Zangief's v-skill is a very handy tool, but don't use it too liberally. His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. Your main objective against both shotos are to lariat through projectiles, knock them down, and force them to deal with your safe meaty standing LK into negative edge SPD like usual. Sim's sweep can anti-air every jump in you have but your body slam. 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. High Tiger Shot – Down, down + forward, forward + punch. Shoto's ground tatsus can be hit clean with all crouching punch buttons. 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. (Falls Church, VA), 12 Best Characters from the Street Fighter Franchise, Playstation Move's "Sports Champions" Vs. Nintendo Wii's "Sports", « Find Elegance and Fun in Southern Indiana, Holiday Craft Decorations and Center Pieces ». Last second standing LP will also beat vertical ball but it is harder to time. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Street Fighter 2: The World Warrior/Zangief. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). Super Delicious? 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. 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. -x64, 3-7 matchup. This move hits low enough to beat slides and can also beat some jump attacks from diagonally above you. Zangief Move List. Might be your toughest fireball match. He is part of the Street Fighter series of fighting games, first starring in Street Fighter II. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. 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. Zangief is a get-in-or-die-trying character. Special Moves Atomic Suplex (when close) n/a Rating. 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.) Any time Balrog tries to jump in, sweep him. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. This one is tough. Thankfully you have HF kick lariat now which will let you ease into his crouching MK territory without too much worry about getting low poked or sweeped. 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. Crouching jab and sweep are good anti-claw-poke pokes. Zangief Street Fighter 2 Turbo moves Overview. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting 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). 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. 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. -x64, 6-4 matchup. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. Tatsumaki Senpuukyaku – Down, down + back, back + kick. Back + Down or Down + Back – The diagonal position between back and down. Yoga Mummy: in air, d + Hard Punch. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Use his Iron Muscle V-Skill to absorb a hit, then get close and throw. Guile isn't going to be jumping at you. Your main tool in this matchup is the punch lariat, which will beat psycho crusher clean (kick lariat has vulnerable arms, which crusher will hit). There isn't much you can do against a Blanka that knows what their doing. 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. Fight style: Mix of Russian and American pro wrestling. Sweep a lot. Sonic Boom – Hold back for 2 seconds, forward + punch. -x64, 3-7 matchup. Jump in with forward HP. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . Never jump on electricity, you will lose. 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. 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. Up + Forward or Forward + Up – The diagonal position between up and forward. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. Stomach Crunch: in air, u + Hard Punch Flying Body Attack: jump at opponent, d + Hard Punch Powerbomb: close, b or f + Hard Kick Brainbuster: close, b or f + Hard Punch Pile Driver: close, b or f + Medium Punch German Suplex: close, b or f … From Shoryuken Wiki < Street Fighter 2: The World Warrior. Fireball – Back, back + down, down, down + forward, forward + punch. Normal Moves. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Banishing Flat - Half Circle Forward + Any Punch Button. 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). If Honda is walking towards you, he is open to a jump in attack. -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. Diving Claw – Hold down for 2 seconds, up + kick. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. J.LK- This is your main jumping tick. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. This move at lvl 3 is very worth it, other lvls, not so much. Better than it was in CE but not by much. Low Tiger Shot – Down, down + forward, forward + kick. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. Mastered correctly, there is absolutely no way out of an SPD loop in the corner using this method against most of the cast. Vega has the tools to keep you zoned out pretty good but flails once you get in since he doesn't have a reversal outside of backflip (which just delays Vega getting swept). He is a national Russian hero who is always seen fighting for the glory of his country. Basically Sim will use his long limbs along with his fireball to constantly to poke you out. Back + Up or Up + Back – The diagonal position between back and up. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. Spinning Piledriver. Ryu is a better version of Ken and arguably the best character in the game. 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. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. 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. Yoga Noogie: close, b or f + Medium Punch. Your close standing LP isn't as good as the ST version of Gief but it still comes out fast and has a hitbox above you, which can save you in a lot of tight spots. 0 Tips. Scissor Kick – Hold back for 2 seconds, forward, kick. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … Probably Gief's best matchup or tied with Balrog. 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