Foil SPD churning during blockstun by ending with a linked sweep. Scissor Kick – Hold back for 2 seconds, forward, kick. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. Zangief agreed and began training in the extreme climates of Siberia. Flash Claw – Hold back for 2 seconds, forward + punch. 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. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. Street Fighter 2: The World Warrior/Zangief. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … Spinning Piledriver. Diving Claw – Hold down for 2 seconds, up + kick. 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. Up – Always up. Lighting Kick – Repeatedly press kick. If Honda is walking towards you, he is open to a jump in attack. -x64, Flying Body Attack a.k.a. 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. 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. How to Improve the Online System of Super Street Fighter IV, Super Cheap? Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. Down – Always down. Most people will use ether standing far LK or crouching LP for their ticks into SPD because both of these moves have no recovery. Drill Kick – Down + high kick. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. Hundred Hand Slap – Press punch repeatedly. J.LK- This is your main jumping tick. Want to be an editor? Tatsumaki Senpuukyaku – Down, down + back, back + kick. 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.) Lariat: Your Punch and Kick lariats are very important. Low Tiger Shot – Down, down + forward, forward + kick. I love this game!Subscribe! Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. Air Drop – Do Diving Claw, forward, back + punch. Full Playthrough WARNING: Cheats are used.Intro Music by: TheLegendofRenegadehttp://www.youtube.com/user/TheLegendOfRenegade Head Stomp – Hold down for 2 seconds, up, kick. Tatsumaki Senpuukyaku – Down, down + back, back + kick. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. 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. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. 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. -x64, 3-7 matchup. Special Attack Spinning Clothesline. 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. Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… 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. 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. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. 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). Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. -x64. Sim's sweep can anti-air every jump in you have but your body slam. The Directional Pad or D Pad plays a crucial role in special moves. 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. His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. -x64, 3-7 matchup. 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. Notation. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. 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). Flash Kick – Hold down for 2 seconds, up + kick. This page was last edited on 6 January 2021, at 21:06. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). Zangief Move List. Notify me about new: Guides. Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. (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 ». 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. -x64, Fun mirror. n/a Rating. Hadoken – Down, down + forward, forward + punch. 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. -x64, 2-8 matchup. Back – Dependent upon which way the character is facing. Super Spinning Clothesline – Press any 2 kick buttons together. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). Back + Down or Down + Back – The diagonal position between back and down. Back + Up or Up + Back – The diagonal position between back and up. Yoga Fire – Down, down + forward, forward + punch. Basically Sim will use his long limbs along with his fireball to constantly to poke you out. 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. Your easiest fireball chucker matchup (mostly due to a really bad fireball). Yoga Throw: close, b or f + Hard Punch. 3DO Amiga Arcade Games Amiga CD32 PC. Up + Forward or Forward + Up – The diagonal position between up and forward. 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. Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. 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). The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. Jumping HP and LK are going to be your most use jump-ins. Spinning Clothesline – Press any 2 punch buttons together. 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. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. Iron Cyclone. Shoryuken – Forward, down, down + forward + punch. Jump to: ... Moves List Command Normals. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. 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. Moves List Normal Moves. Dash Punch – Hold back for 2 seconds, forward + punch. Heel Stomp – While in the air press down + medium kick. Yoga Mummy: in air, d + Hard Punch. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. Important Normals: Your far standing LK is pretty important. 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. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Psycho Crusher – Hold back for 2 seconds, forward, punch. Zangief is a get-in-or-die-trying character. Double Lariat. Slide Kick: d + K. Double Headbutt: close, Hard Punch. This is tough. 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. 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. From Shoryuken Wiki < Street Fighter 2: The World Warrior. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. 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). 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. 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