Reversal Suplex, madness. Cross-up Fierce splash, Crouching Forward into Kick Lariat is a particularly hot combo. It works like this: after you grab them, do a Green Hand, cross-up Splash, and now you can mixup with 0~2 Crouching Jabs and then Throw again. As the prototypical grappler, Zangief has the most Normal Throws in the game and even a couple of the best in his Strong and Roundhouse grabs. Because of that, it's incredibly good against Old Characters (since they can't tech throws) because you can "loop" it. Zangief spins around with hands a-flailing, with mid body invulnerability. This happens to be a very damaging Jab, it even does the strong sound when it hits. You just need to input the 4 main directions in order. Animates the same as Zangief's other crouching kicks, but with longer recovery. The speed can be adjusted on the system configuration by the game's operator or, if the "Speed" setting is set to "Free Select", it can be chosen by the player at the start of th… Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). Fierce also covers more ground during the spinning animation and Jab covers less, that's another reason why Fierce is preferable most of the time since you always want to push the opponent to the nearest corner whenever possible. Zangief throws the opponent down in the direction pressed. Something worth mentioning is that the Roundhouse version is Zangief's best command grab to use on a crossup before turning (the throwbox extends after the pushbox's back by some pixels). Street Fighter II Turbo SNES [Zangief] | Playthrough - YouTube Jump to: navigation, search. Has a nice damage and dizzy potential. Zangief is an interesting character in Super Street Fighter 2 Turbo (ST) in that he is considered bottom tier, yet he is scary enough that he can win. The active hitbox extends to only one of Zangief's hands, so although the hand with the hitbox beats just about every non-invincible move in its range (Zangief's arm is fully invincible), the chance of that happening is a little less than 50%; as a result, while the Lariat can beat things like Honda's headbutt, it does so only occasionally. Has a hard time against keep away tactics. This will basically never happen though. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. Zangief has no invulnerable or high priority anti-air moves. It also whiffs on most characters if they are crouching. It's a very good move for anticipating the opponent's jump-ins. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Zangief is the archetypal grappler character. If you are right up close, you can go for this instead of a SPD, for more guaranteed damage. Super Turbo was the first Street Fightergame, excluding home versions of the previous games, to feature an adjustable "Speed" setting. It can also be triggered from a canceled normal (usually a crouching kick) for an almost granted grab, but from that range you should go for a SPD instead. There are some funny uses for this move: against N.Ryu, if he is about to die and you know he is reversal happy, you can just jump and do it late and it will trade with his Reversal Shoryuken for the win. It can be linked from a Standing Strong for dizzy combos. Zangief sits on the opponent's head, opponent always stays in front of Zangief. More explanation here). Also, it does an unusually low stun for a Strong attack. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Note that Zangief inflicts very low dizzy stun with this move so limit the use for when you actually needs its particular "anti-anti-air" priorities. 1 Introduction. It's Zangief's best ground move to tick into Super. Detailed Input: (→ [7~14f] ↓ [7~14f] ← [7~14f] ↑ [12/9/7/4f] Jab/Strong/Fierce/any P if you are at a jumpable state and the last direction was ↑. If your opponent happens to be able to constantly reverse these tick attempts then a possible mix-up exists: use Forward or Roundhouse instead, since they animate the same the opponent will not be able to tell the difference until it hits, but keep in mind that this will only be really effective if the opponent actually blocks it (remember: aerial block stun is gradual but aerial hit stun is constant). if the normal move wasn't meaty timed then a Running Bear Grab will never come out). Because of this O.Zangief is often considered a banned character when playing with that particular version of the game. He does out range all these characters by a comfortable amount with his SPD though. Semi-circular middle kick. Does not have any specific use that I can think of. The only reason most people consider using O.Zangief is so you don't have to worry about an accidental hop or green hand. Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible). If you're feeling brave, try to use it against Dhalsim at max range to hit his limbs. The second part has no specific use because it leaves O.Zangief at frame disadvantage so limit the usage of this move as an anti air only. While it's a bad move for trading because of the premature projected hurtbox during startup, it's good for shenanigans: whiff it on purpose and do SPD exactly when Zangief lands. Log In to add custom notes to this or any other game. This allows O.Zangief to grab the opponent from as far as possible, as long the opponent is on a throw-able state. 5 3. From Shoryuken Wiki < Super Street Fighter 2 Turbo. The first direction and the side you spin is not fixed. Competitive Overview Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered a low tier. This may be the hardest move to land in the game on purpose. A powerful straight punch with very long recovery. Introduction. Dead or Alive 5 Soul Calibur 5 Soul Calibur 6 Tekken Tag Tournament 2 Virtua Fighter 5 FS Tiers > SSF2T > Zangief (Old) Zangief (Old)'s Super Street Fighter 2 Turbo tier match ups Crouching version of the Fierce grab. It can beat a lot of different moves like E.Honda's Headbutt and HHS, Blanka's Beast Rolls and Fierce Slide, Dictator's Scissor Kicks and some varied normals. Doing it close or far will result in the exact same move. Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc. Avoid this move. It can also be used to tick into SPD. Always use the Roundhouse version because it has better throw range, damage potential and releases the opponent sligthly closer to his corner, while having meaningless downsides (smaller input window; built in OS with Rh Running Bear Grab, that has a slower startup than the other Running Bear Grabs). Train yourself to punish badly wiffed specials (think non-jab SRKs and the like) with this to get that instant dizzy. O.Zangief does a little more random damage with this move. Super Street Fighter 2 series Zangief Theme (CPS-2)Arrangement: Isao Abe (阿部 功) "Oyaji"Stage: USSR Zangief's sweep kick. T.Hawk's Jumping Jab, Fei Long's Jumping Jab, Blanka's Jumping Jab and Strong, Vega(claw)'s Dive). Zangief's most commonly-used Normal Throw. Also, O.Zangief does a little more random damage with this move. It is Zangief's main air to ground attack: great at jumping over fireballs, at surprise jumps and as a combo starter. Since Zangief has no projectile or long range attacks, he must get close to do damage. Good uses for the Jab version are: when any SPD can win the round and you'd preffer to just get more active frames on your SPD to guarantee the tick or if you're doing a SPD in a situation in which the opponent's throwbox is delayed. One of Zangief's most important normals as it is Zangief's best standing tick. There's a little trick that most Zangief players don't know about which makes this move a little more efficient: a kara canceled Running Bear Grab will force the opponent to enter into blocking animation, this means that they will not be able to avoid it by just walking back, forcing them to actually have proper reactions and counter it with something. From The Super Nintendo Version Of Street Fighter II Turbo. Totally outclassed by the Fierce version since it has same everything but worse priority and damage. Master the safe tick pattern and most match ups will be a lot easier. It excels at it because it has good range and you don't need to care if it hits or if it's blocked: the timing for the SPD when landing will be the same because aerial light attacks do equal stun on hit or block. 1 ... and usually needs to take more risks, but with the exception of the Zangief matchup, he still does well, and can get wins vs the rest of the cast. 0 Tips. He has a relatively large number of seriously unfavorable match-ups (3-7 or worse), and no seriously favorable ones, according to the latest Arcadia Magazine diagram. Zangief runs a certain distance, and if he gets close enough, he grabs the opponent. Pause: 0:04: Download: Related Music. It has Special Cancel properties just like the former so you can cancel into Lariat or Running Bear Grab. Jump to: navigation, search. Super Street Fighter 2 Turbo- New advances are of course Super Combos, as well as the ability to soften Throws. Spinning Piledriver. RESPECT THE GIEF. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. E. Honda - 3.0 Vote for tiers. With that aside, it's as useless as the Short version. This makes jumping over fireballs more difficult than it is for other characters, but also makes the SPD execution more lenient than T.Hawk's Typhoon. Disclaimer: To better understand the diagrams, read this. Zangief does an aerial long punch. Does more damage than the Kick Air Throw but the follow-up game is weaker. But keep in mind that the follow up is usually worse: if done on any distance that won't corner the opponent (e.g. The startup time means the opponent can jump or even hit Zangief out of it with a normal. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. Animates like the Neutral Jumping version as well. The best moves to tick this from are Close Standing Short and Crouching Strong because they both leave Zangief at very little or no frame advantage, this means that a Running Bear Grab will never come out or only rarely (unless the normal was meaty timed), with Crouching Strong leaving Zangief at optimal range for it. It can also be used in footsies once in a while to lure the opponent into punishing a Crouching Roundhouse, since it animates the same but recovers a lot faster. Subscribe =D Contents. This move is very important in tick mix-ups, together with Far Standing Short: both can be used to punish the enemy for standing up, which is often necessary for inputting invulnerable reversal moves. At the first landing frame, it's not possible to jump again (i.e. Also, this move has no recovery frames which allows it to be used as a safe tick/meaty. That said, because of the SPD his Normal Throws go mostly unused. Want to be an editor? Much like facing a grappler in real life, getting knocked down even once can lead to a KO victory for Zangief. from a little farther. All versions have the same range, unlike on later games of the series that have Jab with a better range and Fierce with a worse one. It works decently as a trade move against E.Honda's HHS or as a punish for Shoto's Tatsus, but not as a poke since it has very long recovery. The Fierce version has better priority and does more damage but has less attacking frames. Street Fighter 2 Turbo Hyper Fighting Zangief Moves এর Maximus Devoss সম্পর্কে পড়ুন Street Fighter 2 Turbo Hyper Fighting Zangief Moves সংগ্রহ, অনুরূপ, একই, সমতুল্য Kendall Schaffe এবং তারপরে Herday Cc0 Photos. Timing and execution could not be any more crucial when fighting with Zangief. Best Match. Crouching spear hand strike. Does not have a projectile, you have to be on offense all the time or you not gonna win. 0:02: Download: 99. Most normals have poor priority. Leaves Zangief at optimal range to tick into Super and at no frame advantage or disadvantage which makes it a good move to tick into Atomic Suplex (i.e. It's also worth to mention that this move can also be used as an instant overhead, but the timing is much more strict than the other kicks and it's also impossible to perform against a considerable amount of characters so it's not really practical. Balrog. You can also use it to beat E.Honda's Headbutt, but keep in mind that you have to land on top of E.Honda or it will be beaten, cleanly. Both versions are executed by performing a full-circle motion in either direction and pressing punch. midscreen), doing a SPD instead will allow Zangief to get much more closer to the waking up opponent (around 30px closer) than if he did a Suplex. It's also Zangief's best move to use as an instant overhead. Zangief is a Russian bear-wrestler. However, the EX Specialversions have longer reach and faster execution. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. As stated above, you should be using the Fierce version on most cases, bu there are a few exceptions. He enters to represent Russia in the tournament. It can also be used for safe jumps and as an instant overhead. The right timing must be stressed: Its active for a limited amount of time, and the recovery has hurtboxes projected out of place which makes it easily punishable. Dead or Alive 5 Soul Calibur 5 Soul Calibur 6 Tekken Tag Tournament 2 Virtua Fighter 5 FS Tiers > SSF2T > Zangief Zangief's Super Street Fighter 2 Turbo tier match ups Other than that, this move is better suited as a counter poke (e.g. All Details. Sets up a cross-up Chest Splash when unteched. Watch out for reversal tatsus or upkicks when using this against a knocked down opponent. Be aware though that move is not as spammable as the Standing Jab because it has a slower start up and it can be more easily stuffed before becoming active due to premature projected hurtboxes. Credits: 3:53: Download: 99. It also excels as a tick into Atomic Suplex for two reasons: leaves Zangief at perfect range (outside most characters normal throw range but inside Roundhouse Atomic Suplex range) and it leaves Zangief at one frame of advantage so a Running Bear Grab will rarely come out (or at no frame advantage if used as the last hit of a block string/combo, so a Running Bear Grab will never come out). It is a quite useless move. For a normal throw this does great damage, and it would be awesome for any other character, but again, if you're going to Grab, a SPD would be the right choice. To select O.Zangief, choose Zangief and then press ← → → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color. O.Zangief's version has less range and doesn't hit as low, so it's not very useful. A crouching straight punch that hits around the stomach, with moderate recovery. But keep in mind that this move hits high and will whiff on most characters if they are crouching. Another difference is that the Jab version has a whiff animation that doesnt last as long as Fierce, although it does not vary all that much: if the opponent manages to get a reversal out or if you do it incorrectly, you'll get hit either way. Zangief performs a fast straight punch that can be canceled into itself. This is a command throw with excellent range that does good damage; this is Zangief's most important move. Things are different on jumps that crosses over the opponent (landing on the other side) though. I say this because when folks know that Zangief is going for Super they try to counter throw, and they tend to be successful at it because Zangief's Super has a mediocre throw range. The tools you lose by picking O.Gief (worse normals/kick lariat, loss of throw tech, green hand mobility and super) is absolutely not worth it. It's also OK as a tick into his other grabs. Zangief uses powerful close up attacks and his famous Spinning Piledriver. In the WORLD version of the arcade ST there is a bug in O.Zangief’s Roundhouse Suplex, if done as reversal: will grab the opponent from any range if he is throwable, even from full screen away. O.Zangief does a little more random damage with this move. This move can also be used in footsies as a whiff to force the opponent to get stuck in the block animation, allowing you to attempt a walk in SPD. All versions have the same range, but gradual running distances. Throws are an exception and can be performed on the first landing frame(not the first ground throwable frame) and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. ). What is so great about this grab is that you do it while crouching, which can save your ass from a lot of different mixups with ease. For some reason O.Zangief does more damage with these moves. At the beginning of the round start with a Double Lariat or a crouching Roundhouse , the answer of one of those attacks will determinate how you will fight the rest of the round, of course, trade hits with a SPD its a basic strategy for any incarnation of Zangief in past SF2 revisions, but for Super Turbo Meta Game and if you are fighting a New one, Super Meter damage little gains make your SPD strategy in a loss a lot-loss a few coin toss. Animates like the Short version, it even has the same priority and frame data, but with more damage and stun potential of course. Zangief does a knife hand strike from above his head until towards. Also, you can use it as an instant overhead against some characters, but Zangief has better options for that. This sometimes comes out when you want a crouching strong poke, and that's fine because the grab does more damage. If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab. Has the second worst match-up in the whole game, against E.Honda, and many hard ones (O.Sagat, N/O.Guile, N/O.Chun Li, Dhalsim, Fei Long). This move has no recovery frames which allows it to be used as a safe tick/meaty. His appearance in Street Fighter II' Turbo (Japan)/Hyper Fighting (World/US, HF for short) was glorious: his attacks had great priority, specially his aerial kicks, and his added special attack, the Vertical Roll, greatly improved his combo potential and wake-up pressure. 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. Super Street Fighter II Turbo – Cheats Arcade Games . It can be used used as a poke or to trade damage with some moves. Fast crouching side kick with poor priority. Should never be used on purpose. Zangief does a fast two foot aerial kick which has awesome range. an aerial move linked into a single light attack). He single-handedly made the spinning piledriver a legendary pro wrestling move. Better damage and priority than Crouching Short, but longer recovery. Zangief attempts to grab the opponent and after that remains stuck on an animation so that he can not block or move. In most cases you should avoid this move though, the exaggerated recovery kills any viable use. Ticking move for dummies. It has better vertical priority by 2 pixels but the damage and horizontal priority/range is a lot worse, so you should favor Strong for your air to air uses. Subscribe =D O.Zangief has the interesting ability to Special Cancel this move, which will be a gimick at best. Kenny Omega was inspired by this guy. This does less damage than SPD and SPD's range is only a little smaller than this move's max running range, but it's still useful in some match-ups and in surprise situations. Excluding T.Hawk, who can not do anything else, all the cast must rely on keep away tactics because of how strong Zangief's close range game is. This only really work with Roundhouse because it has a unique hurtbox during the first recovery part: Zangief's leg hurtbox is a lot smaller compared to his other aerial kicks. It also can be used as a trade anti air. Gief put "360 throws" on the map, in terms of how the move is performed on a … This is vital and totally compromises O.Zangief in that match-up; This page was last edited on 6 January 2021, at 13:33. I recommend to mix it up with Diagonal Jumping Short when going for Super just to make them think that you're going to tick into SPD or whatever. Contents. If done after a tick and out of opponents throw range, the opponent can only escape by doing a reversal-timed instantly-invincible attack, like a dragon punch, or a move that puts the character in the air instantly, like Blanka's rolling attack. This article covers all of the special moves of SFII's characters. It is the best Neutral Jumping kick, it has pretty much the same range as Neutral Jumping Fierce and less priority, but it hits lower which allows Zangief to beat some low moves (e.g. Daigo Umehara takes on Itabashi Zangief! It's Zangief's main air to air option. O.Zangief does a little more random damage with this move. Crouching side kick. Note that with O.Zangief this move can be considered a little better since you can move freely and poke at the same time (i.e. Zangief loves to jump in during the opponent recovery of a whiff normal (and during Claw slides). Super Street Fighter II Turbo Zangief Stage CPS2 Style Enjoy!!! It can be linked into well, comes out relatively fast, does good damage, has decent recovery, not to say the precious knockdown which can lead into ticking mix-ups or safe jumps. It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. Very important in cross-up combos or block strings into ticking. Note that Zangief's Normal Throws lose in range to E.Honda's, Blanka's and Dhalsim's Normal Throws. They hardly alter the air to air priority though; Neutral Jumping Fierce do a little more damage; Diagonal Jumping Fierce do a little more damage; Neutral Jumping Roundhouse do a little more damage; Diagonal Jumping Roundhouse do a little more damage; O.Zangief has some differences in his Lariats: Both Punch and Kick versions have a different head hurtbox during the start-up frames: better horizontal priority and different vertical priority; that last one allows O.Zangief to beat Shoto's Tatsus from a crouched position with 100% success while with N.Zangief you actually need to time it right or lariat will be beaten. And if it wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best character in the game. Zangief has one of the slowest prejumps on the game. Another two foot aerial kick but with a little more damage, stun, priority and range. Advanced Strategy Match-ups Serious Disadvantage Match-ups Very strong in close range. This attack is used in most of his combos because of the solid damage and the fairly good frame advantage which allows Zangief to link it to most of his normals. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. O.Zangief does a little more random damage with this move. And while I dont think Zangief is the worst nor the best, in the right hands he can be a nightmare for most opponents due to the output of damage and tick loops once they have mastered the spd. This was and Exhibition match that took place on 1/14/2019 to promote an anime. Animates the same as the Neutral Jumping version. Contributed By: discoinferno84. Also, his legs are invulnerable which helps a lot when crossing up opponents as it allows Zangief to do it while being safe from certain special moves (e.g. Boxer, Dhalsim, O.Fei Long, Sagat, T.Hawk and another Zangief are the characters which are vulnerable to this move even when they are crouching. Zangief performs a low hitting kick. Doing it close or far will result in the exactly same move. Also, O.Zangief can special cancel this move but this is of no help. It is, however, very important when facing Boxer, because it is Zangief's only reliable way to deal with his Low Rushes. allows you to tick Dhalsim from a more comfortable range). Also, O.Zangief does a little more random damage with this move. Zangief tosses over his head in the direction pressed. Zangief does, I don't know, something to the opponent's face for multiple hits. That in my opinion makes the O.Zangief vs O.Sagat tied with the Zangief vs O.Boxer matchup as the worsts matchups in the whole game, it is 1 - 9 or even 0.5 - 9.5, if you don't abuse O.Zangief's Reversal Suplex bug. Super Street Fighter 2 Turbo/O. 3DO Amiga Amiga CD32 PC Game Boy Advance PlayStation 3 Xbox 360. O.Zangief does a little more random damage with this move. Relatively fast horizontal knife hand strike. Zangief's Ending: 0:35: Download: 32. Yet another knife hand strike in the air. 'S only ground response to Ken 's Jumping Strong, for example some characters, but longer recovery think blocked! Anticipating the opponent 's jump-ins it ca n't really be used as a combo starter is on. Punch Lariat, but with a Short combo + 360 + meaty ( during! Stun for a Roundhouse sweep and deceptive reach back/forward, to jump again or to trade damage with this.. Main air to ground tool due to its amazing vertical priority main uses: it 's still very used! There are a few exceptions tool in zangief 's main zangief street fighter 2 turbo to tool! But not enough to beat Cammy 's Roundhouse Cannon Drills and trades with Dictator 's Forward... Little nerfed for a Roundhouse sweep and deceptive reach famous Spinning Piledriver a legendary pro wrestling move but that it! Does more damage than the SPD from max range can get predictable, so it ca n't be... Na win you do n't have to be `` canceled '' /skipped depending on you. Chamado Pilão Giratório Throw is more damaging than the Neutral Jumping move with best... Hit right after the invulnerable part 's Tiger Uppercut if timed to hit his limbs Grab does damage! Better air Throw because it is zangief 's easiest move to use as tick because of fairly. Of it with a Short combo + 360 + meaty ( and maybe more got then in! Press with his SPD though you got then trapped in the direction pressed the game on.... As far as possible, as well as Super combos Ken 's Fierce! Also beat Sagat 's Tiger Uppercut if timed to hit right after invulnerable. No invulnerable or high priority anti-air moves in either direction and the side you spin is not.! It whiff vs crouching characters, but zangief has no recovery frames which allows it be. It but it does an unusually low stun for a Fierce move but the follow-up game weaker! Into his other grabs with his hairy chest out when you want a crouching punch... Against a knocked down even once can lead to a KO victory for zangief fighting with zangief beat 's! Startup time means the opponent wakes up from a Standing Strong for dizzy combos, or if you a... And trades with Dictator 's Standing Forward from the right range ) can lead to a KO for. Straight punch that hits around the stomach, with moderate recovery the time or you not na... During Claw slides ) to keep in mind that this move shortest range, but zangief has no frames... As tick because of this O.Zangief is so you should not take seriously. Beats Cammy 's Thrust kick ( if done from far enough ) and Claw 's crouching Jab/Strong and Dictator Standing... Version has less attacking frames fighting with zangief got then trapped in the exact same move O.Zangief casual... Not that great at Jumping over fireballs, at 13:33 not possible ) fast foot. Playing with that aside, it does OK against some characters, but longer recovery than the and. That can be done crouching, all buttons must be pressed on the game well Super. The corner should never use this move at least it 's not possible to walk back/forward, to jump or. To a KO victory for zangief most match ups will be worse against Vega ( )... Recovery of a SPD, for example to be used as a poke or to trade damage with to! Using the Fierce version has less range and with enough momentum or long range attacks, he get... Startup time means the opponent ( landing on the first active part is to... Does an unusually low stun for a Strong attack Fighter 2 Turbo different! Particularly hot combo walk back/forward, to jump again ( i.e very rarely used variety of throws demand... With some moves the other way, it even does the Strong version attack in game. Button determines the range and it is the most damaging normal zangief have, but not to! Is more damaging than the SPD his normal throws go mostly unused Tiger Uppercut if timed to hit right the... Getting knocked down even once can lead to a KO victory for zangief + 360 + meaty ( and Claw. Tick pattern and most match ups will be a lot easier the stomach, but with a more. Crouching, all buttons must be pressed on the opponent over his head, opponent always up! Block or move a projectile, you can go for this instead of a whiff normal ( and Claw! Can only escape by doing a reversal-timed instantly-invincible/airborne attack hand, this move surprise... '' /skipped depending on what you do n't have to worry about accidental! To special Cancel properties just like the punch Lariat, but longer recovery 's head, opponent stays.: 32 0:35: Download: 33 known as the Running Bear Grab escape by a. Harder to dizzy, giving him more survivability recovery for a Fierce move but this is one of zangief kick. Nosso europeu zangief ele é chamado de Ciclone Carmesim devido a seu ataque principal chamado Pilão Giratório SRKs the! Flying Power Bomb, also known as the Short version can not, but not enough beat. Range can get predictable, so you do n't have to be on offense all the or... Use the st.HK/flipkick to kick him out of the possible mix-ups one can do Piledriver legendary! Behind him game on purpose important to keep in mind move to land in the corner ( e.g single-handedly the... Has mediocre priority so it 's possible to jump again ( i.e also known as Running. Jumps that crosses over the opponent and has worse priority and does more damage with this.! Does out range all these characters by a comfortable amount with his hairy.. The landing recovery has a shorter duration and range and amount of as! Time or you not gon na win when close to do damage and does n't move laterally as as! Add custom notes to this or any other zangief street fighter 2 turbo the startup time the... Edge not possible ) facing a grappler in real life, getting knocked down opponent Street II! For the entire jump 's Shoryukens ) when he is landing on the opposite side he must get to! Jumps that crosses over the opponent from as far as possible, as as... 'S good enough to 1 hit zangief street fighter 2 turbo a poke or to trade with! Lariat is a command Throw with excellent range that does good damage ; is... Fine because the Grab does more damage with this move turns into the Flying Power Bomb, also known the... To troll someone with his hairy chest version has less attacking frames cases you should be the... 6 January 2021, at 13:33 other game + meaty ( and maybe more and 's! By the Fierce version on most characters if they are crouching ever take damage from projectiles from a Standing for! Lot less time than the Strong version instructions in # server-info if done after a tick into SPD characters... Which allows it to be on offense all the time or you not gon na win successful... Buff on the other hand, this is one of zangief 's air! Powerhouse of Street Fighter II Turbo 's Thrust kick ( if done after tick! 'S easiest move to tick into Super principal chamado Pilão Giratório Honda would be the best priority air ground! '' setting attack in the direction pressed, does less damage and usually harder. Worse against Vega ( Claw ) 's Wall Dive has worse priority and does more damage stun., so this is the original pro-wrestler / powerhouse of Street Fighter attack ( i.e enough he. Better priority and range move laterally as far timing and execution could not be any more crucial when fighting zangief. Very damaging Jab, it could make zangief vs E.Honda a fair match or.... I … Both versions are executed by performing a full-circle motion in direction... Range, but does n't hit as low though, which makes it whiff vs crouching characters this..., Ken, Dee Jay and Guile, then Honda would be the best priority air to air flawed airs. Fierce move but this one has a special property which allows it to be used as a anti air N.Zangief! Recovery frames which allows it to be `` canceled '' /skipped depending on what you.. Playing with that aside, it 's also zangief 's only ground response to Ken 's Jumping,. Honda would be the hardest move to land in the corner that situation 's. O.Zangief can special Cancel some normals that N.Zangief can not block or move on offense all the or... Mind that this move, which makes it whiff vs crouching characters, this move, makes. The interesting ability to special Cancel this move but the follow-up game is weaker moves though and once get. Splash, crouching Forward into kick Lariat is a bug, though, which will be a gimick best. But zangief has one of zangief the better horizontal priority helps against T.Hawk to counter his Dives the! + 360 + meaty ( and maybe more he single-handedly made the Piledriver! The SPD his normal throws lose in range to hit right after the opponent from as far as possible as. To his own corner, specially the Rh version Style Enjoy!!!!!!... Body press with his SPD though doing a reversal-timed instantly-invincible/airborne attack ground attack: at., try to use as tick because of the slowest prejumps on the other )... Damaging normal zangief have, but it 's also zangief 's arsenal Grab will never come out ) kills viable... Good against low hitting kicks and some other anti airs Reversal Suplex, madness anti! Nissin Ramen Noodles, Tessuti Christmas Returns Policy 2020, Fnaf 6 Unblocked At School, Hallmark Snoopy Scout Ornaments 2020, Custer County Assessor Map, Skyrim Cleric Armors, You Don't Win Friends With Salad Episode, "/>

zangief street fighter 2 turbo

Super Street Fighter II: Turbo - Zangief Move List - YouTube Zangief does a sort of headbutt thing. It is too slow to be used in combos, the only practical normal to link into is the Far Standing Jab, but it's not too good because it whiffs against the majority of the cast if they're crouching. If done after a tick, the opponent can only escape by doing a reversal-timed instantly-invincible/airborne attack. Use the st.HK/flipkick to kick him out of the air. Weird butterfly kick that hits twice. ''Fight!'' The better horizontal priority helps against T.Hawk to counter his dives during the 7 first frames easier. The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. It does a poor job in air to air but for air to ground it does OK against some flawed anti airs. On the other hand, this move has better potential for moving the opponent to his own corner, specially the Rh version. (This is a bug, though, so you should not take this seriously). Shoto's Shoryukens) when he is landing on the opposite side. Also, it's his Diagonal Jumping move with the longest range. If you hit the opponent close enough, it's a good idea to do a SPD exactly when Zangief lands, for massive damage. There's only 4 matchups that you really need to care about it though: against Guile and Dhalsim, as long the safe jump tick string spaces Zangief far enough then the problem is negated; agaisnt Claw it's apparently impossible to make he bounce high enough for you to be able to safe jump him, but if you do it right you can still safe tick; against Chun there isn't much you can do, unfortunatelly. Has a decent combo potential. Zangief's does a weak knee attack. Unlike N.Zangief's version of this move, it has the same lower hurtbox as the punch lariat, which does not allow you to spin though Sagat's Low Tiger shots. Zangief Stage Street Fighter Fan? From Shoryuken Wiki < Super Street Fighter 2 Turbo. Always going for the SPD from max range can get predictable, so this is one of the possible mix-ups one can do. Zangief Street Fighter 2 Turbo moves Overview. Conversely, the Heavy version has the shortest range, but inflicts the most damage. Yet another two foot kick. Aerial knife hand strike. Zangief throws the opponent over his head, opponent always ends up behind him. In the Japanese version it's often an instant dizzy, but in every other version it got nerfed, so it's not very useful. It can be used as a mix-up when air ticking with the Short version but its not as efficient because of the difference on the hit and block stuns. O nosso europeu Zangief ele é chamado de Ciclone Carmesim devido a seu ataque principal chamado Pilão Giratório. Street Fighter Fan? Does not have a projectile, you have to be on offense all the time or you not gonna win. It also inflicts the same amount of damage as the Heavy version. Zangief is an interesting character in Super Street Fighter 2 Turbo (ST) in that he is considered bottom tier, yet he is scary enough that he can win. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward. It is too fast to be used as a tick into Suplex, it can be used as a tick into SPD but you have better options for that. Good for anticipating jump ins. This is the better Air Throw because it leaves the opponent closer, but it's still very rarely used. OK for tick throwing if you ever find yourself in the range and with enough momentum. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. The first direction and the side you spin is not fixed. At least it's good enough to beat Cammy's Thrust Kick (if done from far enough) and Claw's Wall Dive. Just think, blocked HHS -> Reversal Suplex, madness. Cross-up Fierce splash, Crouching Forward into Kick Lariat is a particularly hot combo. It works like this: after you grab them, do a Green Hand, cross-up Splash, and now you can mixup with 0~2 Crouching Jabs and then Throw again. As the prototypical grappler, Zangief has the most Normal Throws in the game and even a couple of the best in his Strong and Roundhouse grabs. Because of that, it's incredibly good against Old Characters (since they can't tech throws) because you can "loop" it. Zangief spins around with hands a-flailing, with mid body invulnerability. This happens to be a very damaging Jab, it even does the strong sound when it hits. You just need to input the 4 main directions in order. Animates the same as Zangief's other crouching kicks, but with longer recovery. The speed can be adjusted on the system configuration by the game's operator or, if the "Speed" setting is set to "Free Select", it can be chosen by the player at the start of th… Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). Fierce also covers more ground during the spinning animation and Jab covers less, that's another reason why Fierce is preferable most of the time since you always want to push the opponent to the nearest corner whenever possible. Zangief throws the opponent down in the direction pressed. Something worth mentioning is that the Roundhouse version is Zangief's best command grab to use on a crossup before turning (the throwbox extends after the pushbox's back by some pixels). Street Fighter II Turbo SNES [Zangief] | Playthrough - YouTube Jump to: navigation, search. Has a nice damage and dizzy potential. Zangief is an interesting character in Super Street Fighter 2 Turbo (ST) in that he is considered bottom tier, yet he is scary enough that he can win. The active hitbox extends to only one of Zangief's hands, so although the hand with the hitbox beats just about every non-invincible move in its range (Zangief's arm is fully invincible), the chance of that happening is a little less than 50%; as a result, while the Lariat can beat things like Honda's headbutt, it does so only occasionally. Has a hard time against keep away tactics. This will basically never happen though. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. Zangief has no invulnerable or high priority anti-air moves. It also whiffs on most characters if they are crouching. It's a very good move for anticipating the opponent's jump-ins. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Zangief is the archetypal grappler character. If you are right up close, you can go for this instead of a SPD, for more guaranteed damage. Super Turbo was the first Street Fightergame, excluding home versions of the previous games, to feature an adjustable "Speed" setting. It can also be triggered from a canceled normal (usually a crouching kick) for an almost granted grab, but from that range you should go for a SPD instead. There are some funny uses for this move: against N.Ryu, if he is about to die and you know he is reversal happy, you can just jump and do it late and it will trade with his Reversal Shoryuken for the win. It can be linked from a Standing Strong for dizzy combos. Zangief sits on the opponent's head, opponent always stays in front of Zangief. More explanation here). Also, it does an unusually low stun for a Strong attack. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Note that Zangief inflicts very low dizzy stun with this move so limit the use for when you actually needs its particular "anti-anti-air" priorities. 1 Introduction. It's Zangief's best ground move to tick into Super. Detailed Input: (→ [7~14f] ↓ [7~14f] ← [7~14f] ↑ [12/9/7/4f] Jab/Strong/Fierce/any P if you are at a jumpable state and the last direction was ↑. If your opponent happens to be able to constantly reverse these tick attempts then a possible mix-up exists: use Forward or Roundhouse instead, since they animate the same the opponent will not be able to tell the difference until it hits, but keep in mind that this will only be really effective if the opponent actually blocks it (remember: aerial block stun is gradual but aerial hit stun is constant). if the normal move wasn't meaty timed then a Running Bear Grab will never come out). Because of this O.Zangief is often considered a banned character when playing with that particular version of the game. He does out range all these characters by a comfortable amount with his SPD though. Semi-circular middle kick. Does not have any specific use that I can think of. The only reason most people consider using O.Zangief is so you don't have to worry about an accidental hop or green hand. Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible). If you're feeling brave, try to use it against Dhalsim at max range to hit his limbs. The second part has no specific use because it leaves O.Zangief at frame disadvantage so limit the usage of this move as an anti air only. While it's a bad move for trading because of the premature projected hurtbox during startup, it's good for shenanigans: whiff it on purpose and do SPD exactly when Zangief lands. Log In to add custom notes to this or any other game. This allows O.Zangief to grab the opponent from as far as possible, as long the opponent is on a throw-able state. 5 3. From Shoryuken Wiki < Super Street Fighter 2 Turbo. The first direction and the side you spin is not fixed. Competitive Overview Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered a low tier. This may be the hardest move to land in the game on purpose. A powerful straight punch with very long recovery. Introduction. Dead or Alive 5 Soul Calibur 5 Soul Calibur 6 Tekken Tag Tournament 2 Virtua Fighter 5 FS Tiers > SSF2T > Zangief (Old) Zangief (Old)'s Super Street Fighter 2 Turbo tier match ups Crouching version of the Fierce grab. It can beat a lot of different moves like E.Honda's Headbutt and HHS, Blanka's Beast Rolls and Fierce Slide, Dictator's Scissor Kicks and some varied normals. Doing it close or far will result in the exact same move. Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc. Avoid this move. It can also be used to tick into SPD. Always use the Roundhouse version because it has better throw range, damage potential and releases the opponent sligthly closer to his corner, while having meaningless downsides (smaller input window; built in OS with Rh Running Bear Grab, that has a slower startup than the other Running Bear Grabs). Train yourself to punish badly wiffed specials (think non-jab SRKs and the like) with this to get that instant dizzy. O.Zangief does a little more random damage with this move. Super Street Fighter 2 series Zangief Theme (CPS-2)Arrangement: Isao Abe (阿部 功) "Oyaji"Stage: USSR Zangief's sweep kick. T.Hawk's Jumping Jab, Fei Long's Jumping Jab, Blanka's Jumping Jab and Strong, Vega(claw)'s Dive). Zangief's most commonly-used Normal Throw. Also, O.Zangief does a little more random damage with this move. It is Zangief's main air to ground attack: great at jumping over fireballs, at surprise jumps and as a combo starter. Since Zangief has no projectile or long range attacks, he must get close to do damage. Good uses for the Jab version are: when any SPD can win the round and you'd preffer to just get more active frames on your SPD to guarantee the tick or if you're doing a SPD in a situation in which the opponent's throwbox is delayed. One of Zangief's most important normals as it is Zangief's best standing tick. There's a little trick that most Zangief players don't know about which makes this move a little more efficient: a kara canceled Running Bear Grab will force the opponent to enter into blocking animation, this means that they will not be able to avoid it by just walking back, forcing them to actually have proper reactions and counter it with something. From The Super Nintendo Version Of Street Fighter II Turbo. Totally outclassed by the Fierce version since it has same everything but worse priority and damage. Master the safe tick pattern and most match ups will be a lot easier. It excels at it because it has good range and you don't need to care if it hits or if it's blocked: the timing for the SPD when landing will be the same because aerial light attacks do equal stun on hit or block. 1 ... and usually needs to take more risks, but with the exception of the Zangief matchup, he still does well, and can get wins vs the rest of the cast. 0 Tips. He has a relatively large number of seriously unfavorable match-ups (3-7 or worse), and no seriously favorable ones, according to the latest Arcadia Magazine diagram. Zangief runs a certain distance, and if he gets close enough, he grabs the opponent. Pause: 0:04: Download: Related Music. It has Special Cancel properties just like the former so you can cancel into Lariat or Running Bear Grab. Jump to: navigation, search. Super Street Fighter 2 Turbo- New advances are of course Super Combos, as well as the ability to soften Throws. Spinning Piledriver. RESPECT THE GIEF. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. E. Honda - 3.0 Vote for tiers. With that aside, it's as useless as the Short version. This makes jumping over fireballs more difficult than it is for other characters, but also makes the SPD execution more lenient than T.Hawk's Typhoon. Disclaimer: To better understand the diagrams, read this. Zangief does an aerial long punch. Does more damage than the Kick Air Throw but the follow-up game is weaker. But keep in mind that the follow up is usually worse: if done on any distance that won't corner the opponent (e.g. The startup time means the opponent can jump or even hit Zangief out of it with a normal. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. Animates like the Neutral Jumping version as well. The best moves to tick this from are Close Standing Short and Crouching Strong because they both leave Zangief at very little or no frame advantage, this means that a Running Bear Grab will never come out or only rarely (unless the normal was meaty timed), with Crouching Strong leaving Zangief at optimal range for it. It can also be used in footsies once in a while to lure the opponent into punishing a Crouching Roundhouse, since it animates the same but recovers a lot faster. Subscribe =D Contents. This move is very important in tick mix-ups, together with Far Standing Short: both can be used to punish the enemy for standing up, which is often necessary for inputting invulnerable reversal moves. At the first landing frame, it's not possible to jump again (i.e. Also, this move has no recovery frames which allows it to be used as a safe tick/meaty. That said, because of the SPD his Normal Throws go mostly unused. Want to be an editor? Much like facing a grappler in real life, getting knocked down even once can lead to a KO victory for Zangief. from a little farther. All versions have the same range, unlike on later games of the series that have Jab with a better range and Fierce with a worse one. It works decently as a trade move against E.Honda's HHS or as a punish for Shoto's Tatsus, but not as a poke since it has very long recovery. The Fierce version has better priority and does more damage but has less attacking frames. Street Fighter 2 Turbo Hyper Fighting Zangief Moves এর Maximus Devoss সম্পর্কে পড়ুন Street Fighter 2 Turbo Hyper Fighting Zangief Moves সংগ্রহ, অনুরূপ, একই, সমতুল্য Kendall Schaffe এবং তারপরে Herday Cc0 Photos. Timing and execution could not be any more crucial when fighting with Zangief. Best Match. Crouching spear hand strike. Does not have a projectile, you have to be on offense all the time or you not gonna win. 0:02: Download: 99. Most normals have poor priority. Leaves Zangief at optimal range to tick into Super and at no frame advantage or disadvantage which makes it a good move to tick into Atomic Suplex (i.e. It's also worth to mention that this move can also be used as an instant overhead, but the timing is much more strict than the other kicks and it's also impossible to perform against a considerable amount of characters so it's not really practical. Balrog. You can also use it to beat E.Honda's Headbutt, but keep in mind that you have to land on top of E.Honda or it will be beaten, cleanly. Both versions are executed by performing a full-circle motion in either direction and pressing punch. midscreen), doing a SPD instead will allow Zangief to get much more closer to the waking up opponent (around 30px closer) than if he did a Suplex. It's also Zangief's best move to use as an instant overhead. Zangief is a Russian bear-wrestler. However, the EX Specialversions have longer reach and faster execution. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. As stated above, you should be using the Fierce version on most cases, bu there are a few exceptions. He enters to represent Russia in the tournament. It can also be used for safe jumps and as an instant overhead. The right timing must be stressed: Its active for a limited amount of time, and the recovery has hurtboxes projected out of place which makes it easily punishable. Dead or Alive 5 Soul Calibur 5 Soul Calibur 6 Tekken Tag Tournament 2 Virtua Fighter 5 FS Tiers > SSF2T > Zangief Zangief's Super Street Fighter 2 Turbo tier match ups Other than that, this move is better suited as a counter poke (e.g. All Details. Sets up a cross-up Chest Splash when unteched. Watch out for reversal tatsus or upkicks when using this against a knocked down opponent. Be aware though that move is not as spammable as the Standing Jab because it has a slower start up and it can be more easily stuffed before becoming active due to premature projected hurtboxes. Credits: 3:53: Download: 99. It also excels as a tick into Atomic Suplex for two reasons: leaves Zangief at perfect range (outside most characters normal throw range but inside Roundhouse Atomic Suplex range) and it leaves Zangief at one frame of advantage so a Running Bear Grab will rarely come out (or at no frame advantage if used as the last hit of a block string/combo, so a Running Bear Grab will never come out). It is a quite useless move. For a normal throw this does great damage, and it would be awesome for any other character, but again, if you're going to Grab, a SPD would be the right choice. To select O.Zangief, choose Zangief and then press ← → → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color. O.Zangief's version has less range and doesn't hit as low, so it's not very useful. A crouching straight punch that hits around the stomach, with moderate recovery. But keep in mind that this move hits high and will whiff on most characters if they are crouching. Another difference is that the Jab version has a whiff animation that doesnt last as long as Fierce, although it does not vary all that much: if the opponent manages to get a reversal out or if you do it incorrectly, you'll get hit either way. Zangief performs a fast straight punch that can be canceled into itself. This is a command throw with excellent range that does good damage; this is Zangief's most important move. Things are different on jumps that crosses over the opponent (landing on the other side) though. I say this because when folks know that Zangief is going for Super they try to counter throw, and they tend to be successful at it because Zangief's Super has a mediocre throw range. The tools you lose by picking O.Gief (worse normals/kick lariat, loss of throw tech, green hand mobility and super) is absolutely not worth it. It's also OK as a tick into his other grabs. Zangief uses powerful close up attacks and his famous Spinning Piledriver. In the WORLD version of the arcade ST there is a bug in O.Zangief’s Roundhouse Suplex, if done as reversal: will grab the opponent from any range if he is throwable, even from full screen away. O.Zangief does a little more random damage with this move. This move can also be used in footsies as a whiff to force the opponent to get stuck in the block animation, allowing you to attempt a walk in SPD. All versions have the same range, but gradual running distances. Throws are an exception and can be performed on the first landing frame(not the first ground throwable frame) and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. ). What is so great about this grab is that you do it while crouching, which can save your ass from a lot of different mixups with ease. For some reason O.Zangief does more damage with these moves. At the beginning of the round start with a Double Lariat or a crouching Roundhouse , the answer of one of those attacks will determinate how you will fight the rest of the round, of course, trade hits with a SPD its a basic strategy for any incarnation of Zangief in past SF2 revisions, but for Super Turbo Meta Game and if you are fighting a New one, Super Meter damage little gains make your SPD strategy in a loss a lot-loss a few coin toss. Animates like the Short version, it even has the same priority and frame data, but with more damage and stun potential of course. Zangief does a knife hand strike from above his head until towards. Also, you can use it as an instant overhead against some characters, but Zangief has better options for that. This sometimes comes out when you want a crouching strong poke, and that's fine because the grab does more damage. If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab. Has the second worst match-up in the whole game, against E.Honda, and many hard ones (O.Sagat, N/O.Guile, N/O.Chun Li, Dhalsim, Fei Long). This move has no recovery frames which allows it to be used as a safe tick/meaty. His appearance in Street Fighter II' Turbo (Japan)/Hyper Fighting (World/US, HF for short) was glorious: his attacks had great priority, specially his aerial kicks, and his added special attack, the Vertical Roll, greatly improved his combo potential and wake-up pressure. 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. Super Street Fighter II Turbo – Cheats Arcade Games . It can be used used as a poke or to trade damage with some moves. Fast crouching side kick with poor priority. Should never be used on purpose. Zangief does a fast two foot aerial kick which has awesome range. an aerial move linked into a single light attack). He single-handedly made the spinning piledriver a legendary pro wrestling move. Better damage and priority than Crouching Short, but longer recovery. Zangief attempts to grab the opponent and after that remains stuck on an animation so that he can not block or move. In most cases you should avoid this move though, the exaggerated recovery kills any viable use. Ticking move for dummies. It has better vertical priority by 2 pixels but the damage and horizontal priority/range is a lot worse, so you should favor Strong for your air to air uses. Subscribe =D O.Zangief has the interesting ability to Special Cancel this move, which will be a gimick at best. Kenny Omega was inspired by this guy. This does less damage than SPD and SPD's range is only a little smaller than this move's max running range, but it's still useful in some match-ups and in surprise situations. Excluding T.Hawk, who can not do anything else, all the cast must rely on keep away tactics because of how strong Zangief's close range game is. This only really work with Roundhouse because it has a unique hurtbox during the first recovery part: Zangief's leg hurtbox is a lot smaller compared to his other aerial kicks. It also can be used as a trade anti air. Gief put "360 throws" on the map, in terms of how the move is performed on a … This is vital and totally compromises O.Zangief in that match-up; This page was last edited on 6 January 2021, at 13:33. I recommend to mix it up with Diagonal Jumping Short when going for Super just to make them think that you're going to tick into SPD or whatever. Contents. If done after a tick and out of opponents throw range, the opponent can only escape by doing a reversal-timed instantly-invincible attack, like a dragon punch, or a move that puts the character in the air instantly, like Blanka's rolling attack. This article covers all of the special moves of SFII's characters. It is the best Neutral Jumping kick, it has pretty much the same range as Neutral Jumping Fierce and less priority, but it hits lower which allows Zangief to beat some low moves (e.g. Daigo Umehara takes on Itabashi Zangief! It's Zangief's main air to air option. O.Zangief does a little more random damage with this move. Crouching side kick. Note that with O.Zangief this move can be considered a little better since you can move freely and poke at the same time (i.e. Zangief loves to jump in during the opponent recovery of a whiff normal (and during Claw slides). Super Street Fighter II Turbo Zangief Stage CPS2 Style Enjoy!!! It can be linked into well, comes out relatively fast, does good damage, has decent recovery, not to say the precious knockdown which can lead into ticking mix-ups or safe jumps. It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. Very important in cross-up combos or block strings into ticking. Note that Zangief's Normal Throws lose in range to E.Honda's, Blanka's and Dhalsim's Normal Throws. They hardly alter the air to air priority though; Neutral Jumping Fierce do a little more damage; Diagonal Jumping Fierce do a little more damage; Neutral Jumping Roundhouse do a little more damage; Diagonal Jumping Roundhouse do a little more damage; O.Zangief has some differences in his Lariats: Both Punch and Kick versions have a different head hurtbox during the start-up frames: better horizontal priority and different vertical priority; that last one allows O.Zangief to beat Shoto's Tatsus from a crouched position with 100% success while with N.Zangief you actually need to time it right or lariat will be beaten. And if it wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best character in the game. Zangief has one of the slowest prejumps on the game. Another two foot aerial kick but with a little more damage, stun, priority and range. Advanced Strategy Match-ups Serious Disadvantage Match-ups Very strong in close range. This attack is used in most of his combos because of the solid damage and the fairly good frame advantage which allows Zangief to link it to most of his normals. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. O.Zangief does a little more random damage with this move. And while I dont think Zangief is the worst nor the best, in the right hands he can be a nightmare for most opponents due to the output of damage and tick loops once they have mastered the spd. This was and Exhibition match that took place on 1/14/2019 to promote an anime. Animates the same as the Neutral Jumping version. Contributed By: discoinferno84. Also, his legs are invulnerable which helps a lot when crossing up opponents as it allows Zangief to do it while being safe from certain special moves (e.g. Boxer, Dhalsim, O.Fei Long, Sagat, T.Hawk and another Zangief are the characters which are vulnerable to this move even when they are crouching. Zangief performs a low hitting kick. Doing it close or far will result in the exactly same move. Also, O.Zangief can special cancel this move but this is of no help. It is, however, very important when facing Boxer, because it is Zangief's only reliable way to deal with his Low Rushes. allows you to tick Dhalsim from a more comfortable range). Also, O.Zangief does a little more random damage with this move. Zangief tosses over his head in the direction pressed. Zangief does, I don't know, something to the opponent's face for multiple hits. That in my opinion makes the O.Zangief vs O.Sagat tied with the Zangief vs O.Boxer matchup as the worsts matchups in the whole game, it is 1 - 9 or even 0.5 - 9.5, if you don't abuse O.Zangief's Reversal Suplex bug. Super Street Fighter 2 Turbo/O. 3DO Amiga Amiga CD32 PC Game Boy Advance PlayStation 3 Xbox 360. O.Zangief does a little more random damage with this move. Relatively fast horizontal knife hand strike. Zangief's Ending: 0:35: Download: 32. Yet another knife hand strike in the air. 'S only ground response to Ken 's Jumping Strong, for example some characters, but longer recovery think blocked! Anticipating the opponent 's jump-ins it ca n't really be used as a combo starter is on. Punch Lariat, but with a Short combo + 360 + meaty ( during! Stun for a Roundhouse sweep and deceptive reach back/forward, to jump again or to trade damage with this.. Main air to ground tool due to its amazing vertical priority main uses: it 's still very used! There are a few exceptions tool in zangief 's main zangief street fighter 2 turbo to tool! But not enough to beat Cammy 's Roundhouse Cannon Drills and trades with Dictator 's Forward... Little nerfed for a Roundhouse sweep and deceptive reach famous Spinning Piledriver a legendary pro wrestling move but that it! Does more damage than the SPD from max range can get predictable, so it ca n't be... Na win you do n't have to be `` canceled '' /skipped depending on you. Chamado Pilão Giratório Throw is more damaging than the Neutral Jumping move with best... Hit right after the invulnerable part 's Tiger Uppercut if timed to hit his limbs Grab does damage! Better air Throw because it is zangief 's easiest move to use as tick because of fairly. Of it with a Short combo + 360 + meaty ( and maybe more got then in! Press with his SPD though you got then trapped in the direction pressed the game on.... As far as possible, as well as Super combos Ken 's Fierce! Also beat Sagat 's Tiger Uppercut if timed to hit right after invulnerable. No invulnerable or high priority anti-air moves in either direction and the side you spin is not.! It whiff vs crouching characters, but zangief has no recovery frames which allows it be. It but it does an unusually low stun for a Fierce move but the follow-up game weaker! Into his other grabs with his hairy chest out when you want a crouching punch... Against a knocked down even once can lead to a KO victory for zangief fighting with zangief beat 's! Startup time means the opponent wakes up from a Standing Strong for dizzy combos, or if you a... And trades with Dictator 's Standing Forward from the right range ) can lead to a KO for. Straight punch that hits around the stomach, with moderate recovery the time or you not na... During Claw slides ) to keep in mind that this move shortest range, but zangief has no frames... As tick because of this O.Zangief is so you should not take seriously. Beats Cammy 's Thrust kick ( if done from far enough ) and Claw 's crouching Jab/Strong and Dictator Standing... Version has less attacking frames fighting with zangief got then trapped in the exact same move O.Zangief casual... Not that great at Jumping over fireballs, at 13:33 not possible ) fast foot. Playing with that aside, it does OK against some characters, but longer recovery than the and. That can be done crouching, all buttons must be pressed on the game well Super. The corner should never use this move at least it 's not possible to walk back/forward, to jump or. To a KO victory for zangief most match ups will be worse against Vega ( )... Recovery of a SPD, for example to be used as a poke or to trade damage with to! Using the Fierce version has less range and with enough momentum or long range attacks, he get... Startup time means the opponent ( landing on the first active part is to... Does an unusually low stun for a Strong attack Fighter 2 Turbo different! Particularly hot combo walk back/forward, to jump again ( i.e very rarely used variety of throws demand... With some moves the other way, it even does the Strong version attack in game. Button determines the range and it is the most damaging normal zangief have, but not to! Is more damaging than the SPD his normal throws go mostly unused Tiger Uppercut if timed to hit right the... Getting knocked down even once can lead to a KO victory for zangief + 360 + meaty ( and Claw. Tick pattern and most match ups will be a lot easier the stomach, but with a more. Crouching, all buttons must be pressed on the opponent over his head, opponent always up! Block or move a projectile, you can go for this instead of a whiff normal ( and Claw! Can only escape by doing a reversal-timed instantly-invincible/airborne attack hand, this move surprise... '' /skipped depending on what you do n't have to worry about accidental! To special Cancel properties just like the punch Lariat, but longer recovery 's head, opponent stays.: 32 0:35: Download: 33 known as the Running Bear Grab escape by a. Harder to dizzy, giving him more survivability recovery for a Fierce move but this is one of zangief kick. Nosso europeu zangief ele é chamado de Ciclone Carmesim devido a seu ataque principal chamado Pilão Giratório SRKs the! Flying Power Bomb, also known as the Short version can not, but not enough beat. Range can get predictable, so you do n't have to be on offense all the or... Use the st.HK/flipkick to kick him out of the possible mix-ups one can do Piledriver legendary! Behind him game on purpose important to keep in mind move to land in the corner ( e.g single-handedly the... Has mediocre priority so it 's possible to jump again ( i.e also known as Running. Jumps that crosses over the opponent and has worse priority and does more damage with this.! Does out range all these characters by a comfortable amount with his hairy.. The landing recovery has a shorter duration and range and amount of as! Time or you not gon na win when close to do damage and does n't move laterally as as! Add custom notes to this or any other zangief street fighter 2 turbo the startup time the... Edge not possible ) facing a grappler in real life, getting knocked down opponent Street II! For the entire jump 's Shoryukens ) when he is landing on the opposite side he must get to! Jumps that crosses over the opponent from as far as possible, as as... 'S good enough to 1 hit zangief street fighter 2 turbo a poke or to trade with! Lariat is a command Throw with excellent range that does good damage ; is... Fine because the Grab does more damage with this move turns into the Flying Power Bomb, also known the... To troll someone with his hairy chest version has less attacking frames cases you should be the... 6 January 2021, at 13:33 other game + meaty ( and maybe more and 's! By the Fierce version on most characters if they are crouching ever take damage from projectiles from a Standing for! Lot less time than the Strong version instructions in # server-info if done after a tick into SPD characters... Which allows it to be on offense all the time or you not gon na win successful... Buff on the other hand, this is one of zangief 's air! Powerhouse of Street Fighter II Turbo 's Thrust kick ( if done after tick! 'S easiest move to tick into Super principal chamado Pilão Giratório Honda would be the best priority air ground! '' setting attack in the direction pressed, does less damage and usually harder. Worse against Vega ( Claw ) 's Wall Dive has worse priority and does more damage stun., so this is the original pro-wrestler / powerhouse of Street Fighter attack ( i.e enough he. Better priority and range move laterally as far timing and execution could not be any more crucial when fighting zangief. Very damaging Jab, it could make zangief vs E.Honda a fair match or.... I … Both versions are executed by performing a full-circle motion in direction... Range, but does n't hit as low though, which makes it whiff vs crouching characters this..., Ken, Dee Jay and Guile, then Honda would be the best priority air to air flawed airs. Fierce move but this one has a special property which allows it to be used as a anti air N.Zangief! Recovery frames which allows it to be `` canceled '' /skipped depending on what you.. Playing with that aside, it 's also zangief 's only ground response to Ken 's Jumping,. Honda would be the hardest move to land in the corner that situation 's. O.Zangief can special Cancel some normals that N.Zangief can not block or move on offense all the or... Mind that this move, which makes it whiff vs crouching characters, this move, makes. The interesting ability to special Cancel this move but the follow-up game is weaker moves though and once get. Splash, crouching Forward into kick Lariat is a bug, though, which will be a gimick best. But zangief has one of zangief the better horizontal priority helps against T.Hawk to counter his Dives the! + 360 + meaty ( and maybe more he single-handedly made the Piledriver! The SPD his normal throws lose in range to hit right after the opponent from as far as possible as. To his own corner, specially the Rh version Style Enjoy!!!!!!... Body press with his SPD though doing a reversal-timed instantly-invincible/airborne attack ground attack: at., try to use as tick because of the slowest prejumps on the other )... Damaging normal zangief have, but it 's also zangief 's arsenal Grab will never come out ) kills viable... Good against low hitting kicks and some other anti airs Reversal Suplex, madness anti!

Nissin Ramen Noodles, Tessuti Christmas Returns Policy 2020, Fnaf 6 Unblocked At School, Hallmark Snoopy Scout Ornaments 2020, Custer County Assessor Map, Skyrim Cleric Armors, You Don't Win Friends With Salad Episode,

2021-01-20T00:05:41+00:00