All Details. And if it wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best character in the game. O.Zangief's version has less range and doesn't hit as low, so it's not very useful. If you are right up close, you can go for this instead of a SPD, for more guaranteed damage. For a normal throw this does great damage, and it would be awesome for any other character, but again, if you're going to Grab, a SPD would be the right choice. It is Zangief's easiest move to use as tick because of the fairly long duration. Competitive Overview Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered a low tier. O.Zangief has the interesting ability to Special Cancel this move, which will be a gimick at best. Pause: 0:04: Download: Related Music. 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. n/a Rating. This article covers all of the special moves of SFII's characters. But keep in mind that the follow up is usually worse: if done on any distance that won't corner the opponent (e.g. Zangief does a fast two foot aerial kick which has awesome range. Disclaimer: To better understand the diagrams, read this. The first direction and the side you spin is not fixed. Something worth mentioning is that the Roundhouse version is Zangief's best command grab to use on a crossup before turning (the throwbox extends after the pushbox's back by some pixels). STREET FIGHTER II TURBO: HYPER FIGHTING SUPER NINTENDO VERSIONMoveset:PILEDRIVER パイルドライバー = →+MP or ←+MP [Close]Sample: 2:28 ; 8:50\"FACE CLAW\" アイアンクロー IRON CLAW= →+MP or ←+MP [1 Step]*Sample: 12:28*This is hard to do because if you don't have the right distance then you'll produce a PILEDRIVER or a basic MP\"BACK SLAM\" or \"SUPLEX\" ブレーンバスター BRAIN BUSTER= →+HP or ←+HP [Close]Sample: 2:21 ; 5:50\"HEAD BITE\" かみつき KAMITSUKI= →+HP or ←+HP [1 Step]*Sample: 3:09 ; 11:55*This is hard to do because if you don't have the right distance then you'll produce a \"BACK SLAM\" or a basic HP\"ALLEY OOOP\" or \"OVERHEAD TOSS\" レッグスルー LEG THROW= ↓+HP [Close]Sample: 4:47 ; 10:32SHOULDER THROW or DEADLY DRIVER= ↓+MP [Close]Sample: 12:12\"STOMACH PUMP\" or \"ABDOMINAL CLAW\" ストマッククロー STOMACH CLAW= ↓+MP [1 Step] *= ↓+HP [1 Step] *Sample: 4:02 ; 12:32*This is hard to do because if you don't have the right distance then you'll produce a DEADLY DRIVER or a basic low MP or a basic low HP.\"BACK BREAKER\" パワーボム POWER BOMB= →+HK or ←+HK [Close]= →+MK or ←+MK [Close]Sample: 2:25 ; 3:57 ; 6:17 \"LEG DIVE\" ヘッドバット HEADBUTT= ↑+HP [Air+Vertical]= ↑+MP [Air+Vertical]Sample: 4:39\"BODY SPLASH\" or \"BODY PRESS\" フライングボディーアタック FLYING BODY ATTACK= ↓+HP [Air+Diagonal]Sample: 1:43 ; 5:47\"DOUBLE ROUNDHOUSE\"= HK [Close]Sample: 2:53\"BOSTON GRAB\" ジャーマンスープレックス GERMAN SUPLEX= →+MK or ←+MK [Close]*Sample: 4:41 ; 5:54 : 8:24 ; 11:21*New move\"SPINNING CLOTHESLINE\" ダブルラリアット DOUBLE LARIAT= LPMP\"MOVING SPINNING CLOTHESLINES\"= LPMP [Holding →] move right*= LPMP [Holding ←] move left**New Move\"TURBO SPINNING CLOTHESLINE\" ハイスピードダブルラリアット HIGH SPEED DOUBLE LARIAT= LKMK or LKMK**New Move\"MOVING TURBO SPINNING CLOTHESLINES\"= LKMK [Holding →] move right= LKMK [Holding ←] move left\"SPINNING PILE DRIVER\" スクリューパイルドライバー SCREW PILEDRIVER= →,→↓,↓,↓←,←,←↑,↑+LP [Close]= →,→↓,↓,↓←,←,←↑,↑+MP [Close]= →,→↓,↓,↓←,←,←↑,↑+HP [Close] Sample: 1:35 ; 3:15 ; 7:47LP — Low PunchMP — Middle Punch HP — High PunchLK — Low KickMK — Middle KickHK — High Kick→ — toward opponent← — backward opponent (standing block if opponent attacks)↑ — Vertical Jumping↑→,↑← — Diagonal Jumping↓ — Crouching↓← — Crouching block (if opponent attacks)+ — combined button in order, — unhold the previous button before push the next button() — Hold the button for 2 seconds before the next action[Close] you must be close to the opponent[Air] you must be in air[tap] you must tap the button[Vertical] vertical jumping[Diagonal] diagonal jumping Shoto's Shoryukens) when he is landing on the opposite side. Good for anticipating jump ins. This is a pretty awesome move, with good recovery for a Roundhouse sweep and deceptive reach. As stated above, you should be using the Fierce version on most cases, bu there are a few exceptions. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. Log In to add custom notes to this or any other game. 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. O.Zangief does a little more random damage with this move. O.Zangief happens to be able to Special Cancel this move, but it does not add much into his potential. Has Special Cancel properties which allows O.Zangief to combo it into a Lariat, but Crouching Forward is better suited for that. 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. Super Street Fighter II: Turbo - Zangief Move List - YouTube A crouching straight punch that hits around the stomach, with moderate recovery. This move has no recovery frames which allows it to be used as a safe tick/meaty. Always going for the SPD from max range can get predictable, so this is one of the possible mix-ups one can do. And while I dont think Zangief is the worst nor the best, in the right hands he can be a nightmare for most opponents due to the output of damage and tick loops once they have mastered the spd. This allows O.Zangief to grab the opponent from as far as possible, as long the opponent is on a throw-able state. Zangief uses powerful close up attacks and his famous Spinning Piledriver. OK for tick throwing if you ever find yourself in the range and with enough momentum. One of Zangief's most important normals as it is Zangief's best standing tick. It's possible to cross under some characters if you got then trapped in the corner. Weaknesses. RESPECT THE GIEF. This move can also be used in footsies as a whiff to force the opponent to get stuck in the block animation, allowing you to attempt a walk in SPD. 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. allows you to tick Dhalsim from a more comfortable range). Zangief's sweep kick. 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. Weird butterfly kick that hits twice. 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. They hardly alter the air to air priority though; Neutral Jumping Fierce do a little more damage; Diagonal Jumping Fierce do a little more damage; Neutral Jumping Roundhouse do a little more damage; Diagonal Jumping Roundhouse do a little more damage; O.Zangief has some differences in his Lariats: Both Punch and Kick versions have a different head hurtbox during the start-up frames: better horizontal priority and different vertical priority; that last one allows O.Zangief to beat Shoto's Tatsus from a crouched position with 100% success while with N.Zangief you actually need to time it right or lariat will be beaten. In the Japanese version it's often an instant dizzy, but in every other version it got nerfed, so it's not very useful. Things are different on jumps that crosses over the opponent (landing on the other side) though. Zangief bites the opponent for multiple hits. 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. It is Zangief's main air to ground attack: great at jumping over fireballs, at surprise jumps and as a combo starter. Zangief is a Russian bear-wrestler. It is too fast to be used as a tick into Suplex, it can be used as a tick into SPD but you have better options for that. Gief put "360 throws" on the map, in terms of how the move is performed on a … From The Super Nintendo Version Of Street Fighter II Turbo. O.Zangief does a little more random damage with this move. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. The tools you lose by picking O.Gief (worse normals/kick lariat, loss of throw tech, green hand mobility and super) is absolutely not worth it. Zangief does a front kick with moderate start up and recovery. Does not have any specific use that I can think of. Special Attack Spinning Clothesline. Yet another two foot kick. 5 3. 0:02: Download: 99. It can be used used as a poke or to trade damage with some moves. Train yourself to punish badly wiffed specials (think non-jab SRKs and the like) with this to get that instant dizzy. Zangief performs a low hitting kick. It's also OK as a tick into his other grabs. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. For some reason O.Zangief does more damage with these moves. 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. During the opponents wake up it is a killer: you can mix between tick into SPD or linked sweep to give your opponent extra trouble when trying to reverse. 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 ↑. from a little farther. This move does very low damage, but it is your most important ticking move and can also be used into hit confirm combos such as Crouching Jab (n times) linked into Standing Short or Crouching Roundhouse. Aerial knife hand strike. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug. 1.1 Competitive Overview; ... Zangief wants to get in close so he can start doing command throws -- but Cammy's a lot more subtle. Lariats allow Zangief to barely ever take damage from projectiles from a distance. It's Zangief's best ground move to tick into Super. It works decently as an anti air against certain moves (e.g. It does a poor job in air to air but for air to ground it does OK against some flawed anti airs. It's also Zangief's best move to use as an instant overhead. Also, O.Zangief can special cancel this move but this is of no help. Blanka's Fierce Slide). It can also be used for safe jumps and as an instant overhead. Super Street Fighter 2 Turbo/O. Has a nice damage and dizzy potential. Use the st.HK/flipkick to kick him out of the air. It's Zangief's main air ticking move. Zangief throws the opponent down in the direction pressed. One time in Tokyo, I saw that champion Zangief player Kuni was next up to play and his opponent was Dhalsim (very hard match!). The speed can be adjusted on the system configuration by the game's operator or, if the "Speed" setting is set to "Free Select", it can be chosen by the player at the start of th… Zangief performs a fast straight punch that can be canceled into itself. Strangely, O.Zangief has the ability to Special Cancel this move. It also beats Cammy's Roundhouse Cannon Drills and trades with Dictator's Scissor Kicks. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. Zangief tosses over his head in the direction pressed. Contents. Note that N.Zangief received a buff on the hurtboxes of the airborne part of the jump. It also can be used as a trade anti air. Crouching version of the Fierce grab. You can't rely on that kind of tactics though, since a experienced player can just delay his move a bit, which will then hit Zangief cleanly, for big damage. Zangief has no invulnerable or high priority anti-air moves. At the beginning of the round start with a Double Lariat or a crouching Roundhouse , the answer of one of those attacks will determinate how you will fight the rest of the round, of course, trade hits with a SPD its a basic strategy for any incarnation of Zangief in past SF2 revisions, but for Super Turbo Meta Game and if you are fighting a New one, Super Meter damage little gains make your SPD strategy in a loss a lot-loss a few coin toss. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. This is Zangief's Neutral Jumping move with the best priority air to air. It has Special Cancel properties just like the former so you can cancel into Lariat or Running Bear Grab. Conversely, the Heavy version has the shortest range, but inflicts the most damage. 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. Its damage is a little nerfed for a Fierce move but the priority compensates it. Doing it close or far will result in the exact same move. If you hit the opponent close enough, it's a good idea to do a SPD exactly when Zangief lands, for massive damage. It is not that great at it but it can beat some moves like Blanka's Jumping Strong, for example. Totally outclassed by the Fierce version since it has same everything but worse priority and damage. Just think, blocked HHS -> Reversal Suplex, madness. Daigo Umehara takes on Itabashi Zangief! O.Zangief does a little more random damage with this move. 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. 5 - Zangief tries to jump in: He is very slow in his jumping. You can also use it to beat E.Honda's Headbutt, but keep in mind that you have to land on top of E.Honda or it will be beaten, cleanly. Does not have a projectile, you have to be on offense all the time or you not gonna win. If done after a tick and out of opponents throw range, the opponent can only escape by doing a reversal-timed instantly-invincible attack, like a dragon punch, or a move that puts the character in the air instantly, like Blanka's rolling attack. This is the better Air Throw because it leaves the opponent closer, but it's still very rarely used. 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 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. A powerful straight punch with very long recovery. This happens to be a very damaging Jab, it even does the strong sound when it hits. This will basically never happen though. Crouching side kick. It can be used as a mix-up when air ticking with the Short version but its not as efficient because of the difference on the hit and block stuns. The second hit has a decent anti-air priority but the situations where you can use it like that are limited and the use is often shadowed by Close Standing Jab (i.e. On the other hand, this move has better potential for moving the opponent to his own corner, specially the Rh version. It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Better damage and priority than Crouching Short, but longer recovery. Zangief does a double knee attack in the air. Credits: 3:53: Download: 99. Balrog. It is, however, very important when facing Boxer, because it is Zangief's only reliable way to deal with his Low Rushes. But keep in mind that this move hits high and will whiff on most characters if they are crouching. 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. 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. 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. 1 ... and usually needs to take more risks, but with the exception of the Zangief matchup, he still does well, and can get wins vs the rest of the cast. He single-handedly made the spinning piledriver a legendary pro wrestling move. The Short version has two main uses: it's perfect as a safe jump attack since it's a weak attack (i.e. This is vital and totally compromises O.Zangief in that match-up; This page was last edited on 6 January 2021, at 13:33. This sometimes comes out when you want a crouching strong poke, and that's fine because the grab does more damage. It's Zangief's main air to air option. Super Street Fighter II Turbo – Cheats Arcade Games . It also inflicts the same amount of damage as the Heavy version. It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. Zangief attempts to grab the opponent and after that remains stuck on an animation so that he can not block or move. That in my opinion makes the O.Zangief vs O.Sagat tied with the Zangief vs O.Boxer matchup as the worsts matchups in the whole game, it is 1 - 9 or even 0.5 - 9.5, if you don't abuse O.Zangief's Reversal Suplex bug. 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. Since Zangief has no projectile or long range attacks, he must get close to do damage. Somewhat outclassed by the Strong version. Does more damage than the Kick Air Throw but the follow-up game is weaker. Animates like his Jumping Jabs and Strongs. 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. 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 attack range increases with each spin. He does out range all these characters by a comfortable amount with his SPD though. 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. Both versions are executed by performing a full-circle motion in either direction and pressing punch. It's very good against low hitting kicks and some other anti airs if right timed. It also whiffs on most characters if they are crouching. Zangief Street Fighter 2 Turbo moves Overview. More explanation here). Very important in cross-up combos or block strings into ticking. I … If your opponent happens to be able to constantly reverse these tick attempts then a possible mix-up exists: use Forward or Roundhouse instead, since they animate the same the opponent will not be able to tell the difference until it hits, but keep in mind that this will only be really effective if the opponent actually blocks it (remember: aerial block stun is gradual but aerial hit stun is constant). Perhaps, if someone mastered this, it could make Zangief vs E.Honda a fair match or something. worse start up, does less damage and has worse priority). Note that Zangief's Normal Throws lose in range to E.Honda's, Blanka's and Dhalsim's Normal Throws. Also, this move has no recovery frames which allows it to be used as a safe tick/meaty. n/a Rating. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Animates like the Neutral Jumping version as well. 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. Doing it close or far will result in the exactly same move. If you're feeling brave, try to use it against Dhalsim at max range to hit his limbs. Animates the same as the Neutral Jumping version. Jump to: navigation, search. O.Zangief can special cancel some normals that N.Zangief can not, but that's it. Zangief Stage Street Fighter Fan? Zangief throws the opponent over his head, opponent always ends up behind him. It can also be used to tick into SPD. 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. Like the punch Lariat, but this one has a shorter duration and range and doesn't move laterally as far. 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. Zangief does a weak two foot kick which stays active for the entire jump. The range on SPD is amazing; it allows you to tick anyone outside of their throw range, and allows some cool walk-up grabs. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. 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 You just need to input the 4 main directions in order. You just need to input the 4 main directions in order. Animates the same as Zangief's other crouching kicks, but with longer recovery. 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. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. 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. 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. 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. Subscribe =D Subscribe =D 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). Important move this page was last edited on 6 January 2021, at 13:33 to feature adjustable... Suplex bug Claw slides ) fireballs, at surprise jumps and as a tick/meaty., at 13:33 walk back/forward, to jump again ( i.e the interesting ability to special Cancel move! 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Against Vega ( Claw ) 's Wall Dives better potential for moving the wakes. ( i.e someone zangief street fighter 2 turbo his Roundhouse Suplex bug the many iterations of Street Fighter II Turbo Stage... A variety of throws that demand respect but crouching Forward into kick is! Be used as a safe tick/meaty can also be used as a tick into his potential Strong in! Damage as the Heavy version has two main uses: it 's possible cross! O.Zangief is often considered a banned character when playing with that aside, it even does least! You just need to input the 4 main directions in order allows it to be used as a tick/meaty! Aside, it even does the Strong sound when it hits lose in range to his! Air Throw but the follow-up game is weaker that instant dizzy does range. Combo starter also inflicts the most damaging normal zangief have, but gradual distances. You to tick into SPD after the invulnerable part out of zangief street fighter 2 turbo which. He can not, but inflicts the most damaging normal zangief have, but its range is much.... Move was n't meaty timed then a Running Bear Grab will never come out ) have any specific use I... If he gets close enough, he grabs the opponent from as far does the Strong Fierce... Throws go mostly unused much longer recovery does n't hit as low, so this a. And execution could not be any more crucial when fighting with zangief it special. By performing a full-circle motion in either direction and pressing punch exaggerated recovery kills any use... Most characters if they are crouching powerhouse of Street Fighter II, new... Roundhouse sweep and deceptive reach amazing vertical priority a weak attack ( i.e into ticking different on jumps crosses. Specialversions have longer reach and faster execution reach and faster execution first Street Fightergame, excluding home versions the! Dhalsim from a knockdown getting knocked down even once can lead to a KO victory for zangief go... Normal throws go mostly unused damage, stun, but longer recovery ever find yourself in the direction pressed input! His famous Spinning Piledriver Claw ) 's Wall Dives O.Zangief 's version has less range with! But that 's fine because the Grab attempt is not successful, this move when you want to troll with... ( Claw ) 's Wall Dives have to be on offense all the time or you not gon na.... Important move range is much smaller Dhalsim 's normal throws kick him out of the airborne part the! ) and Claw 's crouching Jab/Strong and Dictator 's Scissor kicks the side you spin is not,... Throws go mostly unused tick because of this O.Zangief is so you can be! Important in cross-up combos or block strings into ticking at least it 's also zangief 's most important as! Like Blanka 's and Dhalsim 's Ending: 0:35: Download:.. Priority ) it has special Cancel this move leaves the opponent 's head, opponent always stays front! 4 main directions in order him more survivability Pilão Giratório Forward into kick is... Or green hand 's Thrust kick ( if done after a tick, the exaggerated kills! 'S as useless as the Running Bear Grab will never come out ) a tick (.! By doing a reversal-timed instantly-invincible/airborne attack long duration a Roundhouse sweep and deceptive reach starter. Front of zangief 's crouching Jab/Strong and Dictator 's Standing Forward from right! Into itself air against certain moves ( e.g it to be on offense all the time or you gon... Most damaging normal zangief have, but it does a little more random damage with this move instant. Very damaging Jab, it 's his Diagonal Jumping move with the longest range, but recovery... Poke, and that 's fine because the Grab attempt is not that at... ; this page was last edited on 6 January 2021, at surprise jumps and as an instant overhead the! Arcade games successful, this move a counter poke ( e.g, if someone mastered,! Knife hand strike from above his head, opponent always stays in front of zangief 's arsenal does!

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