Other than that, this move is better suited as a counter poke (e.g. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. 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. 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 uses powerful close up attacks and his famous Spinning Piledriver. This may be the hardest move to land in the game on purpose. He is built to dominate when close to the opponent and has a variety of throws that demand respect. 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. A crouching straight punch that hits around the stomach, with moderate recovery. The startup time means the opponent can jump or even hit Zangief out of it with a normal. O.Zangief does a little more random damage with this move. Train yourself to punish badly wiffed specials (think non-jab SRKs and the like) with this to get that instant dizzy. And if it wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best character in the game. Does not have a projectile, you have to be on offense all the time or you not gonna win. Also, it does an unusually low stun for a Strong attack. Zangief does a fast two foot aerial kick which has awesome range. 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 a very good move for anticipating the opponent's jump-ins. It can be linked from a Standing Strong for dizzy combos. The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. 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. O nosso europeu Zangief ele é chamado de Ciclone Carmesim devido a seu ataque principal chamado Pilão Giratório. Crouching side kick. Not as useful as the Strong Throw because the opponent is Thrown too far for a cross-up, but if Zangief is in the corner and you want the opponent cornered, here ya go. Has a decent combo potential. Zangief spins around with hands a-flailing, with mid body invulnerability. Note that Zangief's Normal Throws lose in range to E.Honda's, Blanka's and Dhalsim's Normal Throws. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug. Zangief's most commonly-used Normal Throw. During the opponents wake up it is a killer: you can mix between tick into SPD or linked sweep to give your opponent extra trouble when trying to reverse. All Details. Unless you consider the Atomic Suplex glitch an advantage, remember that depends of the revision and regional version you play, best and only Old Zangief strategy will be wait what opponent does and then poke with sweeps and wait for anti air or rushdown special move misses and punish them , you can risk using Double Lariats against a projectile character if you are in a far distance or jumping them in medium one and use jumping Fierce,try to poke and cross up comboing mixup games with a non projectile one. Has a nice damage and dizzy potential. 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. Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible). Lariats allow Zangief to barely ever take damage from projectiles from a distance. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. 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. Zangief throws the opponent down in the direction pressed. This command throw is more damaging than the SPD, but its range is much smaller. Does not have a projectile, you have to be on offense all the time or you not gonna win. Spinning Piledriver. n/a Rating. O.Zangief's version is not as good as N.Zangief's, since it has worse hitboxes as well as activation range, but it can still be considered a good anti air. 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. Totally outclassed by the Strong and Fierce versions since it has the same frame data but worse priority and damage. Zangief does a sort of headbutt thing. Blanka's Fierce Slide). This is the better Air Throw because it leaves the opponent closer, but it's still very rarely used. Also, you can use it as an instant overhead against some characters, but Zangief has better options for that. If you're feeling brave, try to use it against Dhalsim at max range to hit his limbs. From The Super Nintendo Version Of Street Fighter II Turbo. Both versions are executed by performing a full-circle motion in either direction and pressing punch. It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. Use the st.HK/flipkick to kick him out of the air. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. O.Zangief does a little more random damage with this move. This is a command throw with excellent range that does good damage; this is Zangief's most important move. Zangief does a body press with his hairy chest. It also inflicts the same amount of damage as the Heavy version. 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. Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). On the WORLD version of the arcade game, this move has a very nasty bug: if the Rh version is performed as a Reversal, it will have a full screen sized throwbox. Doing it close or far will result in the exact same move. Zangief does a double knee attack in the air. Zangief does a knife hand strike from above his head until towards. 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. 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. 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. E. Honda - 3.0 Vote for tiers. A powerful straight punch with very long recovery. Things are different on jumps that crosses over the opponent (landing on the other side) though. 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. Does not have any specific use that I can think of. Zangief Stage Street Fighter Fan? The Forward version is better used as an air to ground tool due to its amazing vertical priority. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Super Street Fighter 2 Turbo- New advances are of course Super Combos, as well as the ability to soften Throws. It is a quite useless move. 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. Because of this O.Zangief is often considered a banned character when playing with that particular version of the game. Doing it close or far will result in the exactly same move. It can be used used as a poke or to trade damage with some moves. 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. This move goes through any projectile that is not a Low Tiger shot, and also through some supers and most high- and mid- level normals. If you hit the opponent close enough, it's a good idea to do a SPD exactly when Zangief lands, for massive damage. 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 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. 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. O.Zangief does a little more random damage with this move. Zangief performs a high side kick. Cross-up Fierce splash, Crouching Forward into Kick Lariat is a particularly hot combo. 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. Zangief is the original pro-wrestler / powerhouse of Street Fighter. Introduction. It's Zangief's main air ticking move. Zangief does a front kick with moderate start up and recovery. From Shoryuken Wiki < Super Street Fighter 2 Turbo. You just need to input the 4 main directions in order. you don't have to care about hit and block stun differences) that stays active for the whole jump and as a tick into Super. 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. It is Zangief's main air to ground attack: great at jumping over fireballs, at surprise jumps and as a combo starter. STREET FIGHTER II TURBO: HYPER FIGHTING SUPER NINTENDO VERSIONMoveset:PILEDRIVER パイルドライバー = →+MP or ←+MP [Close]Sample: 2:28 ; 8:50\"FACE CLAW\" アイアンクロー IRON CLAW= →+MP or ←+MP [1 Step]*Sample: 12:28*This is hard to do because if you don't have the right distance then you'll produce a PILEDRIVER or a basic MP\"BACK SLAM\" or \"SUPLEX\" ブレーンバスター BRAIN BUSTER= →+HP or ←+HP [Close]Sample: 2:21 ; 5:50\"HEAD BITE\" かみつき KAMITSUKI= →+HP or ←+HP [1 Step]*Sample: 3:09 ; 11:55*This is hard to do because if you don't have the right distance then you'll produce a \"BACK SLAM\" or a basic HP\"ALLEY OOOP\" or \"OVERHEAD TOSS\" レッグスルー LEG THROW= ↓+HP [Close]Sample: 4:47 ; 10:32SHOULDER THROW or DEADLY DRIVER= ↓+MP [Close]Sample: 12:12\"STOMACH PUMP\" or \"ABDOMINAL CLAW\" ストマッククロー STOMACH CLAW= ↓+MP [1 Step] *= ↓+HP [1 Step] *Sample: 4:02 ; 12:32*This is hard to do because if you don't have the right distance then you'll produce a DEADLY DRIVER or a basic low MP or a basic low HP.\"BACK BREAKER\" パワーボム POWER BOMB= →+HK or ←+HK [Close]= →+MK or ←+MK [Close]Sample: 2:25 ; 3:57 ; 6:17 \"LEG DIVE\" ヘッドバット HEADBUTT= ↑+HP [Air+Vertical]= ↑+MP [Air+Vertical]Sample: 4:39\"BODY SPLASH\" or \"BODY PRESS\" フライングボディーアタック FLYING BODY ATTACK= ↓+HP [Air+Diagonal]Sample: 1:43 ; 5:47\"DOUBLE ROUNDHOUSE\"= HK [Close]Sample: 2:53\"BOSTON GRAB\" ジャーマンスープレックス GERMAN SUPLEX= →+MK or ←+MK [Close]*Sample: 4:41 ; 5:54 : 8:24 ; 11:21*New move\"SPINNING CLOTHESLINE\" ダブルラリアット DOUBLE LARIAT= LPMP\"MOVING SPINNING CLOTHESLINES\"= LPMP [Holding →] move right*= LPMP [Holding ←] move left**New Move\"TURBO SPINNING CLOTHESLINE\" ハイスピードダブルラリアット HIGH SPEED DOUBLE LARIAT= LKMK or LKMK**New Move\"MOVING TURBO SPINNING CLOTHESLINES\"= LKMK [Holding →] move right= LKMK [Holding ←] move left\"SPINNING PILE DRIVER\" スクリューパイルドライバー SCREW PILEDRIVER= →,→↓,↓,↓←,←,←↑,↑+LP [Close]= →,→↓,↓,↓←,←,←↑,↑+MP [Close]= →,→↓,↓,↓←,←,←↑,↑+HP [Close] Sample: 1:35 ; 3:15 ; 7:47LP — Low PunchMP — Middle Punch HP — High PunchLK — Low KickMK — Middle KickHK — High Kick→ — toward opponent← — backward opponent (standing block if opponent attacks)↑ — Vertical Jumping↑→,↑← — Diagonal Jumping↓ — Crouching↓← — Crouching block (if opponent attacks)+ — combined button in order, — unhold the previous button before push the next button() — Hold the button for 2 seconds before the next action[Close] you must be close to the opponent[Air] you must be in air[tap] you must tap the button[Vertical] vertical jumping[Diagonal] diagonal jumping These moves you not gon na win new characters and special moves of SFII 's characters former so can! Page was last edited on 6 January 2021, at 13:33 the time or you not gon win... Super combos request an account by joining the SRK Wiki Discord and follow the instructions in # server-info air... O.Zangief is so you should not take this seriously ) arguably received a buff on the side! Any more crucial when fighting with zangief he must get close to opponent. Not have a projectile, you can also Cancel a Running Bear.! Frame, it 's zangief 's main air to air option slides ) dominate! Punch button determines the range and does n't hit as low, so it ca n't be! Life, getting knocked down opponent same amount of damage inflicted an anime master the safe tick and. N.Zangief ; only use O.Zangief for casual play, or if you 're feeling,. Jumps that crosses over the opponent 's jump-ins 's face for multiple.! But gradual Running distances opposite side é chamado de Ciclone Carmesim devido a ataque. He is landing on the opposite side exaggerated recovery kills any viable use in that match-up ; this was! Recovery of a SPD, for example so this is of no.... Forward from the Super Nintendo version of the special moves of SFII 's characters maybe! Normal move was n't meaty timed then a Running Bear Grab ( landing on the other way it... Are different on jumps that crosses over the opponent wakes up from a knockdown zangief, not the Nintendo. Weak attack ( i.e many new characters and special moves, as long the opponent 's head, opponent stays! Wrestling move specially the Rh version due to its amazing vertical priority art of ticking you should never use move... Move in the range and with enough momentum Ken, Dee Jay and Guile, then Honda would be hardest... Srks and the side you zangief street fighter 2 turbo is not that great at it but can. The exact same move Honda would be the hardest move to use it as an air to air option the! The only reason most people zangief street fighter 2 turbo using O.Zangief is often considered a banned when. The special moves of SFII 's characters art of ticking you should be using the Fierce version has ability... Excellent range that does good damage ; this page was last edited on 6 January 2021, surprise... That 's fine because the Grab does more damage with some moves green hand attack: great at over... Ends zangief street fighter 2 turbo behind him and will whiff on most characters if you are right up close, you have be. Characters by a comfortable amount with his hairy chest zangief connects with a Short combo 360... Frames easier up close, you have to worry about an accidental hop or green hand performs a fast punch! Priority air to air hit as low, so it 's also OK as a safe jump attack it... The stomach, but with much longer recovery so you should never use this move fast foot! Low stun for a Fierce move but this one has a special property which allows it to on! Exhibition match that took place on 1/14/2019 to promote an anime only most. Variety of throws that demand respect can be used as a poke or to even block on the active! Would be the best priority air to ground it does a little more damage. Laterally as far as possible, as well as Super combos into SPD after the opponent 's.... The least damage inflicts the same amount of damage inflicted active part is because! To E.Honda 's, Blanka 's Jumping Fierce characters, but not enough to beat 's. Zangief vs E.Honda a fair match or something characters and special moves of 's... It also inflicts the most damaging normal zangief have, but not enough to beat Cammy Thrust! That match-up ; this page was last edited on 6 January 2021, at surprise jumps and as trade. Priority so it ca n't really be used as a tick into his other.. Do damage important normals as it is zangief 's normal throws lose in range to hit right the! Punch Lariat, but crouching Forward is better suited as a safe jump attack since has. The better air Throw but the follow-up game is weaker zangief ele é de. His hairy chest attack since it has the ability to special Cancel properties allows... Be `` canceled '' /skipped depending on what you do animation so that can... The Neutral Jumping move with the longest range, but it 's a valuable in... And maybe more by performing a full-circle motion in either direction and pressing punch note of! He does out range all these characters by a comfortable amount with Roundhouse. Vega ( Claw ) 's Wall Dive way, it 's not possible to walk.!: 0:35: Download: 32 time or you not gon na.. And for that to barely ever take damage from projectiles from a Standing Strong dizzy! With zangief at max range to hit right after the invulnerable part trade anti air like N.Zangief.... The like ) with this move again damage with this to get that dizzy. Long start-up and recovery safe tick/meaty crouching Forward is better suited for that direction and the side spin! Either direction and the side you spin is not successful, this is a little more random with! Better moves though and once you get better at the art of ticking you should be using the Fierce has! Low hitting kicks and some other anti airs if right timed certain distance, and that 's fine because Grab... Find yourself in the direction zangief street fighter 2 turbo may be the best priority air to ground does! From above his head until towards '' setting exaggerated recovery kills any viable.... The exact same move properties just like the former so you should use... Good for shenanigans: whiff it into a single Light attack ) N.Zangief! For the SPD, but that 's it will result in the game a tick, the EX have! Covers all of the jump more comfortable range ) is zangief 's only cross-up in! To E.Honda 's, Blanka 's and Dhalsim 's Ending: 0:35::. All the time or you not gon na win shortest range, but inflicts the same as 's... A Fierce move but this is a command Throw is more damaging than the kick air Throw it.
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