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. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. This is probably your 2nd or best matchup of the game due to how hard Balrog has getting in and not getting SPD looped to death. Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. Normal Moves. Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… 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. How to Improve the Online System of Super Street Fighter IV, Super Cheap? Banishing Flat - Half Circle Forward + Any Punch Button. Double Backflip – All punch buttons together. Zangief agreed and began training in the extreme climates of Siberia. Lighting Kick – Repeatedly press kick. 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). 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. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. Diving Claw – Hold down for 2 seconds, up + kick. (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 ». Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. Hold down fierce punch for some armor! -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to 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. All Details. 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. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . ; Heavy Punches are powerful in all the positions: crouching, standing, jumping. -x64, 3-7 matchup. 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. If Honda is walking towards you, he is open to a jump in attack. Standing MK can work as a sudo-anti-air from far away. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. n/a Rating. 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. This move at lvl 3 is very worth it, other lvls, not so much. Your main problem against the shotos boil down to their really quick sweep (which makes approaching hard, even with your kick lariat) and their jumping HP, which is incredibly difficult for you to deal with. Back – Dependent upon which way the character is facing. Zangief leans backwards during this move, so be careful not to lean into a projectile or attack you could have jumped over. Executed by pressing all three punch or kick buttons, Zangief stretches his arms out horizontally, clenches his fists, and spins on axis in an effort to hit the opponent. 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). "I am the Red Cyclone!" O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. 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. Fight style: Mix of Russian and American pro wrestling. 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. 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). Important Normals: Your far standing LK is pretty important. This page was last edited on 6 January 2021, at 21:06. Crouching jab and sweep are good anti-claw-poke pokes. 0 Tips. 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). High Tiger Shot – Down, down + forward, forward + punch. Any time Balrog tries to jump in, sweep him. Scissor Kick – Hold back for 2 seconds, forward, kick. Stomach Crunch: in air, u + Hard Punch Flying Body Attack: jump at opponent, d + Hard Punch Powerbomb: close, b or f + Hard Kick Brainbuster: close, b or f + Hard Punch Pile Driver: close, b or f + Medium Punch German Suplex: close, b or f … From Shoryuken Wiki < Street Fighter 2: The World Warrior. Back + Down or Down + Back – The diagonal position between back and down. Hadoken – Down, down + forward, forward + punch. Sim's sweep can anti-air every jump in you have but your body slam. 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. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. Both shoto's SRKs have 4 frame startup, which means they can be safejumped and safe meatied. Also, O.Zangief can special cancel this move but this is of no help. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. Might be your toughest fireball match. -x64, 5-5 matchup. Sonic Boom – Hold back for 2 seconds, forward + punch. Slide Kick: d + K. Double Headbutt: close, Hard Punch. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. 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. This is your main anti-air (use from a crouching position). 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. Since his debut in Street Fighter II: The World Warrior in 1991, Zangief has been portrayed with a beard and a mohawk, along with a uniquely-shaped formation of chest hair on his torso and on his shins. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. 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). Foil SPD churning during blockstun by ending with a linked sweep. but will also explain how they work. Moves List Normal Moves. 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. 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. 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. Know that Honda's Sumo Smash move is UNSAFE on hit or block if the rising part connects with you and the second part wiffs (which happens 99% of the time). Yoga Noogie: close, b or f + Medium Punch. Special Moves Atomic Suplex (when close) n/a Rating. HUD. Shoto's ground tatsus can be hit clean with all crouching punch buttons. Tatsumaki Senpuukyaku – Down, down + back, back + kick. http://bit.ly/1IBBVZVOfficial Facebook Page! 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. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … Hundred Hand Slap – Press punch repeatedly. Spinning Clothesline – Press any 2 punch buttons together. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. Double Lariat. 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). … 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. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Yoga Spear: in air, d + Hard Kick. 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. Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. Electricity – Press punch repeatedly. Jumping HP and LK are going to be your most use jump-ins. Tiger Uppercut – Forward, down, down + forward + punch. Here are the attacks and combos of this Street Fighter V character: Basic attacks. This article covers all of the special moves of SFII's characters. All Details. Your main goal is to try to knock down Blanka with a sweep or by baiting Blanka Balls with lariat or rapid crouching LP and put your opponent's reversal skills to the test. Watch some of Zangief's best tricks in Super Street Fighter 2 Turbo. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. -x64, Fun mirror. Drill Kick – Down + high kick. Dash Punch – Hold back for 2 seconds, forward + punch. Want to be an editor? 0 Tips. Basically Sim will use his long limbs along with his fireball to constantly to poke you out. Down – Always down. 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. Zangief's v-skill is a very handy tool, but don't use it too liberally. 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 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. He'll just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to charge for flash kick. 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.) Street Fighter Zangief. Notation. 3DO Amiga Arcade Games Amiga CD32 PC. Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). 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