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. Hadoken – Down, down + forward, forward + punch. -x64, 6-4 matchup. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. Psycho Crusher – Hold back for 2 seconds, forward, punch. Up – Always up. Hadoken – Down, down + forward, forward + punch. 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.) 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). This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. Guile isn't going to be jumping at you. Zangief is a get-in-or-die-trying character. 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). This generally involves trapping their heads between his legs and then sitting down, or spinning around with his arms outstretched as you used to do as a child in order to get a head rush. Tiger Uppercut – Forward, down, down + forward + punch. This one is tough. 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. Slide Kick: d + K. Double Headbutt: close, Hard Punch. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Street Fighter Zangief. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. Sumo Headbutt – Hold back for 2 seconds, forward + punch. Head Spear – Down + high punch. Flash Claw – Hold back for 2 seconds, forward + punch. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … 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. -x64, 3-7 matchup. Scissor Kick – Hold back for 2 seconds, forward, 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. 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. 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. Normal Moves. http://bit.ly/1IBBVZVOfficial Facebook Page! Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. Most people will use ether standing far LK or crouching LP for their ticks into SPD because both of these moves have no recovery. 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. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. -x64, Fun mirror. 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. 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. Back – Dependent upon which way the character is facing. Low Tiger Shot – Down, down + forward, forward + kick. 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. 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. Here are the attacks and combos of this Street Fighter V character: Basic attacks. Zangief Street Fighter Alpha 3 moves Overview. J.LK- This is your main jumping tick. Occupation: Pro wrestler. 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. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. 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. -x64, 2-8 matchup. Diving Claw – Hold down for 2 seconds, up + kick. Jump in with forward HP. This is your main anti-air (use from a crouching position). Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. 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. Use your punch lariat and sweep to get a trade to get in. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. Standing MK can work as a sudo-anti-air from far away. but will also explain how they work. 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. Gief's eternally bad matchup. This page was last edited on 6 January 2021, at 21:06. Zangief Street Fighter 2 Turbo moves Overview. Yoga Throw: close, b or f + Hard Punch. Crouching jab and sweep are good anti-claw-poke pokes. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. n/a Rating. (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 ». Back + Up or Up + Back – The diagonal position between back and up. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. 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. 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. Zangief agreed and began training in the extreme climates of Siberia. -x64, 8-2 matchup. 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