincible attacks. Still the worst character in the game. He feels so incomplete, so many juggles that should work but don't
Why the HELL are they so restrictive on our combo routes? I do not understand it.
They wanted to kill the game. Long live guilty gear.
Can we just have green hand back? :(
I expect him to still be low tier but I'd love to be wrong
After 6 years, Gief still unable to beat grabs with SPD, that's beyond sad
He couldn't in SF4 either lol
@Bafael Yeah but SPD is a 2 frame command grab in 4
they need a "Final Patch 2" to fix the interactions that don't work. Come on, now.
"Protect the Russian skies " buff
People expecting Zangief to get nerfed again, then turns up he actually got *buffed.*
Good buffs but too little too late compared to what other characters got. Lets hope they decide to put Zangief back in SF6.
"Gief players know gief should be bad" -Brine F
2:41 And this is why I fu%cking hate Street Fighter V and will never get into it. Maybe it's a SF problem in general tho, not sure.
Anyway, good video :D
He would have been meh with these buff in the previous patch. It’s the nerf to the other characters that’s going to help hi…. What’s that? Luke wasn’t nerfed only buffed?
Oh… i guess I’m playing luke.
Your volume always seems off. Your voice is so loud in comparison to the games hit effects.
I mean I would hope cause he's explaining something
Seems like you're complaining just to complain
And yes it ain't that serious (goes both ways)
the discrepancy between how strong zangief is considered in japan vs NA is interesting, i'm still not sure why the gap is so big
Japan has a better best Zangief, basically. Players in a region influence if they’re considered top tier. After all, even if Karin was as good as she is now, but everyone who played her sucked ass, people would say she’s bottom 1
@@NeoBoneGirl Kichipa-mu
2 main reasons for this.
1) Like Bone said, Japan's best Zangief is really good. Top players greatly influence tier lists.
2) Japanese and NA players prioritize different things in a viability tier list. Like Laura has been underrated in Japan but a bit overrated in NA.
HAHA! With these buffs the Ukraine shall be ours!
igual de malo pero mejor
I keep hearing NTR for some reason
Even with this zangief needs to go away. Outside of 4, where the character had a gameplan and tools that synergized with it this character consistently sucks or is mediocre at best. If gief wasn’t the first grappler he’d be just as popular as Honda where no one cares. His character gets made up every game and capcom is still insistent on this idea of making a character who needs to be point blank to work, and cannot get in unless we give him something god tier like ex green hand, and swearing this is a good idea kof and guilty gear alone have showed us this design philosophy is stupid and you can at least give the guy something to help his gameplan like FDB or a follow up to grab that leaves you close to them again instead of your main mix up tool forcing you back into complete disadvantage.
Either rework this character or just ditch him for a more well designed character who maybe has a personality you didn’t entirely make up in this game then will throw away for a new tangentially related gimmick in the next game.
TL;DR: guy with 3rd strike pfp is mad that Hugo didn't get in
can agree, no real clue why capcom insists on making zangief feel like a struggle character 95% of the time, when characters like potemkin are allowed to have strong albeit fewer neutral tools but also thrive when getting in on people
@@andersolson44 Zangief is pretty boring but it’s not like other grapplers haven’t had the same problems as him for a while now. Pure grapplers are intentionally middling because playing against a top tier pure grappler is annoying as fuck
@@NeoBoneGirl birdie says hi
@@usernameluis305 Birdie isn't a pure grappler though.
🥇 First 🥇
buffing gief. massive L capcom