If she uses SBK to get out of a SPD tick, crouching MP or HP will smack her out of it for free, allowing another safe meaty attempt. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Yoga Noogie: close, b or f + Medium Punch. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. J.LK- This is your main jumping tick. -x64, 5-5 Matchup. This one is tough. Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Dash Punch – Hold back for 2 seconds, forward + punch. Stomach Crunch: in air, u + Hard Punch Flying Body Attack: jump at opponent, d + Hard Punch Powerbomb: close, b or f + Hard Kick Brainbuster: close, b or f + Hard Punch Pile Driver: close, b or f + Medium Punch German Suplex: close, b or f … -x64, 3-7 matchup. 0 Tips. Zangief agreed and began training in the extreme climates of Siberia. From Shoryuken Wiki < Street Fighter 2: The World Warrior. Blanka balls cannot be safe jumped due to their instant startup but they can be traded with or hit clean with the tip of your jumping HP on startup. Zangief is a massive fighter, weighing 400 lbs and standing slightly over 7 feet tall, placing him among as one the tallest characters in the entire Street Fighter roster. 0 Tips. This is probably your 2nd or best matchup of the game due to how hard Balrog has getting in and not getting SPD looped to death. This is a free easy SPD or sweep. Crouching jab and sweep are good anti-claw-poke pokes. -x64, Fun mirror. Electricity – Press punch repeatedly. but will also explain how they work. Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. Jump in with forward HP. Double Backflip – All punch buttons together. He is a national Russian hero who is always seen fighting for the glory of his country. Flash Kick – Hold down for 2 seconds, up + kick. Both Punch and Kick lariats can be used to go through projectiles and both of them have no recovery, which means you can block if the lariat ends and you have a meaty projectile or limb on you. Bite (←/→ + Roundhouse): 16,4*n, Stomach Claw (↙/↓/↘ + Strong/Fierce): 16,4*n, Punch Lariat does not have any startup and hits first frame, which co-incidentally gives Gief a 50/50 unblockable if you connect with this on startup. Tiger Knee – Down, up + forward + kick. Zangief Street Fighter 2 Turbo moves Overview. Might be your toughest fireball match. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). Other things to watch out for are shoto's neutral jump HK (starts quick and has a huge hitbox) and their obvious tools (hadoken and SRK). Iron Cyclone. Dash Kick – Hold back for 2 seconds, forward + kick. Your main goal is to try to knock down Blanka with a sweep or by baiting Blanka Balls with lariat or rapid crouching LP and put your opponent's reversal skills to the test. Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). Your last second punch lariat or close standing LP will beat all of Bison's jump ins. 3DO Amiga Arcade Games Amiga CD32 PC. Sumo Headbutt – Hold back for 2 seconds, forward + punch. Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. Your match will either be a painful experience at distance walking into projectiles or long range fists, or a close range glorious explosion of nearly unstoppable throwing. Zangief's v-skill is a very handy tool, but don't use it too liberally. ; Heavy Punches are powerful in all the positions: crouching, standing, jumping. Guile isn't going to be jumping at you. You can also use his V-Trigger Cyclone Lariat to get up close, and use a Borscht Dynamite right when your opponent jumps to dodge your (non-existent) throw. Psycho Crusher – Hold back for 2 seconds, forward, punch. Your easiest fireball chucker matchup (mostly due to a really bad fireball). How to Improve the Online System of Super Street Fighter IV, Super Cheap? Honda's HHS can be jumped over with forward jumping HP but the timing is tight (aim for his head at the peak of the jump). This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. Head Stomp – Hold down for 2 seconds, up, kick. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. n/a Rating. Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. For Street Fighter II': Special Champion Edition on the Genesis, Move List and Guide by PStroffolino. Your main objective against both shotos are to lariat through projectiles, knock them down, and force them to deal with your safe meaty standing LK into negative edge SPD like usual. Sim's sweep can anti-air every jump in you have but your body slam. In Champion mode you can play through the original Street Fighter II. There isn't much you can do against a Blanka that knows what their doing. Hundred Hand Slap – Press punch repeatedly. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. SPD: In the CPS1 games (WW, CE, and HF) Gief's SPD does not have a recovery animation, which means it can be used and abused as a consequence-free negative edge/button up throw (like T-Hawk in Super Turbo). Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. The falling part of his Sumo Smash falls very quickly, but if you have the reaction a punch lariat from a crouching position will trade, knocking him down and giving you a free safe jump opportunity. Forward jumping HP is usually your go to jump in, but jumping MP can be used if you need something quicker with a little more height. His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. Yoga Fire – Down, down + forward, forward + punch. Sagat's standing HK can swat you out of the air every time (as well as using tiger uppercut) so you have to jump very carefully. Dash Punch – Hold back for 2 seconds, forward + punch. Once you have a knockdown SPD loop his ass. Lighting Kick – Repeatedly press kick. commonly don't combo the crouching HK but is a good block mindgame, 8-2 matchup. If they like to sweep slide a lot, your jumping HP body press will hit and likely crossup, giving you a dizzy combo (Vega dizzies easily). If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Back + Down or Down + Back – The diagonal position between back and down. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. All Details. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. Jump to: ... Moves List Command Normals. Your main tool in this matchup is the punch lariat, which will beat psycho crusher clean (kick lariat has vulnerable arms, which crusher will hit). -x64, 6-4 matchup. If Honda is walking towards you, he is open to a jump in attack. All Details. Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… Shoryuken – Forward, down, down + forward + punch. -x64, 8-2 matchup. You're going to block more here after getting knocked down due to both shotos possessing very easy dizzy combos, so you're going to have to pick your openings carefully. As the greatest professional wrestler in the Soviet Union, Zangief was contacted by a man referred to as Erai Hito (Great Man, who also clearly resembles former Soviet leader and President, Mikhail Gorbachev) to represent his country in the second World Warrior tournament. Jumping HP and LK are going to be your most use jump-ins. Both of Geif's Lariats in HF start up on the first frame, which is why the punch lariat (better hitbox than kick lariat) works so well as a last second anti-air. Super Spinning Clothesline – Press any 2 kick buttons together. Fireball – Back, back + down, down, down + forward, forward + punch. Hadoken – Down, down + forward, forward + punch. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. Notify me about new: Guides. -x64, 3-7 matchup. Yoga Spear: in air, d + Hard Kick. Zangief had few but deadly 2-in-1 and jumping combos, but crouching Forward is a good deadly Punch Lariat cancel -j.d.HP crossup,cr.MK x xPunch Lariat (likely will dizzy) -j.d.HP crossup ,cr.LPx2,s.LK,c.HK (cr. If they are doing nothing but neutral jump attacks daring you to come at them, timing a jumping MP in between jumps should connect with practice. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. 0 Tips. Sweep his crystal flash roll. Street Fighter Zangief. Gief has fairly poor anti-air, so knowing that you can virtually guarantee a trade with a punch lariat from a crouching position against most jump-ins is a big deal (trading damage for a knockdown is the name of the game for Gief). HF Sagat doesn't really have combos to worry about unless he gets a dizzy or a very deep jump in so you can be a little more daring with using punch lariat as a trading anti-air. HF Bison has very stubby normals, doesn't have his cheap tricks from CE, and has no reversal which is a recipe for disaster against Gief. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Since his debut in Street Fighter II: The World Warrior in 1991, Zangief has been portrayed with a beard and a mohawk, along with a uniquely-shaped formation of chest hair on his torso and on his shins. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners), -forward jumping HP, standing MP, crouching HK is your best frontal jump-in combo. Hold down fierce punch for some armor! Skills: Resistance to cold. Better than it was in CE but not by much. Scissor Kick – Hold back for 2 seconds, forward, kick. Yoga Flame – Back, back + down, down, down + forward, forward + punch. Lariat: Your Punch and Kick lariats are very important. I love this game!Subscribe! Drill Kick – Down + high kick. "I am the Red Cyclone!" A hero of Russia who is aptly named the Red Cyclone. Chun will spend the entire round running away from you, but all you really need is one nice knockdown to get your SPD funtime going. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. Mastered correctly, there is absolutely no way out of an SPD loop in the corner using this method against most of the cast. Heel Stomp – While in the air press down + medium kick. Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. Yoga Throw: close, b or f + Hard Punch. This will hit clean or trade and there isn't much Chun can do to stop you from safe meaty or safe jumping her to death after you get the knockdown. If she is trying to use her Neckbreaker loop on you, a last second punch lariat from crouching position will trade in your favor damage-wise, but both of you will get knocked down. Balrog's crouching HP will beat all of your non-safe jump-ins if timed right, but you don't need to jump in this matchup so don't do it unless you're going for a safe jump. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . Sim can keep you out like a mofo but like the Balrog match Sim is pretty much dead if you get one solid knockdown since he doesn't have a real reversal. http://bit.ly/1IBBVZVOfficial Facebook Page! Tatsumaki Senpuukyaku – Down, down + back, back + kick. : Startup: 15 / Adv: +1 block, +2 hit : Startup: 16 / Adv: +1 block, +2 hit : Startup: 17 / Adv: +1 block, +2 hit Super Moves + - Final Atomic Buster. Special Attack Spinning Clothesline. Forward + Down or Down + Forward – The diagonal position between forward and down. Your close standing LP isn't as good as the ST version of Gief but it still comes out fast and has a hitbox above you, which can save you in a lot of tight spots. Your main objective here is baiting headbutts and stopping it with a punch lariat or rapid crouching LP and start safe jumping into blockstring into SPD. Your main problem against the shotos boil down to their really quick sweep (which makes approaching hard, even with your kick lariat) and their jumping HP, which is incredibly difficult for you to deal with. Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. Ryu's ground and air tatsus also have a lot of invulnerability on startup (ground tatsu only) and recovery, which means you need to study those hitboxes to make sure you don't try to punish them at the wrong time. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. You can easily abuse Chun's floaty jump with a well timed Punch lariat trade from a crouching position (will work best if she's going to land on top of you and not out in front of you). -x64, 2-8 matchup. Spinning Piledriver. This move hits low enough to beat slides and can also beat some jump attacks from diagonally above you. Tatsumaki Senpuukyaku – Down, down + back, back + kick. Learning to use your Lariats to avoid fireballs and sweeps, understanding your go to normal moves (standing LK, crouching LP, sweep HK), and having the ability to land your SPD on command is necessary to play Gief at a decent level. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. Zangief leans backwards during this move, so be careful not to lean into a projectile or attack you could have jumped over. (Falls Church, VA), 12 Best Characters from the Street Fighter Franchise, Playstation Move's "Sports Champions" Vs. Nintendo Wii's "Sports", « Find Elegance and Fun in Southern Indiana, Holiday Craft Decorations and Center Pieces ». —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. This page was last edited on 6 January 2021, at 21:06. … Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. Kick lariat in HF is famous for not having any leg hurtbox, which means it cannot be sweeped. Any time Balrog tries to jump in, sweep him. -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. Shoryuken – Forward, down, down + forward + punch. Double Lariat. Want to be an editor? The Directional Pad or D Pad plays a crucial role in special moves. You need to look at the hitbox diagram for Ken/Ryu's jumping HP and realize when it is best to just block (if they launch it right in front of you) or go for a trade with a crouching punch lariat (if it lands on top of you). Good Balrogs will try to get close to you without taking too much damage and sweep your lariat with their crouching HK because that's about all they can do. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Thankfully you have HF kick lariat now which will let you ease into his crouching MK territory without too much worry about getting low poked or sweeped. Sweep a lot. -x64. This article covers all of the special moves of SFII's characters. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. Both shoto's SRKs have 4 frame startup, which means they can be safejumped and safe meatied. This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). Air Drop – Do Diving Claw, forward, back + punch. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). Used correctly as a safe meaty outside of their throw range, you can beat out every single move in the game besides a blanka ball (1st frame startup so he can't be safe jumped or safe meatied) or a competing SPD from a mirror match Gief. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. Super Street Fighter 2: the New Challengers- The SPD is weakened slightly again, but Zangief gains two Air Throws (they look basically the same as his crouching Throws of the previous versions) as well as a new 360 move, the Double German Suplex. This is tough. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. -x64, 2-8 matchup. Head Spear – Down + high punch. What most people don't realize though is that kick lariat's arms have very poor hitboxes, which makes them fairly easy to hit out of. Low Tiger Shot – Down, down + forward, forward + kick. Diving Claw – Hold down for 2 seconds, up + kick. Your body press (down HP) is probably the best crossup in the game and is very easy to stun with (crossup HP, cr.LP,cr.LP,cr.LP,cr.HK will dizzy most of the time and is ridiculously easy to perform). Zangief Street Fighter Alpha 3 moves Overview. 0 Tips. HUD. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). Vertical Roll Attack – Hold down for 2 seconds, then up + kick. Down – Always down. This generally involves trapping their heads between his legs and then sitting down, or spinning around with his arms outstretched as you used to do as a child in order to get a head rush. Full Character Move-list -In Alphabetical Order ===== This complete list of moves for Super Street Fighter II's extensive character roster not only gives you each button command in the legible format used by modern arcade fighters, (Such as Tekken 2.) Standing MK can work as a sudo-anti-air from far away. Executed by pressing all three punch or kick buttons, Zangief stretches his arms out horizontally, clenches his fists, and spins on axis in an effort to hit the opponent. This is your hardest match. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting -x64, 3-7 matchup. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. Use your punch lariat and sweep to get a trade to get in. This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. Super Delicious? Important Normals: Your far standing LK is pretty important. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. Last second standing LP will also beat vertical ball but it is harder to time. When you do this correctly, you ether get the SPD or you just sit there crouching while your opponent does an invincible special move that you are now in position to punish. Standing MP might miss if they are crouching depending on the character. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Zangief Move List. -x64, 5-5 matchup. Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. Horizontal Roll Attack – Hold back for 2 seconds, then forward + punch. Banishing Flat - Half Circle Forward + Any Punch Button. Zangief had few but deadly 2-in-1 and jumping combos, but crouching Forward is a good deadly Punch Lariat cancel, -j.d.HP crossup,cr.MK x xPunch Lariat (likely will dizzy), -j.d.HP crossup ,cr.LPx2,s.LK,c.HK (cr. Zangief, while being a name impossible to render in the Russian language, is a massive Russian wrestler famed for beating bears in the yearly Hell in a Cell matches in Moscow. Slide Kick: d + K. Double Headbutt: close, Hard Punch. 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