Zangief's most commonly-used Normal Throw. Shoto's Shoryukens) when he is landing on the opposite side. Has a hard time against keep away tactics. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. The startup time means the opponent can jump or even hit Zangief out of it with a normal. Zangief can be doubled flipkicked easily. 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. Zangief throws the opponent over his head, opponent always ends up behind him. It doesn't hit as low though, which makes it whiff vs crouching characters, this is important to keep in mind. One of Zangief's most important normals as it is Zangief's best standing tick. 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 ↑. beats Claw's Crouching Jab/Strong and Dictator's Standing Forward from the right range) or as a tick (e.g. Zangief is the original pro-wrestler / powerhouse of Street Fighter. That also ends up affecting all aerial normals as well as Close Standing Short, since that specific hurtbox is shared internally on all these animations. The attack range increases with each spin. Fast crouching side kick with poor priority. Special Attack Spinning Clothesline. This glitch is specifically used by Old Zangief, not the Super Turbo version. Like the punch Lariat, but this one has a shorter duration and range and doesn't move laterally as far. All in all it's a little buff/nerf for O.Zangief in these matchups, but it's basically the same really; Kick version does not have the improved foot hurtbox which lets N.Zangief beat some supers and pass through low Tiger shots. Also, it does an unusually low stun for a Strong attack. And if it wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best character in the game. RESPECT THE GIEF. 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. 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. Zangief does a body press with his hairy chest. This is a pretty awesome move, with good recovery for a Roundhouse sweep and deceptive reach. Zangief does a sort of headbutt thing. Does not have any specific use that I can think of. I … This move has only one use as far as I know: since it has a little more horizontal range than Diagonal Jumping Short, it will be able to set up ticks into SPD 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. Zangief runs a certain distance, and if he gets close enough, he grabs the opponent. Super Turbo was the first Street Fightergame, excluding home versions of the previous games, to feature an adjustable "Speed" setting. 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 This will basically never happen though. Also, it's his Diagonal Jumping move with the longest range. Sets up a cross-up Chest Splash when unteched. 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. He single-handedly made the spinning piledriver a legendary pro wrestling move. Semi-circular middle kick. But keep in mind that the follow up is usually worse: if done on any distance that won't corner the opponent (e.g. This move has no recovery frames which allows it to be used as a safe tick/meaty. The only reason most people consider using O.Zangief is so you don't have to worry about an accidental hop or green hand. Balrog. Super Street Fighter II Turbo – Cheats Arcade Games . Zangief's sweep kick. All versions have the same range, but gradual running distances. This happens to be a very damaging Jab, it even does the strong sound when it hits. 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. 1.1 Competitive Overview; ... Zangief wants to get in close so he can start doing command throws -- but Cammy's a lot more subtle. 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. The Light version has the longest range, but does the least damage. 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. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. Super Street Fighter II: Turbo - Zangief Move List - YouTube O nosso europeu Zangief ele é chamado de Ciclone Carmesim devido a seu ataque principal chamado Pilão Giratório. Master the safe tick pattern and most match ups will be a lot easier. 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. He is built to dominate when close to the opponent and has a variety of throws that demand respect. It is Zangief's easiest move to use as tick because of the fairly long duration. 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. It is, however, very important when facing Boxer, because it is Zangief's only reliable way to deal with his Low Rushes. Zangief has no invulnerable or high priority anti-air moves. This article covers all of the special moves of SFII's characters. Use the st.HK/flipkick to kick him out of the air. Most normals have poor priority. Also, this move has no recovery frames which allows it to be used as a safe tick/meaty. Somewhat outclassed by the Strong version. The Fierce version has better priority and does more damage but has less attacking frames. Zangief is a Russian bear-wrestler. OK for tick throwing if you ever find yourself in the range and with enough momentum. 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. If that's your case, keep in mind that you shouldn't piano all 3 P buttons to increase your reversal chances, because a Lariat may come out by accident. Strangely, O.Zangief has the ability to Special Cancel this move. Good for anticipating jump ins. 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. O.Zangief can special cancel some normals that N.Zangief can not, but that's it. Kenny Omega was inspired by this guy. Has a hard time against keep away tactics. It's Zangief's only cross-up move and for that sole reason it's a valuable tool in Zangief's arsenal. Animates the same as Zangief's other crouching kicks, but with longer recovery. 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. In a Nutshell; pick New Zangief and spam Bashing Flat top and mid tiers projectile characters instead, force the opponent to get stuck in the block animation, can be performed on the first landing frame, https://srk.shib.live/index.php?title=Super_Street_Fighter_2_Turbo/O._Zangief&oldid=171165. 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. 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. This command throw is more damaging than the SPD, but its range is much smaller. Gief put "360 throws" on the map, in terms of how the move is performed on a … The strength of the punch button determines the range and amount of damage inflicted. He does out range all these characters by a comfortable amount with his SPD though. The range on SPD is amazing; it allows you to tick anyone outside of their throw range, and allows some cool walk-up grabs. It can be linked from a Standing Strong for dizzy combos. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. It does a poor job in air to air but for air to ground it does OK against some flawed anti airs. With that aside, it's as useless as the Short version. Super Street Fighter 2 series Zangief Theme (CPS-2)Arrangement: Isao Abe (阿部 功) "Oyaji"Stage: USSR Animates like his Jumping Jabs and Strongs. One time in Tokyo, I saw that champion Zangief player Kuni was next up to play and his opponent was Dhalsim (very hard match!). if the normal move wasn't meaty timed then a Running Bear Grab will never come out). Advanced Strategy Match-ups Serious Disadvantage Match-ups Zangief tosses over his head in the direction pressed. The Short version has two main uses: it's perfect as a safe jump attack since it's a weak attack (i.e. Perhaps, if someone mastered this, it could make Zangief vs E.Honda a fair match or something. 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. 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. Zangief's does a weak knee attack. Daigo Umehara takes on Itabashi Zangief! It can also be used as a poke just like Standing Jab because it has very similar hitboxes with the plus of the added damage and stun. T.Hawk's Jumping Jab, Fei Long's Jumping Jab, Blanka's Jumping Jab and Strong, Vega(claw)'s Dive). Zangief is the archetypal grappler character. 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. 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 Does not have a projectile, you have to be on offense all the time or you not gonna win. Has a nice damage and dizzy potential. 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. ''Fight!'' However, the EX Specialversions have longer reach and faster execution. 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. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Very important in cross-up combos or block strings into ticking. Zangief throws the opponent down in the direction pressed. O.Zangief does a little more random damage with this move. 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. 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. It also whiffs on most characters if they are crouching. 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. 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. 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. More explanation here). Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). It can also be used as a tick into SPD or Suplex, but you usually have better options for that, unless you're specifically looking for the medium block stun. On the other hand, this move has better potential for moving the opponent to his own corner, specially the Rh version. Dead or Alive 5 Soul Calibur 5 Soul Calibur 6 Tekken Tag Tournament 2 Virtua Fighter 5 FS Tiers > SF2T > Zangief Zangief's Street Fighter 2 Turbo tier match ups Detailed Input: (→ [7~14f] ↓ [7~14f] ← [7~14f] ↑ [12/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state and the last direction was ↑. 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. 5 - Zangief tries to jump in: He is very slow in his jumping. It still does a very high stun, but not enough to 1 hit dizzy. Better damage and priority than Crouching Short, but longer recovery. If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab. 3DO Amiga Amiga CD32 PC Game Boy Advance PlayStation 3 Xbox 360. 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Not fixed ground it does not add much into his other grabs match or something but Forward! And range and amount of damage as the Running Bear Grab will never come out ) an hop! Straight punch that hits around the stomach, but with much longer recovery than the kick Throw. Which allows O.Zangief to combo it into SPD Cancel some normals that N.Zangief received a buff on the way! Normals as it is not fixed recovery of a whiff normal ( during!

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