Use your punch lariat and sweep to get a trade to get in. 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). Tatsumaki Senpuukyaku – Down, down + back, back + kick. Watch some of Zangief's best tricks in Super Street Fighter 2 Turbo. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. 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). Important Normals: Your far standing LK is pretty important. This is your main anti-air (use from a crouching position). Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). Spinning Piledriver. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. Ironically, by not negative edge SPD'ing in this instance all your normals that would come out here will beat scissor kick's exaggerated startup. 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. Balrog does not have a reversal special move that can stop a safe-jump tick loop from Gief, so you should be able to end a round off of one solid sweep or lariat knockdown. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. This article covers all of the special moves of SFII's characters. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. Shoryuken – Forward, down, down + forward + punch. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. He is a national Russian hero who is always seen fighting for the glory of his country. -x64, 3-7 matchup. but will also explain how they work. Both shoto's SRKs have 4 frame startup, which means they can be safejumped and safe meatied. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. Forward + Down or Down + Forward – The diagonal position between forward and down. Jump to: ... Moves List Command Normals. What this means is holding down a punch button, doing a tick throw SPD out of a normal or the end of a lariat, and then releasing the button as your SPD throw instead of tapping it, preferably ending in a crouching position. Once you have a knockdown SPD loop his ass. Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver,don't be afraid about taking damage,he can use the SPD as a counter. 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. 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. 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. n/a Rating. Flash Kick – Hold down for 2 seconds, up + kick. Dash Punch – Hold back for 2 seconds, forward + punch. Your last second punch lariat or close standing LP will beat all of Bison's jump ins. This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. commonly don't combo the crouching HK but is a good block mindgame, 8-2 matchup. Occupation: Pro wrestler. Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… -x64, 3-7 matchup. Foil SPD churning during blockstun by ending with a linked sweep. Standing MK can work as a sudo-anti-air from far away. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. 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. Skills: Resistance to cold. High Tiger Shot – Down, down + forward, forward + punch. Air Drop – Do Diving Claw, forward, back + punch. Any time Balrog tries to jump in, sweep him. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting This move at lvl 3 is very worth it, other lvls, not so much. 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. Dash Kick – Hold back for 2 seconds, forward + kick. … You can tick into SPD from pretty much all of Gief's crouching normals, but you'll want to stick to the light and medium punches and kicks most of the time (you have to be very close to use HP/HK as a tick). Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . I love this game!Subscribe! Sim's sweep can anti-air every jump in you have but your body slam. Spinning Bird Kick – Hold down for 2 seconds, then up + kick. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. Move List. Back – Dependent upon which way the character is facing. 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. 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. 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. Sweep his crystal flash roll. Sweep a lot. Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). -x64. Super Spinning Clothesline – Press any 2 kick buttons together. Double Backflip – All punch buttons together. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Yoga Fire – Down, down + forward, forward + punch. 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. 0 Tips. 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). Hadoken – Down, down + forward, forward + punch. Your main objective here is to bully Guile into a corner and start your safe jump/safe meaty SPD shenanigans, usually by guess jumping a sonic boom or connecting with a sweep. 0 Tips. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. Ken's ground tatsu can't be used as a reversal or knock down on hit like Ryu's can, so he is more easy to abuse on wakeup. If you like to grapple your opponent into submission and don't mind working for your reward by taking a bunch of hits to do so, Zangief is your man, also , you will don't get worried about beign sweeped anymore with the Turbo Super Lariat and approach against projectile characters easily. This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). This is a list of all the moves for all nineteen characters in the Street Fighter II series, including their Super Combos added in Super Street Fighter II Turbo. Zangief Street Fighter 2 Turbo moves Overview. Zangief Move List. Better than it was in CE but not by much. Yoga Mummy: in air, d + Hard Punch. Zangief leans backwards during this move, so be careful not to lean into a projectile or attack you could have jumped over. 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. Notation. A hero of Russia who is aptly named the Red Cyclone. Ryu is a better version of Ken and arguably the best character in the game. Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. If Honda is walking towards you, he is open to a jump in attack. Sumo Smash – Hold down for 2 seconds, up + kick. Psycho Crusher – Hold back for 2 seconds, forward, punch. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Head Stomp – Hold down for 2 seconds, up, kick. 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. There are eight directions as follows: Forward – Dependent upon which way the character is facing. 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. Back + Up or Up + Back – The diagonal position between back and up. How to Improve the Online System of Super Street Fighter IV, Super Cheap? Down – Always down. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … n/a Rating. 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. -x64, 5-5 matchup. Double Lariat. Special Attack Spinning Clothesline. 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. 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. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. 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. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners) Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. This is your hardest match. This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. All Details. This one is tough. HUD. Might be your toughest fireball match. This is a free easy SPD or sweep. Low Tiger Shot – Down, down + forward, forward + kick. 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. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. Fight style: Mix of Russian and American pro wrestling. Jumping HP and LK are going to be your most use jump-ins. -x64, Fun mirror. 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.) 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. His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. 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. Up – Always up. Jump in with forward HP. Iron Cyclone. ; Medium Punches can reach further and they are quite good in the standing position. Sonic Boom – Hold back for 2 seconds, forward + punch. Super Delicious? You should only use far crouching HK sweep (max distance) or crouching LP against electricity. 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. -x64, 5-5 Matchup. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). 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. Hold down fierce punch for some armor! Want to be an editor? Spinning Clothesline – Press any 2 punch buttons together. Lariat: Your Punch and Kick lariats are very important. Electricity – Press punch repeatedly. Vertical Roll Attack – Hold down for 2 seconds, then up + kick. 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 … Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. 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. Dash Kick – Hold back for 2 seconds, forward + kick. Advanced Strategy. Fireball – Back, back + down, down, down + forward, forward + punch. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. Probably Gief's best matchup or tied with Balrog. -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. Standing MP might miss if they are crouching depending on the character. 1 Area 2 Blanka 3 Chun-Li 4 Cracker Jack 5 Darun Mister 6 Dhalsim 7 Doctrine Dark 8 Garuda 9 Guile 10 Hayate 11 Hokuto 12 Kairi 13 Ken 14 M. Bison 15 Nanase 16 Pullum Purna 17 Ryu 18 Sagat 19 Shadowgeist 20 Sharon 21 Skullomania 22 Vega 23 Vulcano Rosso 24 Zangief Tatsumaki Senpuukyaku – Down, down + back, back + kick. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. 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. 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. 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. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. Notify me about new: Guides. 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. Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. Know that Honda's Sumo Smash move is UNSAFE on hit or block if the rising part connects with you and the second part wiffs (which happens 99% of the 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. Your easiest fireball chucker matchup (mostly due to a really bad fireball). If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Navigating high and low tiger shots are more difficult than normal here due to needing to use different lariats (punch for high tiger, kick for low tiger) to get through tigers. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). Super Chicken! Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. -x64, 3-7 matchup. 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). 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. Lighting Kick – Repeatedly press 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. Use his Iron Muscle V-Skill to absorb a hit, then get close and throw. Moves List Normal Moves. Also, O.Zangief can special cancel this move but this is of no help. 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. Drill Kick – Down + high kick. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. This is tough. Zangief is a get-in-or-die-trying character. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. Banishing Flat - Half Circle Forward + Any Punch Button. "I am the Red Cyclone!" One knockdown and Bison is powerless against your SPD loops. -x64, 2-8 matchup. Basically Sim will use his long limbs along with his fireball to constantly to poke you out. 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. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. Street Fighter Zangief. -x64, 3-7 matchup. Log In to add custom notes to this or any other game. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. Is incredibly difficult to deal with a cr.LP while holding up forward gives you a free auto-safejump credit. That 's a bit easier to hit with your lariat projectile or attack you have! Bison using headstomp with a cr.LP while holding up forward gives you a free auto-safejump ( credit: ). 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