Yeah I did notice that pretty much the only invincibility he has is to projectiles lol.
RN I'm mostly just poking with his good normals and landing SPDs and supers whenever possible, either as a punish or after sLK. I assume pretty much all damage I do is gonna be from that and poking, almost no combos?
Also I have no idea what to do with his V-Trigger outside of catching people off guard with it and then landing a sHK after it >.>
Things I forgot:
Crush Counter St. Hp >> Dash up HP SPD. Learn and have it on deck in all potential oki/pressure situations. DP? Bait and CC into 300+ damage. Buttons on wakeup? CC into 300+ damage. Backdash? The same. This is Gief's shit right here.
But aside from that and cancelling his normals into Super, yeah, Gief isn't a combo monster. I've been trying to figure out what goes into what and have come up with some cool reset type things but no real combos yet even with counterhit.
Headbutt knocks down airborne enemies. If you think they'll jump on wakeup to avoid just getting CC'd to death use headbutt. I suppose you can AA with it for a quick oki situation but I've only seen that work once, by accident. It also cancels fireballs. so you can use it to avoid taking tons of grey damage against projectile characters while getting in if you don't want to jump/block/lariat. Make sure you have the timing down though.
Parry is good. It has two timings I think. If you just tap it he parries one hit and there's some recovery so it's not 3s like; you will get counterhit if you only parried a light or some medium attacks and then tried to follow up with something. But I don't think he's usually unsafe enough to be hit. Or you can flex on em by holding it down and he does this flex after a certain period of time (not really sure how much). All I know is that the flex will come out sooner than parry > normals sometimes so it can be good to keep in mind as it will counterhit/stop things in situations where tapped parry wouldn't. Also the flex cancels into super for tasty damage for some reason so there's that.
Air SPDs are awesome. You have to know they're going to jump and pre-emptively 360 to react to them, but it is v good for people who like to jump or air-to-air if you can do it consistently. EX has invincibility too so you can grab a lot of things. Normal Air spd's have a height limitation, but EX SPD doesn't. You can hit them with EX just as they're starting to rise off the ground, if you make the right read. All SPDs are like normal ones, in that they leave you with a ton of recovery both in the air and when you hit the ground.
Also, if you have meter, you can EX Air SPD after V-trigger.
Normal Running Bear Grab (light kick version) can be used if you condition them to block, but only in certain scenarios.
Aside from that, generally Gief in this game seems to just want to walk people down to the corner with his good normals and keep them their with oki pressure and anti-airing attempts to jump out.