Unlike N.Zangief's version of this move, it has the same lower hurtbox as the punch lariat, which does not allow you to spin though Sagat's Low Tiger shots. It's possible to cross under some characters if you got then trapped in the corner. Zangief's Ending: 0:35: Download: 32. This may be the hardest move to land in the game on purpose. In the Japanese version it's often an instant dizzy, but in every other version it got nerfed, so it's not very useful. It can also be used as a poke just like Standing Jab because it has very similar hitboxes with the plus of the added damage and stun. It's Zangief's main air ticking move. It still does a very high stun, but not enough to 1 hit dizzy. Zangief has one of the slowest prejumps on the game. More explanation here). 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. 0 Tips. The Jab version does the worst damage and Fierce does the highest, this alone is enough reason for you to favor using the Fierce version most of the time. This sometimes comes out when you want a crouching strong poke, and that's fine because the grab does more damage. All Details. You just need to input the 4 main directions in order. Both versions are executed by performing a full-circle motion in either direction and pressing punch. This is the better Air Throw because it leaves the opponent closer, but it's still very rarely used. Zangief is a Russian bear-wrestler. 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. Zangief has no invulnerable or high priority anti-air moves. In most cases you should avoid this move though, the exaggerated recovery kills any viable use. Master the safe tick pattern and most match ups will be a lot easier. Super Street Fighter 2 Turbo/O. Super Street Fighter II Turbo – Cheats Arcade Games . Zangief does a weak two foot kick which stays active for the entire jump. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. This means Zangief connects with a short combo + 360 + meaty (and maybe more! 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). You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward. Much like facing a grappler in real life, getting knocked down even once can lead to a KO victory for Zangief. The first active part is important because it is O.Zangief's only ground response to Ken's Jumping Fierce. 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… 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. It's Zangief's only cross-up move and for that sole reason it's a valuable tool in Zangief's arsenal. Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible). Also, this move has no recovery frames which allows it to be used as a safe tick/meaty. worse start up, does less damage and has worse priority). Zangief does a sort of headbutt thing. 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. Shoto's Shoryukens) when he is landing on the opposite side. This is a command throw with excellent range that does good damage; this is Zangief's most important move. 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. Zangief's does a weak knee attack. Log In to add custom notes to this or any other game. 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. Hard to cross-up and has the best cross-up move in the game, priority wise (Fierce splash). Zangief has no invulnerable or high priority anti-air moves. This makes jumping over fireballs more difficult than it is for other characters, but also makes the SPD execution more lenient than T.Hawk's Typhoon. It's also worth to mention that this move can also be used as an instant overhead, but the timing is much more strict than the other kicks and it's also impossible to perform against a considerable amount of characters so it's not really practical. It is, however, very important when facing Boxer, because it is Zangief's only reliable way to deal with his Low Rushes. Zangief does an aerial long punch. Unlike most character's rapid fire Jabs, Zangief's Standing Jab should not be used to beat advance moves like Blanka's rolls or E.Honda's Headbutt. However, the EX Specialversions have longer reach and faster execution. Sets up a cross-up Chest Splash when unteched. 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 ↑. Has the second worst match-up in the whole game, against E.Honda, and many hard ones (O.Sagat, N/O.Guile, N/O.Chun Li, Dhalsim, Fei Long). 5 3. On the other way, it will be worse against Vega(Claw)'s Wall Dives. It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. It can be linked into well, comes out relatively fast, does good damage, has decent recovery, not to say the precious knockdown which can lead into ticking mix-ups or safe jumps. Ticking move for dummies. 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. O.Zangief does a little more random damage with this move. 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. Also, O.Zangief does a little more random damage with this move. It doesn't hit as low though, which makes it whiff vs crouching characters, this is important to keep in mind. Strangely, O.Zangief has the ability to Special Cancel this move. 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. A powerful straight punch with very long recovery. Has a hard time against keep away tactics. This will basically never happen though. One of Zangief's most important normals as it is Zangief's best standing tick. 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. n/a Rating. from a little farther. E. Honda - 3.0 Vote for tiers. This glitch is specifically used by Old Zangief, not the Super Turbo version. you don't have to care about hit and block stun differences) that stays active for the whole jump and as a tick into Super. Dhalsim's Ending: 0:34: Download: 33. O.Zangief has the interesting ability to Special Cancel this move, which will be a gimick at best. Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc. Also, O.Zangief does a little more random damage with this move. It works decently as an anti air against certain moves (e.g. Another crouching straight punch that hits around the stomach, but with much longer recovery than the Strong version. Also, O.Zangief can special cancel this move but this is of no help. Special Attack Spinning Clothesline. One time in Tokyo, I saw that champion Zangief player Kuni was next up to play and his opponent was Dhalsim (very hard match!). Leaves Zangief at optimal range to tick into Super and at no frame advantage or disadvantage which makes it a good move to tick into Atomic Suplex (i.e. Gief put "360 throws" on the map, in terms of how the move is performed on a … It also inflicts the same amount of damage as the Heavy version. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Cross-up Fierce splash, Crouching Forward into Kick Lariat is a particularly hot combo. 1.1 Competitive Overview; ... Zangief wants to get in close so he can start doing command throws -- but Cammy's a lot more subtle. Street Fighter Fan? 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. Note that Zangief's Normal Throws lose in range to E.Honda's, Blanka's and Dhalsim's Normal Throws. All versions have the same range, but gradual running distances. Dead or Alive 5 Soul Calibur 5 Soul Calibur 6 Tekken Tag Tournament 2 Virtua Fighter 5 FS Tiers > SF2T > Zangief Zangief's Street Fighter 2 Turbo tier match ups Zangief bites the opponent for multiple hits. 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. Should never be used on purpose. The strength of the punch button determines the range and amount of damage inflicted. Note that N.Zangief received a buff on the hurtboxes of the airborne part of the jump. 1 Introduction. Totally outclassed by the Fierce version since it has same everything but worse priority and damage. Most normals have poor priority. It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Does not have any specific use that I can think of. It is Zangief's main air to ground attack: great at jumping over fireballs, at surprise jumps and as a combo starter. A crouching straight punch that hits around the stomach, with moderate recovery. ''Fight!'' From Shoryuken Wiki < Super Street Fighter 2 Turbo. 0:02: Download: 99. The best moves to tick this from are Close Standing Short and Crouching Strong because they both leave Zangief at very little or no frame advantage, this means that a Running Bear Grab will never come out or only rarely (unless the normal was meaty timed), with Crouching Strong leaving Zangief at optimal range for it. Zangief is the original pro-wrestler / powerhouse of Street Fighter. Totally outclassed by the Strong and Fierce versions since it has the same frame data but worse priority and damage. Want to be an editor? O.Zangief does a little more random damage with this move. Yet another two foot kick. Subscribe =D 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. Animates like his Jumping Jabs and Strongs. Zangief performs a low hitting kick. It is Zangief's easiest move to use as tick because of the fairly long duration. 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