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. Ryu is a better version of Ken and arguably the best character in the game. -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. Crouching jab and sweep are good anti-claw-poke pokes. Lariat: Your Punch and Kick lariats are very important. Also, O.Zangief can special cancel this move but this is of no help. Sweep his crystal flash roll. Gief's eternally bad matchup. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. Tiger Knee – Down, up + forward + kick. Zangief agreed and began training in the extreme climates of Siberia. 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. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. -x64, Fun mirror. Horizontal Roll Attack – Hold back for 2 seconds, then forward + punch. 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. Low Tiger Shot – Down, down + forward, forward + kick. 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. 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. 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. Tatsumaki Senpuukyaku – Down, down + back, back + kick. 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. 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. Diving Claw – Hold down for 2 seconds, up + kick. 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. J.LK- This is your main jumping tick. Shoryuken – Forward, down, down + forward + punch. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. In Champion mode you can play through the original Street Fighter II. 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. Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting 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). Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. HUD. 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 … Flash Kick – Hold down for 2 seconds, up + kick. 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. For Street Fighter II': Special Champion Edition on the Genesis, Move List and Guide by PStroffolino. -x64, 6-4 matchup. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. Kick lariat in HF is famous for not having any leg hurtbox, which means it cannot be sweeped. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Important Normals: Your far standing LK is pretty important. 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). Super Chicken! Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. 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. Shoryuken – Forward, down, down + forward + punch. Notify me about new: Guides. Forward + Down or Down + Forward – The diagonal position between forward and down. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. 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.) n/a Rating. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. Yoga Noogie: close, b or f + Medium Punch. Move List. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. 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. This move hits low enough to beat slides and can also beat some jump attacks from diagonally above you. but will also explain how they work. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. Iron Cyclone. 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). Double Lariat. (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 ». Occupation: Pro wrestler. Sumo Headbutt – Hold back for 2 seconds, forward + punch. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). Spinning Bird Kick – Hold down for 2 seconds, then up + kick. 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. 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. 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). Standing MK can work as a sudo-anti-air from far away. Spinning Clothesline – Press any 2 punch buttons together. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. -x64, 2-8 matchup. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners) With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. Banishing Flat - Half Circle Forward + Any Punch Button. 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 is a free easy SPD or sweep. Jumping HP and LK are going to be your most use jump-ins. Advanced Strategy. 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. Super Spinning Clothesline – Press any 2 kick buttons together. Dash Punch – Hold back for 2 seconds, forward + punch. -x64, 3-7 matchup. commonly don't combo the crouching HK but is a good block mindgame, 8-2 matchup. n/a Rating. 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. 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. I love this game!Subscribe! O.Zangief does a little more random damage with this move. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. Moves List Normal Moves. 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. 3DO Amiga Arcade Games Amiga CD32 PC. Electricity – Press punch repeatedly. Lighting Kick – Repeatedly press kick. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. A hero of Russia who is aptly named the Red Cyclone. 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. Yoga Fire – Down, down + forward, forward + punch. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. 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. Down – Always down. n/a Rating. Fireball – Back, back + down, down, down + forward, forward + punch. Better than it was in CE but not by much. Yoga Throw: close, b or f + Hard Punch. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. Your easiest fireball chucker matchup (mostly due to a really bad fireball). Zangief Street Fighter 2 Turbo moves Overview. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. 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