Here’s the rest of the write up with the video:
Mech Gief’s greatest fear is Cable, and only Cable in my opinion. Against everyone else, it’s easy to DHC out, or simply tag out, and build meter while waiting for the opportunity.
-Tagging in Mech Gief vs Storm (note: Not tagging in another character while Gief is on point against Storm):
Not the most useful thing in the world because it didn’t work as well as I’d liked during the short time I tested it. But basically, if you see Storm begin her hail storm, you can tag in Gief. Gief has a greater chance of being able to punish her than anyone else. If he gets close enough, he may still be able to knock her out of the super even after taking a couple hits. However, often times the hail will begin before Gief can get close enough and he’ll end up taking all the damage, and then Storm can just float away.
-Alpha Countering into Mech Gief Ground Assist:
Especially useful against Sentinel Hyper Force, depending on your character order you can alpha Counter Gief in, begin FAB, and then DHC out to Cable to punish Sentinel. This was kind of shown in the video, only without the alpha countering. This is kind of just a more guaranteed way of having Cable punish Sent Hyper Force, without having to risk the pushblock punish, or alpha counter Cable straight in and hope you can punish with a well timed AHVB. The downside is that Cable comes in doing the hyper viper beam on the ground.
-Sentinel Mouth Orb Sucking Property
Okay so I’ve been testing this out a lot in the past couple of days, and I’m going to come out and say that it is completely unavoidable and pretty much broke if you do it right.
The way I was doing it in the video, with Sentinel DHCing straight into Gief, is avoidable. If the opponent push blocks between the DHC, then they stay in pushblock animation when Gief tries to grab them… no good.
In order for it to be unavoidable, you need to have Sentinel on point, Cable as secondary character, and Zangief as third character.
*Catch the opponent at the middle-top edge of the Mouth Orb as seen in the 1st clip of the Sentinel Mouth Orb in the video (maybe a little lower) (it’s also fine if you catch the opponent in the middle of the Orb, just wait until they get pushed towards the edge of it; it’s just harder to time to get their momentum directed to the ‘sucking property’).
-If the opponent pushblocks BEFORE you DHC, then DHC into Cable anyway, and allow the opponent to fall into the beam (or catch them if you need to), then DHC into Zangief. The opponent will still have their momentum directed towards Zangief. They will not be able to attack or air dash out or anything.
-If the opponent pushblocks BETWEEN the DHC, then again allow them to fall (or catch them if you need to) into Cable’s beam, and then DHC out to Gief. Their momentum will still be directed towards Zangief, and they won’t be able to air dash out or anything.
-If the opponent does NOT pushblock (it’ll be too late to pushblock if they don’t do it between the DHC), then don’t give them another chance to push block. DHC to Cable, and immediately DHC to Zangief before Cable’s beam comes out. They will fall quickly into Zangief’s grab before they can attack or air dash or anything.
You’re eliminating their pushblocking opportunities, or catering to them so that they can still be sent flying into Gief before they can attack or air dash. In other words, you’re keeping them in block stun until they hit the ground, and not allowing them to be in block stun when Gief is going to grab them.
This works with every character. The most difficult to get it to work on is Storm because she can control the speed at which she falls, which makes it tricky to catch her. Also, she needs to be caught really low in the Mouth Orb, because she can fall slower than everyone else. I’m not sure if Sentinel can fast fly out of this… probably not though.
Crazy useful… guaranteed damage against a super jumping opponent. The only downside is that it costs 3 whole meters. But hey, 3 meters for a large chunk of guaranteed damage, which ends with your battery character on point is pretty good.