zangief move list street fighter 2

This move hits low enough to beat slides and can also beat some jump attacks from diagonally above you. Use his Iron Muscle V-Skill to absorb a hit, then get close and throw. Also, O.Zangief can special cancel this move but this is of no help. Yoga Throw: close, b or f + Hard Punch. Probably Gief's best matchup or tied with Balrog. Notify me about new: Guides. Full Character Move-list -In Alphabetical Order ===== This complete list of moves for Super Street Fighter II's extensive character roster not only gives you each button command in the legible format used by modern arcade fighters, (Such as Tekken 2.) Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. Want to be an editor? You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Zangief had few but deadly 2-in-1 and jumping combos, but crouching Forward is a good deadly Punch Lariat cancel -j.d.HP crossup,cr.MK x xPunch Lariat (likely will dizzy) -j.d.HP crossup ,cr.LPx2,s.LK,c.HK (cr. This page was last edited on 6 January 2021, at 21:06. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. -x64, Fun mirror. Notation. Double Lariat. Your last second punch lariat or close standing LP will beat all of Bison's jump ins. What this means is holding down a punch button, doing a tick throw SPD out of a normal or the end of a lariat, and then releasing the button as your SPD throw instead of tapping it, preferably ending in a crouching position. Navigating high and low tiger shots are more difficult than normal here due to needing to use different lariats (punch for high tiger, kick for low tiger) to get through tigers. Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. All Details. Gief has fairly poor anti-air, so knowing that you can virtually guarantee a trade with a punch lariat from a crouching position against most jump-ins is a big deal (trading damage for a knockdown is the name of the game for Gief). His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. : Startup: 15 / Adv: +1 block, +2 hit : Startup: 16 / Adv: +1 block, +2 hit : Startup: 17 / Adv: +1 block, +2 hit Super Moves + - Final Atomic Buster. As the greatest professional wrestler in the Soviet Union, Zangief was contacted by a man referred to as Erai Hito (Great Man, who also clearly resembles former Soviet leader and President, Mikhail Gorbachev) to represent his country in the second World Warrior tournament. -x64, 5-5 matchup. Move List. Dash Kick – Hold back for 2 seconds, forward + kick. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. Your body press (down HP) is probably the best crossup in the game and is very easy to stun with (crossup HP, cr.LP,cr.LP,cr.LP,cr.HK will dizzy most of the time and is ridiculously easy to perform). O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. Zangief agreed and began training in the extreme climates of Siberia. Occupation: Pro wrestler. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. Flash Claw – Hold back for 2 seconds, forward + punch. ; Heavy Punches are powerful in all the positions: crouching, standing, jumping. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. Zangief is a get-in-or-die-trying character. There are eight directions as follows: Forward – Dependent upon which way the character is facing. If they like to sweep slide a lot, your jumping HP body press will hit and likely crossup, giving you a dizzy combo (Vega dizzies easily). Iron Cyclone. Electricity – Press punch repeatedly. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting All Details. This is your main anti-air (use from a crouching position). Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. -x64, 2-8 matchup. -x64, 3-7 matchup. There isn't much you can do against a Blanka that knows what their doing. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). Low Tiger Shot – Down, down + forward, forward + kick. This is your hardest match. -x64, 8-2 matchup. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. For Street Fighter II': Special Champion Edition on the Genesis, Move List and Guide by PStroffolino. Executed by pressing all three punch or kick buttons, Zangief stretches his arms out horizontally, clenches his fists, and spins on axis in an effort to hit the opponent. Jump to: ... Moves List Command Normals. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. If they are doing nothing but neutral jump attacks daring you to come at them, timing a jumping MP in between jumps should connect with practice. What most people don't realize though is that kick lariat's arms have very poor hitboxes, which makes them fairly easy to hit out of. … -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. From Shoryuken Wiki < Street Fighter 2: The World Warrior. Dash Punch – Hold back for 2 seconds, forward + punch. The falling part of his Sumo Smash falls very quickly, but if you have the reaction a punch lariat from a crouching position will trade, knocking him down and giving you a free safe jump opportunity. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. HF Bison has very stubby normals, doesn't have his cheap tricks from CE, and has no reversal which is a recipe for disaster against Gief. Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… Zangief had few but deadly 2-in-1 and jumping combos, but crouching Forward is a good deadly Punch Lariat cancel, -j.d.HP crossup,cr.MK x xPunch Lariat (likely will dizzy), -j.d.HP crossup ,cr.LPx2,s.LK,c.HK (cr. Special Attack Spinning Clothesline. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. Super Chicken! -x64. Up + Forward or Forward + Up – The diagonal position between up and forward. Back – Dependent upon which way the character is facing. Yoga Spear: in air, d + Hard Kick. You can easily abuse Chun's floaty jump with a well timed Punch lariat trade from a crouching position (will work best if she's going to land on top of you and not out in front of you). He'll just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to charge for flash kick. Hadoken – Down, down + forward, forward + punch. Foil SPD churning during blockstun by ending with a linked sweep. Sim's sweep can anti-air every jump in you have but your body slam. Watch some of Zangief's best tricks in Super Street Fighter 2 Turbo. n/a Rating. When you do this correctly, you ether get the SPD or you just sit there crouching while your opponent does an invincible special move that you are now in position to punish. Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver,don't be afraid about taking damage,he can use the SPD as a counter. Might be your toughest fireball match. Yoga Fire – Down, down + forward, forward + punch. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). Super Delicious? -x64, 6-4 matchup. Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. Super Street Fighter 2: the New Challengers- The SPD is weakened slightly again, but Zangief gains two Air Throws (they look basically the same as his crouching Throws of the previous versions) as well as a new 360 move, the Double German Suplex. You can also use his V-Trigger Cyclone Lariat to get up close, and use a Borscht Dynamite right when your opponent jumps to dodge your (non-existent) throw. -x64, 3-7 matchup. Zangief's v-skill is a very handy tool, but don't use it too liberally. Flash Kick – Hold down for 2 seconds, up + kick. Standing MP might miss if they are crouching depending on the character. This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. If Honda is walking towards you, he is open to a jump in attack. 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. Your main objective against both shotos are to lariat through projectiles, knock them down, and force them to deal with your safe meaty standing LK into negative edge SPD like usual. Air Drop – Do Diving Claw, forward, back + punch. Back + Up or Up + Back – The diagonal position between back and up. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . Sweep a lot. Tatsumaki Senpuukyaku – Down, down + back, back + kick. Better than it was in CE but not by much. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. "I am the Red Cyclone!" See the Ken section for a better description, but know the main difference between Ryu and Ken is Ryu has a very slightly faster hadoken recovery and his tatsus knock down. HF Sagat doesn't really have combos to worry about unless he gets a dizzy or a very deep jump in so you can be a little more daring with using punch lariat as a trading anti-air. Psycho Crusher – Hold back for 2 seconds, forward, punch. Special Moves Atomic Suplex (when close) n/a Rating. Important Normals: Your far standing LK is pretty important. This will hit clean or trade and there isn't much Chun can do to stop you from safe meaty or safe jumping her to death after you get the knockdown. Other things to watch out for are shoto's neutral jump HK (starts quick and has a huge hitbox) and their obvious tools (hadoken and SRK). Learning to use your Lariats to avoid fireballs and sweeps, understanding your go to normal moves (standing LK, crouching LP, sweep HK), and having the ability to land your SPD on command is necessary to play Gief at a decent level. 0 Tips. Once you have a knockdown SPD loop his ass. SPD: In the CPS1 games (WW, CE, and HF) Gief's SPD does not have a recovery animation, which means it can be used and abused as a consequence-free negative edge/button up throw (like T-Hawk in Super Turbo). Both of Geif's Lariats in HF start up on the first frame, which is why the punch lariat (better hitbox than kick lariat) works so well as a last second anti-air. Used correctly as a safe meaty outside of their throw range, you can beat out every single move in the game besides a blanka ball (1st frame startup so he can't be safe jumped or safe meatied) or a competing SPD from a mirror match Gief. Dash Punch – Hold back for 2 seconds, forward + punch. Full Playthrough WARNING: Cheats are used.Intro Music by: TheLegendofRenegadehttp://www.youtube.com/user/TheLegendOfRenegade Standing MK can work as a sudo-anti-air from far away. One exception is Bison's scissor kick is immediately considered off the ground in HF (thus, unthrowable) so they can use this as an anti-tick (credit: golcarjack). Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). -x64, 2-8 matchup. -x64, 3-7 matchup. I love this game!Subscribe! You can tick into SPD from pretty much all of Gief's crouching normals, but you'll want to stick to the light and medium punches and kicks most of the time (you have to be very close to use HP/HK as a tick). Spinning Piledriver. Zangief Move List. 0 Tips. 3DO Amiga Arcade Games Amiga CD32 PC. Street Fighter Zangief. Lariat: Your Punch and Kick lariats are very important. Honda's HHS can be jumped over with forward jumping HP but the timing is tight (aim for his head at the peak of the jump). Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. Both Punch and Kick lariats can be used to go through projectiles and both of them have no recovery, which means you can block if the lariat ends and you have a meaty projectile or limb on you. Unlike CPS2 Geif kick lariat, there is no recovery here, which means you can end in a defensive crouch even if you're getting meatied by a sweep or projectile. You're going to block more here after getting knocked down due to both shotos possessing very easy dizzy combos, so you're going to have to pick your openings carefully. Shoryuken – Forward, down, down + forward + punch. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). Heel Stomp – While in the air press down + medium kick. If you like to grapple your opponent into submission and don't mind working for your reward by taking a bunch of hits to do so, Zangief is your man, also , you will don't get worried about beign sweeped anymore with the Turbo Super Lariat and approach against projectile characters easily. This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. Super Spinning Clothesline – Press any 2 kick buttons together. Balrog's crouching HP will beat all of your non-safe jump-ins if timed right, but you don't need to jump in this matchup so don't do it unless you're going for a safe jump. Double Backflip – All punch buttons together. Ryu's ground and air tatsus also have a lot of invulnerability on startup (ground tatsu only) and recovery, which means you need to study those hitboxes to make sure you don't try to punish them at the wrong time. Vertical Roll Attack – Hold down for 2 seconds, then up + kick. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. Normal Moves. How to Improve the Online System of Super Street Fighter IV, Super Cheap? One knockdown and Bison is powerless against your SPD loops. Lighting Kick – Repeatedly press kick. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. Moves List Normal Moves. Yoga Mummy: in air, d + Hard Punch. Zangief leans backwards during this move, so be careful not to lean into a projectile or attack you could have jumped over. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. He is a national Russian hero who is always seen fighting for the glory of his country. Never jump on electricity, you will lose. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. Most people will use ether standing far LK or crouching LP for their ticks into SPD because both of these moves have no recovery. This is a free easy SPD or sweep. Log In to add custom notes to this or any other game. Balrog does not have a reversal special move that can stop a safe-jump tick loop from Gief, so you should be able to end a round off of one solid sweep or lariat knockdown. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners), -forward jumping HP, standing MP, crouching HK is your best frontal jump-in combo. -x64, Flying Body Attack a.k.a. Ryu is a better version of Ken and arguably the best character in the game. 0 Tips. You need to look at the hitbox diagram for Ken/Ryu's jumping HP and realize when it is best to just block (if they launch it right in front of you) or go for a trade with a crouching punch lariat (if it lands on top of you). Last second standing LP will also beat vertical ball but it is harder to time. Blanka balls cannot be safe jumped due to their instant startup but they can be traded with or hit clean with the tip of your jumping HP on startup. Hadoken – Down, down + forward, forward + punch. Down – Always down. Dash Kick – Hold back for 2 seconds, forward + kick. Kick lariat in HF is famous for not having any leg hurtbox, which means it cannot be sweeped. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. Spinning Bird Kick – Hold down for 2 seconds, then up + kick. Sweep his crystal flash roll. Use your punch lariat and sweep to get a trade to get in. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. This one is tough. Your main objective here is to bully Guile into a corner and start your safe jump/safe meaty SPD shenanigans, usually by guess jumping a sonic boom or connecting with a sweep. Getting close to people with Gief is easier said than done since he's the only non-fireball character in the game that doesn't have a quick torpedo-like move to get him across the screen. Your easiest fireball chucker matchup (mostly due to a really bad fireball). This is tough. Street Fighter 2: The World Warrior/Zangief. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. -x64, 5-5 Matchup. Sagat's standing HK can swat you out of the air every time (as well as using tiger uppercut) so you have to jump very carefully. Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. This article covers all of the special moves of SFII's characters. O.Zangief does a little more random damage with this move. This generally involves trapping their heads between his legs and then sitting down, or spinning around with his arms outstretched as you used to do as a child in order to get a head rush. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. Zangief, while being a name impossible to render in the Russian language, is a massive Russian wrestler famed for beating bears in the yearly Hell in a Cell matches in Moscow. Scissor Kick – Hold back for 2 seconds, forward, kick. The Directional Pad or D Pad plays a crucial role in special moves. He is part of the Street Fighter series of fighting games, first starring in Street Fighter II. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. This move at lvl 3 is very worth it, other lvls, not so much. Head Stomp – Hold down for 2 seconds, up, kick. ; Medium Punches can reach further and they are quite good in the standing position. Ken's ground tatsu can't be used as a reversal or knock down on hit like Ryu's can, so he is more easy to abuse on wakeup. Good Balrogs will try to get close to you without taking too much damage and sweep your lariat with their crouching HK because that's about all they can do. Tiger Uppercut – Forward, down, down + forward + punch. This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). Your main objective here is baiting headbutts and stopping it with a punch lariat or rapid crouching LP and start safe jumping into blockstring into SPD. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners) Zangief Street Fighter Alpha 3 moves Overview. Jump in with forward HP. Sonic Boom – Hold back for 2 seconds, forward + punch. Shoryuken – Forward, down, down + forward + punch. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Forward + Down or Down + Forward – The diagonal position between forward and down. Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. Mastered correctly, there is absolutely no way out of an SPD loop in the corner using this method against most of the cast. Chun will spend the entire round running away from you, but all you really need is one nice knockdown to get your SPD funtime going. Gief's eternally bad matchup. Jumping HP and LK are going to be your most use jump-ins. but will also explain how they work. High Tiger Shot – Down, down + forward, forward + punch. Bite (←/→ + Roundhouse): 16,4*n, Stomach Claw (↙/↓/↘ + Strong/Fierce): 16,4*n, Punch Lariat does not have any startup and hits first frame, which co-incidentally gives Gief a 50/50 unblockable if you connect with this on startup. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. 1 Area 2 Blanka 3 Chun-Li 4 Cracker Jack 5 Darun Mister 6 Dhalsim 7 Doctrine Dark 8 Garuda 9 Guile 10 Hayate 11 Hokuto 12 Kairi 13 Ken 14 M. Bison 15 Nanase 16 Pullum Purna 17 Ryu 18 Sagat 19 Shadowgeist 20 Sharon 21 Skullomania 22 Vega 23 Vulcano Rosso 24 Zangief In Champion mode you can play through the original Street Fighter II. A hero of Russia who is aptly named the Red Cyclone. Up – Always up. 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