Super Street Fighter 2 Turbo- New advances are of course Super Combos, as well as the ability to soften Throws. You can also cancel a Running Bear Grab out of it, which will usually connect but doesn't do much damage. In most cases you should avoid this move though, the exaggerated recovery kills any viable use. On the other hand, this move has better potential for moving the opponent to his own corner, specially the Rh version. This attack is used in most of his combos because of the solid damage and the fairly good frame advantage which allows Zangief to link it to most of his normals. Crouching spear hand strike. ). And if it wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best character in the game. Zangief Street Fighter 2 Turbo moves Overview. Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Timing and execution could not be any more crucial when fighting with Zangief. Zangief is an interesting character in Super Street Fighter 2 Turbo (ST) in that he is considered bottom tier, yet he is scary enough that he can win. On the other way, it will be worse against Vega(Claw)'s Wall Dives. 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. Zangief does a fast two foot aerial kick which has awesome range. 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. Good for anticipating jump ins. Totally outclassed by the Fierce version since it has same everything but worse priority and damage. The better horizontal priority helps against T.Hawk to counter his dives during the 7 first frames easier. n/a Rating. It also whiffs on most characters if they are crouching. 1.1 Competitive Overview; ... Zangief wants to get in close so he can start doing command throws -- but Cammy's a lot more subtle. If you hit the opponent close enough, it's a good idea to do a SPD exactly when Zangief lands, for massive damage. The Forward version is better used as an air to ground tool due to its amazing vertical priority. Has a hard time against keep away tactics. Log In to add custom notes to this or any other game. Good uses for the Jab version are: when any SPD can win the round and you'd preffer to just get more active frames on your SPD to guarantee the tick or if you're doing a SPD in a situation in which the opponent's throwbox is delayed. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! 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. O.Zangief does a little more random damage with this move. This was and Exhibition match that took place on 1/14/2019 to promote an anime. Contents. It also excels as a tick into Atomic Suplex for two reasons: leaves Zangief at perfect range (outside most characters normal throw range but inside Roundhouse Atomic Suplex range) and it leaves Zangief at one frame of advantage so a Running Bear Grab will rarely come out (or at no frame advantage if used as the last hit of a block string/combo, so a Running Bear Grab will never come out). Also, it's his Diagonal Jumping move with the longest range. It is the best Neutral Jumping kick, it has pretty much the same range as Neutral Jumping Fierce and less priority, but it hits lower which allows Zangief to beat some low moves (e.g. Zangief does a front kick with moderate start up and recovery. Daigo Umehara takes on Itabashi Zangief! Also, it does an unusually low stun for a Strong attack. I … On the WORLD version of the arcade game, this move has a very nasty bug: if the Rh version is performed as a Reversal, it will have a full screen sized throwbox. Zangief attempts to grab the opponent and after that remains stuck on an animation so that he can not block or move. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward. The Short version has two main uses: it's perfect as a safe jump attack since it's a weak attack (i.e. RESPECT THE GIEF. Obvious stuff: O.Zangief can not tech throws, does not have the Fierce/Strong hops, Green Hand and Super; O.Zangief's empty jumps have fatter hurtboxes; O.Zangief has some differences in some of his normals: Close Standing Jab is a bit worse (does not has that improved hitbox on the first active frame, the other active frames are a bit worse and has a smaller activation range); Close/Far Standing Strong can be special canceled and do a little more damage; Close/Far Standing Fierce do a little more damage; Crouching Fierce do a little more damage; Close Standing Short have worse priority, but this is meaningless; Far Standing Short can be special canceled; Far Standing Forward has better anti-air priority, but worse ground priority and horizontal range; Close Standing Roundhouse do a little more damage; Far Standing Roundhouse has very poor priority but can be special canceled and do a little more damage; Crouching Roundhouse can be special canceled and do a little more damage, this is nice; Most of his aerial attacks have fatter body hurtboxes, including his splash and headbutts. Zangief does a sort of headbutt thing. It still does a very high stun, but not enough to 1 hit dizzy. Balrog. This is a pretty awesome move, with good recovery for a Roundhouse sweep and deceptive reach. Zangief's Ending: 0:35: Download: 32. If you are right up close, you can go for this instead of a SPD, for more guaranteed damage. Does not have any specific use that I can think of. Does more damage than the Kick Air Throw but the follow-up game is weaker. Animates like the Neutral Jumping version as well. His appearance in Street Fighter II' Turbo (Japan)/Hyper Fighting (World/US, HF for short) was glorious: his attacks had great priority, specially his aerial kicks, and his added special attack, the Vertical Roll, greatly improved his combo potential and wake-up pressure. It has Special Cancel properties just like the former so you can cancel into Lariat or Running Bear Grab. Also, on a few matchups, when you already have the opponent cornered, a Jab/Strong SPD may be used instead because landing too close to the corner may result in the opponent getting knocked down in a strange way that may not allow you to follow up with anything (they get up faster), specially if the tick string leaves Zangief too close to the opponent(e.g. Zangief does a weak two foot kick which stays active a lot less time than the Neutral Jumping version. However, the EX Specialversions have longer reach and faster execution. Another two foot aerial kick but with a little more damage, stun, priority and range. Note that N.Zangief received a buff on the hurtboxes of the airborne part of the jump. Like the punch Lariat, but this one has a shorter duration and range and doesn't move laterally as far. 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. allows you to tick Dhalsim from a more comfortable range). Zangief is an interesting character in Super Street Fighter 2 Turbo (ST) in that he is considered bottom tier, yet he is scary enough that he can win. He is built to dominate when close to the opponent and has a variety of throws that demand respect. 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. O.Zangief does a little more random damage with this move. In the Japanese version it's often an instant dizzy, but in every other version it got nerfed, so it's not very useful. This article covers all of the special moves of SFII's characters. Anyway, I personally do my reversals with triple taps so I end up never using the Strong version, but I know some players like to piano Strong and Fierce for reversals. Zangief throws the opponent over his head, opponent always ends up behind him. More explanation here). Does not have a projectile, you have to be on offense all the time or you not gonna win. 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. OK for tick throwing if you ever find yourself in the range and with enough momentum. Zangief loves to jump in during the opponent recovery of a whiff normal (and during Claw slides). 1 Introduction. Because of this O.Zangief is often considered a banned character when playing with that particular version of the game. Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible). Zangief uses powerful close up attacks and his famous Spinning Piledriver. The startup time means the opponent can jump or even hit Zangief out of it with a normal. Best Match. Zangief does a double knee attack in the air. 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. Fierce also covers more ground during the spinning animation and Jab covers less, that's another reason why Fierce is preferable most of the time since you always want to push the opponent to the nearest corner whenever possible. Be aware though that move is not as spammable as the Standing Jab because it has a slower start up and it can be more easily stuffed before becoming active due to premature projected hurtboxes. Zangief has one of the slowest prejumps on the game. Punish badly wiffed specials ( think non-jab SRKs and the side you spin is fixed. 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