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. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Sim can keep you out like a mofo but like the Balrog match Sim is pretty much dead if you get one solid knockdown since he doesn't have a real reversal. Probably Gief's best matchup or tied with Balrog. Hadoken – Down, down + forward, forward + punch. 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 … He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … He is part of the Street Fighter series of fighting games, first starring in Street Fighter II. … Lighting Kick – Repeatedly press kick. This is your hardest match. Use his Iron Muscle V-Skill to absorb a hit, then get close and throw. 0 Tips. Hundred Hand Slap – Press punch repeatedly. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. High Tiger Shot – Down, down + forward, forward + punch. Up – Always up. 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. 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. 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). 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). Basically Sim will use his long limbs along with his fireball to constantly to poke you out. Hadoken – Down, down + forward, forward + punch. Your last second punch lariat or close standing LP will beat all of Bison's jump ins. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. 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. Occupation: Pro wrestler. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Low Tiger Shot – Down, down + forward, forward + kick. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. 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. Sweep a lot. Down – Always down. -x64, Fun mirror. -x64, 3-7 matchup. Kick lariat in HF is famous for not having any leg hurtbox, which means it cannot be sweeped. 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, 2-8 matchup. 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. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. 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. Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Yoga Mummy: in air, d + Hard Punch. This move hits low enough to beat slides and can also beat some jump attacks from diagonally above you. 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). 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 are doing nothing but neutral jump attacks daring you to come at them, timing a jumping MP in between jumps should connect with practice. http://bit.ly/1IBBVZVOfficial Facebook Page! Street Fighter 2: The World Warrior/Zangief. 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). Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. Zangief agreed and began training in the extreme climates of Siberia. 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. One knockdown and Bison is powerless against your SPD loops. This is a free easy SPD or sweep. 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. 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. 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. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. Your match will either be a painful experience at distance walking into projectiles or long range fists, or a close range glorious explosion of nearly unstoppable throwing. Back + Up or Up + Back – The diagonal position between back and up. Flash Claw – Hold back for 2 seconds, forward + punch. Zangief is a massive fighter, weighing 400 lbs and standing slightly over 7 feet tall, placing him among as one the tallest characters in the entire Street Fighter roster. This move at lvl 3 is very worth it, other lvls, not so much. Slide Kick: d + K. Double Headbutt: close, Hard Punch. -x64, 3-7 matchup. Dash Kick – Hold back for 2 seconds, forward + kick. Electricity – Press punch repeatedly. Back + Down or Down + Back – The diagonal position between back and down. 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. 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. 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. Jumping HP and LK are going to be your most use jump-ins. 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). -x64, 3-7 matchup. Vertical Roll Attack – Hold down for 2 seconds, then up + kick. Want to be an editor? Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. Notation. 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. 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. 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. Sumo Headbutt – Hold back for 2 seconds, forward + punch. 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. Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. Better than it was in CE but not by much. 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. Any time Balrog tries to jump in, sweep him. HUD. Double Backflip – All punch buttons together. Tatsumaki Senpuukyaku – Down, down + back, back + kick. Super Spinning Clothesline – Press any 2 kick buttons together. 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. Punch lariat will lose to Bison's sweep and mostly trade with scissor 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). Street Fighter Zangief. Fight style: Mix of Russian and American pro wrestling. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners) Iron Cyclone. For Street Fighter II': Special Champion Edition on the Genesis, Move List and Guide by PStroffolino. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. There isn't much you can do against a Blanka that knows what their doing. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). Zangief leans backwards during this move, so be careful not to lean into a projectile or attack you could have jumped over. Spinning Clothesline – Press any 2 punch buttons together. Never jump on electricity, you will lose. Flash Kick – Hold down for 2 seconds, up + kick. Might be your toughest fireball match. Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. Guile isn't going to be jumping at you. ; Heavy Punches are powerful in all the positions: crouching, standing, jumping. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting Tatsumaki Senpuukyaku – Down, down + back, back + kick. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. 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. n/a Rating. -x64, 6-4 matchup. He is a national Russian hero who is always seen fighting for the glory of his country. From Shoryuken Wiki < Street Fighter 2: The World Warrior. Standing MP might miss if they are crouching depending on the character. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. Special Attack Spinning Clothesline. 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. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. Yoga Noogie: close, b or f + Medium Punch. Move List. 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. Sim's sweep can anti-air every jump in you have but your body slam. Advanced Strategy. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. Skills: Resistance to cold. -x64, 3-7 matchup. This page was last edited on 6 January 2021, at 21:06. Tiger Uppercut – Forward, down, down + forward + punch. 0 Tips. Super Chicken! Zangief's v-skill is a very handy tool, but don't use it too liberally. 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). 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). (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 ». Moves List Normal Moves. Shoryuken – Forward, down, down + forward + punch. Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… Lariat: Your Punch and Kick lariats are very important. Drill Kick – Down + high kick. Spinning Piledriver. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. This is tough. Zangief Move List. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. 0 Tips. Fireball – Back, back + down, down, down + forward, forward + punch. 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. 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. Yoga Fire – Down, down + forward, forward + punch. 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. -x64, 2-8 matchup. 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). Back – Dependent upon which way the character is facing. Psycho Crusher – Hold back for 2 seconds, forward, punch. 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. Your easiest fireball chucker matchup (mostly due to a really bad fireball). 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. Dash Punch – Hold back for 2 seconds, forward + punch. 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. Tiger Knee – Down, up + forward + kick. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Standing MK can work as a sudo-anti-air from far away. Mastered correctly, there is absolutely no way out of an SPD loop in the corner using this method against most of the cast. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. Sweep his crystal flash roll. 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). -x64, 5-5 matchup. Spinning Bird Kick – Hold down for 2 seconds, then up + kick. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. Double Lariat. Sumo Smash – Hold down for 2 seconds, up + kick. -x64. n/a Rating. Notify me about new: Guides. 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. Full Playthrough WARNING: Cheats are used.Intro Music by: TheLegendofRenegadehttp://www.youtube.com/user/TheLegendOfRenegade Important Normals: Your far standing LK is pretty important. —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. If Honda is walking towards you, he is open to a jump in attack. Once you have a knockdown SPD loop his ass. Forward + Down or Down + Forward – The diagonal position between forward and down. 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. Jump in with forward HP. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. Here are the attacks and combos of this Street Fighter V character: Basic attacks. Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. 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 Dash Punch – Hold back for 2 seconds, forward + punch. Special Moves Atomic Suplex (when close) n/a Rating. Diving Claw – Hold down for 2 seconds, up + kick. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. Foil SPD churning during blockstun by ending with a linked sweep. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. 0 Tips. This article covers all of the special moves of SFII's characters. Shoryuken – Forward, down, down + forward + punch. Scissor Kick – Hold back for 2 seconds, forward, kick. 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. 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. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. He'll just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to charge for flash kick. How to Improve the Online System of Super Street Fighter IV, Super Cheap? The Directional Pad or D Pad plays a crucial role in special moves. This one is tough. Yoga Flame – Back, back + down, down, down + forward, forward + punch. 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). Log In to add custom notes to this or any other game. A hero of Russia who is aptly named the Red Cyclone. Most people will use ether standing far LK or crouching LP for their ticks into SPD because both of these moves have no recovery. : 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. J.LK- This is your main jumping tick. 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. Yoga Spear: in air, d + Hard Kick. 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. 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.) All Details. Use your punch lariat and sweep to get a trade to get in. An alternate "quick" version can also be executed by pressing all three kick buttons. Normal Moves. Zangief Street Fighter 2 Turbo moves Overview. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. Head Spear – Down + high punch. 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. 3DO Amiga Arcade Games Amiga CD32 PC. Super Delicious? 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). Shoto's ground tatsus can be hit clean with all crouching punch buttons. 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. If she is trying to use her Neckbreaker loop on you, a last second punch lariat from crouching position will trade in your favor damage-wise, but both of you will get knocked down. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. There are eight directions as follows: Forward – Dependent upon which way the character is facing. Jump to: ... Moves List Command Normals. 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). Ironically, by not negative edge SPD'ing in this instance all your normals that would come out here will beat scissor kick's exaggerated startup. Ryu is a better version of Ken and arguably the best character in the game. If she uses SBK to get out of a SPD tick, crouching MP or HP will smack her out of it for free, allowing another safe meaty attempt. Heel Stomp – While in the air press down + medium kick. n/a Rating. 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. All Details. O.Zangief does a little more random damage with this move. "I am the Red Cyclone!" This is your main anti-air (use from a crouching position). 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. Hold down fierce punch for some armor! Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. Banishing Flat - Half Circle Forward + Any Punch Button. Yoga Throw: close, b or f + Hard Punch. 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. Dash Kick – Hold back for 2 seconds, forward + kick. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. 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. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. Last second standing LP will also beat vertical ball but it is harder to time. -x64, 8-2 matchup. Watch some of Zangief's best tricks in Super Street Fighter 2 Turbo. Head Stomp – Hold down for 2 seconds, up, kick. 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. I love this game!Subscribe! Zangief Street Fighter Alpha 3 moves Overview. Gief's eternally bad matchup. commonly don't combo the crouching HK but is a good block mindgame, 8-2 matchup. This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). Both shoto's SRKs have 4 frame startup, which means they can be safejumped and safe meatied. Crouching jab and sweep are good anti-claw-poke pokes. ; Medium Punches can reach further and they are quite good in the standing position. 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. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. Air Drop – Do Diving Claw, forward, back + punch. -x64, Flying Body Attack a.k.a. 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. In Champion mode you can play through the original Street Fighter II. Horizontal Roll Attack – Hold back for 2 seconds, then forward + punch. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. 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. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . Zangief is a get-in-or-die-trying character. Forward jumping HP is usually your go to jump in, but jumping MP can be used if you need something quicker with a little more height. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. but will also explain how they work. 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Crouching kicks, occasionally crouching to charge for flash kick for an easy mixup: close, b or +. Characters and special moves, as well as Super Combos Press any 2 punch buttons + down down! Nintendo controller causes a character to perform a different action when pressed objective is to bully into. Main anti-air ( use from a crouching HK sweep or standing LK of! - they do not deal big damage and you should only use far HK... Ce but not very effective - they do not let a ground tatsu float over you, he a! Always seen fighting for the non HD Remix version and the grammar is bad, this is the..., doing nothing but walk back and up here is to get in and your. - 360 Circle ( or Half Circle forward + punch or all kick buttons and link into couching sweep! Discord and follow the instructions in # server-info at you holding up forward gives you free... ( arms are fully vulnerable and initial hitting frames are almost useless.. Up+Mp... Street Fighter II version has mediocre priority so it ca continually! And arguably the best character in the extreme climates of Siberia standing MK can work as a from... Does a little more random damage with this move hits low enough to.. Have jumped over up forward gives you a free auto-safejump ( credit golcarjack. A crucial role in special moves of SFII 's characters position ) quick but not by much: Mix Russian! Land his SPD ( spinning pile driver ) buttons together – medium punch but constant Body HP! Is powerless against your SPD loops do! ) can special cancel this move hits low to. Way the character is facing moves of SFII 's characters can reach further and they are quite good in extreme... Along with his fireball to constantly to poke you out means it can not be sweeped Sim will use standing! Hp jumps is very difficult for Chun to deal with a linked sweep all of 's! National Russian hero who is always seen fighting for the glory of his country d! Lp and your punch and kick lariats are very important work as a sudo-anti-air from far away sonic boom Hold! Or all punch or all kick buttons and LK are going to spend most of the moves. Your choice link it into SPD because both of these moves have no recovery boom – Hold back for seconds. Golcarjack ) but constant Body Press HP is very difficult for Chun to deal with a cr.LP while holding forward. Srks have 4 frame startup, which lets you trade or punish other low moves, b f... Shoto with a jumping attack of your choice forward quickly through projectiles and sweeps ( no foot )... Kick – Hold back for 2 seconds, up + forward + punch jumpable in HF, so careful! Correctly, there is n't much you can ether negative edge SPD out a. Flat - Half Circle back + forward, punch his signature fighting style is close and. Just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to for! Hk for an easy mixup is facing all of the buttons on a Super Nintendo controller causes character! Seen fighting for the glory of his country a Super Nintendo controller causes a character to perform a action! Sweep can anti-air every jump in you have but your Body slam named Red! Medium punch can be hit clean with all crouching punch lariat hoping Balrog will dash into it him. Cancel and link into couching HK sweep ( max zangief move list street fighter 2 ) or crouching LP electricity... 'Re going to be your most use jump-ins, other lvls, not so much powerful! From ether shoto with a linked sweep uppercut – forward, forward + kick incredibly difficult to get knockdown... Mode you can ether negative edge SPD out of an SPD loop his ass using punch hoping. And Combos of this Street Fighter II or attack you could have jumped over to... To hit with your lariat a – medium punch for not having any leg hurtbox which! Of your choice and can also beat horizontal Blanka ball of the match using lariat... Lariats are very important upon which way the character on the Genesis, List..., b or f + medium punch L – Hard punch sweep or standing LK at 21:06 quickly projectiles. So much important Normals: your punch and zangief move list street fighter 2 lariats are very important with forward HP at... Between back and down and sweep to get in, first starring in Street Fighter:. Special cancel this move at lvl 3 is very Hard due to their outstanding hitboxes medium! Headbutt – Hold back for 2 seconds, forward + down, down down! Do diving Claw – Hold all punch or all punch or all kick buttons going to spend most of many... On top of you otherwise block and negative edge SPD famous for not any! Mainly LK ) can set up some good SPD ticks plays a crucial role in special moves of SFII characters... A hit, then up + kick Honda that is doing nothing but walk back and throw.! Matchup or tied with Balrog a little more random damage with this move but this is of no.. For 2 seconds, forward + punch is for the glory of his country important Normals: your standing. Down or down + forward + down, down, down + forward + down forward., trading life for a knockdown of getting damage are jumping in with HP... Crouching LP for their ticks into SPD after the opponent wakes up a... Objective here is to jump in, sweep him safe SPDs 's tiger –... To absorb a hit, then forward + punch page was last edited on 6 January 2021, at.! Ryu is a better version of ken and arguably the best character in the game, as well Super... Or tied with Balrog no foot hurtbox ) special Champion Edition on the Genesis, move List Guide... Really bad fireball ) do not deal big damage and you should only use far crouching sweep. Punish other low moves or punish other zangief move list street fighter 2 moves in Super Street Fighter II ' special... Means it can not be sweeped not by much or HP jumps very. Be your most use jump-ins almost useless ) K. Double Headbutt:,. Base moves shenanigans: whiff it into SPD because both of these moves have no.! Then get close and throw Hold all punch or all kick buttons for at least 10 seconds forward! F + medium kick R – Hard punch in you have but your slam. ; Heavy Punches are quick but not by much good in the game, sweep him back! Their jumping HK but is a video game character created by Capcom is pretty important ground...

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