Hundred Hand Slap – Press punch repeatedly. 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. All Details. 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. Street Fighter Zangief. Special Moves Atomic Suplex (when close) n/a Rating. 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. -x64, 2-8 matchup. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). This is a free easy SPD or sweep. -x64. Standing MP might miss if they are crouching depending on the character. Iron Cyclone. Zangief agreed and began training in the extreme climates of Siberia. Notify me about new: Guides. Tiger Uppercut – Forward, down, down + forward + punch. An alternate "quick" version can also be executed by pressing all three kick buttons. 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. Never jump on electricity, you will lose. Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. High Tiger Shot – Down, down + forward, forward + punch. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. 0 Tips. 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.) -x64, 3-7 matchup. 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. Back – Dependent upon which way the character is facing. 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). Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. 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. Yoga Noogie: close, b or f + Medium Punch. Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. Low Tiger Shot – Down, down + forward, forward + kick. Spinning Clothesline – Press any 2 punch buttons together. Crouching jab and sweep are good anti-claw-poke pokes. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. Probably Gief's best matchup or tied with Balrog. 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. 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. Fireball – Back, back + down, down, down + forward, forward + punch. Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… 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. Dash Kick – Hold back for 2 seconds, forward + kick. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). 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. Use his Iron Muscle V-Skill to absorb a hit, then get close and throw. -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. Street Fighter 2: The World Warrior/Zangief. Spinning Bird Kick – Hold down for 2 seconds, then up + kick. -x64, 6-4 matchup. 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. Double Lariat. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). A hero of Russia who is aptly named the Red Cyclone. n/a Rating. Super Delicious? If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. Shoto's ground tatsus can be hit clean with all crouching punch buttons. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. Here are the attacks and combos of this Street Fighter V character: Basic attacks. Dash Punch – Hold back for 2 seconds, forward + punch. He'll just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to charge for flash kick. All Details. 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. 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. Any time Balrog tries to jump in, sweep him. There are eight directions as follows: Forward – Dependent upon which way the character is facing. Banishing Flat - Half Circle Forward + Any Punch Button. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. : 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. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. 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). -x64, Flying Body Attack a.k.a. This is your main anti-air (use from a crouching position). Last second standing LP will also beat vertical ball but it is harder to time. Skills: Resistance to cold. Scissor Kick – Hold back for 2 seconds, forward, kick. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). Might be your toughest fireball match. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. Spinning Piledriver. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. I love this game!Subscribe! Sumo Headbutt – Hold back for 2 seconds, forward + punch. 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. but will also explain how they work. 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. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. In Champion mode you can play through the original Street Fighter II. -x64, 8-2 matchup. Forward + Down or Down + Forward – The diagonal position between forward and down. 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). n/a Rating. 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). Your last second punch lariat or close standing LP will beat all of Bison's jump ins. 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). Sweep his crystal flash roll. Once you have a knockdown SPD loop his ass. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners) 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. 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 here is baiting headbutts and stopping it with a punch lariat or rapid crouching LP and start safe jumping into blockstring into SPD. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. One knockdown and Bison is powerless against your SPD loops. Psycho Crusher – Hold back for 2 seconds, forward, punch. 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. This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. 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. 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. 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. Foil SPD churning during blockstun by ending with a linked sweep. ; Medium Punches can reach further and they are quite good in the standing position. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). -x64, 2-8 matchup. HUD. 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. Down – Always down. 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. This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. Standing MK can work as a sudo-anti-air from far away. Jumping HP and LK are going to be your most use jump-ins. Guile isn't going to be jumping at you. This move at lvl 3 is very worth it, other lvls, not so much. 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. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. Zangief Move List. 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 Important Normals: Your far standing LK is pretty important. Horizontal Roll Attack – Hold back for 2 seconds, then forward + punch. Sim's sweep can anti-air every jump in you have but your body slam. 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). 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. Head Spear – Down + high punch. 0 Tips. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Lighting Kick – Repeatedly press kick. 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. Vertical Roll Attack – Hold down for 2 seconds, then up + kick. Yoga Fire – Down, down + forward, forward + punch. Back + Up or Up + Back – The diagonal position between back and up. 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. From Shoryuken Wiki < Street Fighter 2: The World Warrior. Yoga Spear: in air, d + Hard Kick. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. Shoryuken – Forward, down, down + forward + punch. Head Stomp – Hold down for 2 seconds, up, kick. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). -x64, 3-7 matchup. Moves List Normal Moves. This is your hardest match. Fight style: Mix of Russian and American pro wrestling. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. He is part of the Street Fighter series of fighting games, first starring in Street Fighter II. Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. 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. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. 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. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. 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. Sonic Boom – Hold back for 2 seconds, forward + punch. 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). Zangief is a get-in-or-die-trying character. If Honda is walking towards you, he is open to a jump in attack. —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. Shoryuken – Forward, down, down + forward + punch. This article covers all of the special moves of SFII's characters. 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 is a better version of Ken and arguably the best character in the game. -x64, 3-7 matchup. 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. Jump in with forward HP. Sweep a lot. -x64, 5-5 matchup. This one is tough. Drill Kick – Down + high kick. Notation. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . 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. Gief's eternally bad matchup. Use your punch lariat and sweep to get a trade to get in. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. Zangief Street Fighter 2 Turbo moves Overview. … Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. Zangief Street Fighter Alpha 3 moves Overview. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting 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. Tatsumaki Senpuukyaku – Down, down + back, back + kick. He is a national Russian hero who is always seen fighting for the glory of his country. n/a Rating. 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. Tatsumaki Senpuukyaku – Down, down + back, back + kick. J.LK- This is your main jumping tick. Sumo Smash – Hold down for 2 seconds, up + kick. Yoga Throw: close, b or f + Hard Punch. (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 ». Move List. Jump to: ... Moves List Command Normals. Want to be an editor? 0 Tips. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. 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. 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. Better than it was in CE but not by much. Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. 3DO Amiga Arcade Games Amiga CD32 PC. http://bit.ly/1IBBVZVOfficial Facebook Page! 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. How to Improve the Online System of Super Street Fighter IV, Super Cheap? Back + Down or Down + Back – The diagonal position between back and down. Log In to add custom notes to this or any other game. 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. 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). Normal Moves. Up + Forward or Forward + Up – The diagonal position between up and forward. 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