Does not have a projectile, you have to be on offense all the time or you not gonna win. It is, however, very important when facing Boxer, because it is Zangief's only reliable way to deal with his Low Rushes. Street Fighter Fan? I recommend to mix it up with Diagonal Jumping Short when going for Super just to make them think that you're going to tick into SPD or whatever. Other than that, this move is better suited as a counter poke (e.g. Zangief Stage Street Fighter Fan? Zangief's Ending: 0:35: Download: 32. Zangief Street Fighter 2 Turbo moves Overview. Also, O.Zangief does a little more random damage with this move. This move has no recovery frames which allows it to be used as a safe tick/meaty. Zangief does a body press with his hairy chest. Zangief does a front kick with moderate start up and recovery. Zangief performs a high side kick. Relatively fast horizontal knife hand strike. Good for anticipating jump ins. You can also cancel a Running Bear Grab out of it, which will usually connect but doesn't do much damage. Totally outclassed by the Fierce version since it has same everything but worse priority and damage. Super Street Fighter II Turbo is a fighting game released for the arcades by Capcom in Japan on February 23, 1994, in North America on February 23 and March 26, 1994 (beta) and in Europe in March 1994 (beta). It excels at it because it has good range and you don't need to care if it hits or if it's blocked: the timing for the SPD when landing will be the same because aerial light attacks do equal stun on hit or block. Good uses for the Jab version are: when any SPD can win the round and you'd preffer to just get more active frames on your SPD to guarantee the tick or if you're doing a SPD in a situation in which the opponent's throwbox is delayed. It's Zangief's only cross-up move and for that sole reason it's a valuable tool in Zangief's arsenal. It's Zangief's main air to air option. Zangief does a fast two foot aerial kick which has awesome range. It's Zangief's best ground move to tick into Super. Zangief's sweep kick. It is Zangief's easiest move to use as tick because of the fairly long duration. The Light version has the longest range, but does the least damage. Competitive Overview Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered a low tier. 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. 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. Has Special Cancel properties which allows O.Zangief to combo it into a Lariat, but Crouching Forward is better suited for that. 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. Not as useful as the Strong Throw because the opponent is Thrown too far for a cross-up, but if Zangief is in the corner and you want the opponent cornered, here ya go. The Fierce version has better priority and does more damage but has less attacking frames. n/a Rating. Zangief loves to jump in during the opponent recovery of a whiff normal (and during Claw slides). Shoto's Shoryukens) when he is landing on the opposite side. 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. 0 Tips. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug. Zangief has one of the slowest prejumps on the game. Introduction. It's also Zangief's best move to use as an instant overhead. Also, it's his Diagonal Jumping move with the longest range. Most normals have poor priority. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Zangief is a Russian bear-wrestler. Animates the same as Zangief's other crouching kicks, but with longer recovery. 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. In the Japanese version it's often an instant dizzy, but in every other version it got nerfed, so it's not very useful. At least it's good enough to beat Cammy's Thrust Kick (if done from far enough) and Claw's Wall Dive. 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. Zangief does a knife hand strike from above his head until towards. Much like facing a grappler in real life, getting knocked down even once can lead to a KO victory for Zangief. It can be used used as a poke or to trade damage with some moves. Has a hard time against keep away tactics. It can also be used as a tick into SPD or Suplex, but you usually have better options for that, unless you're specifically looking for the medium block stun. This is the better Air Throw because it leaves the opponent closer, but it's still very rarely used. (This is a bug, though, so you should not take this seriously). But keep in mind that this move hits high and will whiff on most characters if they are crouching. T.Hawk's Jumping Jab, Fei Long's Jumping Jab, Blanka's Jumping Jab and Strong, Vega(claw)'s Dive). Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. If you hit the opponent close enough, it's a good idea to do a SPD exactly when Zangief lands, for massive damage. Very strong in close range. 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. Zangief attempts to grab the opponent and after that remains stuck on an animation so that he can not block or move. Super Street Fighter 2 series Zangief Theme (CPS-2)Arrangement: Isao Abe (阿部 功) "Oyaji"Stage: USSR Because of that, it's incredibly good against Old Characters (since they can't tech throws) because you can "loop" it. Since Zangief has no projectile or long range attacks, he must get close to do damage. Zangief's most commonly-used Normal Throw. Another difference is that the Jab version has a whiff animation that doesnt last as long as Fierce, although it does not vary all that much: if the opponent manages to get a reversal out or if you do it incorrectly, you'll get hit either way. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Also, you can use it as an instant overhead against some characters, but Zangief has better options for that. Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible). It can beat a lot of different moves like E.Honda's Headbutt and HHS, Blanka's Beast Rolls and Fierce Slide, Dictator's Scissor Kicks and some varied normals. It also whiffs on most characters if they are crouching. O.Zangief's version has less range and doesn't hit as low, so it's not very useful. 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). allows you to tick Dhalsim from a more comfortable range). It also inflicts the same amount of damage as the Heavy version. 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. 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). 0:02: Download: 99. from a little farther. Zangief does a double knee attack in the air. But keep in mind that the follow up is usually worse: if done on any distance that won't corner the opponent (e.g. an aerial move linked into a single light attack). Super Street Fighter II: Turbo - Zangief Move List - YouTube Yet another two foot kick. This article covers all of the special moves of SFII's characters. It can also be used for safe jumps and as an instant overhead. 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. Strangely, O.Zangief has the ability to Special Cancel this move. You just need to input the 4 main directions in order. Yet another knife hand strike in the air. This command throw is more damaging than the SPD, but its range is much smaller. O.Zangief happens to be able to Special Cancel this move, but it does not add much into his potential. I asked Kuni if he could win. 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 ↑. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. Also, this move has no recovery frames which allows it to be used as a safe tick/meaty. From Shoryuken Wiki < Super Street Fighter 2 Turbo. 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. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. He has a relatively large number of seriously unfavorable match-ups (3-7 or worse), and no seriously favorable ones, according to the latest Arcadia Magazine diagram. Animates like his Jumping Jabs and Strongs. Semi-circular middle kick. If done after a tick, the opponent can only escape by doing a reversal-timed instantly-invincible/airborne attack. Zangief's does a weak knee attack. a hop won't come out). The first direction and the side you spin is not fixed. Another crouching straight punch that hits around the stomach, but with much longer recovery than the Strong version. Master the safe tick pattern and most match ups will be a lot easier. Always use the Roundhouse version because it has better throw range, damage potential and releases the opponent sligthly closer to his corner, while having meaningless downsides (smaller input window; built in OS with Rh Running Bear Grab, that has a slower startup than the other Running Bear Grabs). Probably the move I miss the most in O.Zangief. The startup time means the opponent can jump or even hit Zangief out of it with a normal. Spinning Piledriver. 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. One time in Tokyo, I saw that champion Zangief player Kuni was next up to play and his opponent was Dhalsim (very hard match!). This move has only one use as far as I know: since it has a little more horizontal range than Diagonal Jumping Short, it will be able to set up ticks into SPD It doesn't hit as low though, which makes it whiff vs crouching characters, this is important to keep in mind. 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). From The Super Nintendo Version Of Street Fighter II Turbo. 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. 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. As stated above, you should be using the Fierce version on most cases, bu there are a few exceptions. Use the st.HK/flipkick to kick him out of the air. 0 Tips. Crouching side kick. It is the only character in the game with a crouching normal throw, which can save your life against a lot of different mix-ups. All versions have the same range, unlike on later games of the series that have Jab with a better range and Fierce with a worse one. 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. 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. I … OK for tick throwing if you ever find yourself in the range and with enough momentum. 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. Timing and execution could not be any more crucial when fighting with Zangief. Daigo Umehara takes on Itabashi Zangief! In the WORLD version of the arcade ST there is a bug in O.Zangief’s Roundhouse Suplex, if done as reversal: will grab the opponent from any range if he is throwable, even from full screen away. It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Balrog - 5.4 Worst Match. Zangief does a weak two foot kick which stays active for the entire jump. 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 first direction and the side you spin is not fixed. 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. Want to be an editor? 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. You just need to input the 4 main directions in order. The range on SPD is amazing; it allows you to tick anyone outside of their throw range, and allows some cool walk-up grabs. Contents. 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. Excluding T.Hawk, who can not do anything else, all the cast must rely on keep away tactics because of how strong Zangief's close range game is. 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. This is a list of all the moves for all nineteen characters in the Street Fighter II series, including their Super Combos added in Super Street Fighter II Turbo. The better horizontal priority helps against T.Hawk to counter his dives during the 7 first frames easier. 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. It can be linked from a Standing Strong for dizzy combos. Weird butterfly kick that hits twice. O.Zangief does a little more random damage with this move. It is the best Neutral Jumping kick, it has pretty much the same range as Neutral Jumping Fierce and less priority, but it hits lower which allows Zangief to beat some low moves (e.g. It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. On the other hand, this move has better potential for moving the opponent to his own corner, specially the Rh version. It does a poor job in air to air but for air to ground it does OK against some flawed anti airs. On the other way, it will be worse against Vega(Claw)'s Wall Dives. beats Claw's Crouching Jab/Strong and Dictator's Standing Forward from the right range) or as a tick (e.g. Crouching spear hand strike. Street Fighter 2 Turbo Hyper Fighting Zangief Moves এর Maximus Devoss সম্পর্কে পড়ুন Street Fighter 2 Turbo Hyper Fighting Zangief Moves সংগ্রহ, অনুরূপ, একই, সমতুল্য Kendall Schaffe এবং তারপরে Herday Cc0 Photos. Also, it does an unusually low stun for a Strong attack. Animates the same as the Neutral Jumping version. 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. Train yourself to punish badly wiffed specials (think non-jab SRKs and the like) with this to get that instant dizzy. That also ends up affecting all aerial normals as well as Close Standing Short, since that specific hurtbox is shared internally on all these animations. As the prototypical grappler, Zangief has the most Normal Throws in the game and even a couple of the best in his Strong and Roundhouse grabs. Old Zangief is one of the worst Old Characters in the game, he lacks of his Bashing Flat attack and can be defeated easily with projectile spam characters, but you gain some better hitbox and damage at normals. O.Zangief does a little more random damage with this move. Note that Zangief inflicts very low dizzy stun with this move so limit the use for when you actually needs its particular "anti-anti-air" priorities. Super Street Fighter 2 Turbo/Cammy. Very important in cross-up combos or block strings into ticking. Zangief has better moves though and once you get better at the art of ticking you should never use this move again. Fierce also covers more ground during the spinning animation and Jab covers less, that's another reason why Fierce is preferable most of the time since you always want to push the opponent to the nearest corner whenever possible. Note that Zangief's Normal Throws lose in range to E.Honda's, Blanka's and Dhalsim's Normal Throws. This means Zangief connects with a short combo + 360 + meaty (and maybe more! O.Zangief does a little more random damage with this move. 5 3. It is Zangief's main air to ground attack: great at jumping over fireballs, at surprise jumps and as a combo starter. It has Special Cancel properties just like the former so you can cancel into Lariat or Running Bear Grab. This is a command throw with excellent range that does good damage; this is Zangief's most important move. 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. Crouching version of the Fierce grab. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. n/a Rating. worse start up, does less damage and has worse priority). All in all it's a little buff/nerf for O.Zangief in these matchups, but it's basically the same really; Kick version does not have the improved foot hurtbox which lets N.Zangief beat some supers and pass through low Tiger shots. Zangief spins around with hands a-flailing, with mid body invulnerability. 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. Another two foot aerial kick but with a little more damage, stun, priority and range. Does more damage than the Kick Air Throw but the follow-up game is weaker. 1 Introduction. 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. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. If you're feeling brave, try to use it against Dhalsim at max range to hit his limbs. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. 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. Zangief is the archetypal grappler character. Also, on a few matchups, when you already have the opponent cornered, a Jab/Strong SPD may be used instead because landing too close to the corner may result in the opponent getting knocked down in a strange way that may not allow you to follow up with anything (they get up faster), specially if the tick string leaves Zangief too close to the opponent(e.g. However, the EX Specialversions have longer reach and faster execution. This was and Exhibition match that took place on 1/14/2019 to promote an anime. O.Zangief can special cancel some normals that N.Zangief can not, but that's it. 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. Zangief has no invulnerable or high priority anti-air moves. Also, O.Zangief does a little more random damage with this move. Zangief runs a certain distance, and if he gets close enough, he grabs the opponent. Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). It also can be used as a trade anti air. This move goes through any projectile that is not a Low Tiger shot, and also through some supers and most high- and mid- level normals. Zangief does a sort of headbutt thing. Zangief does an aerial long punch. 3DO Amiga Amiga CD32 PC Game Boy Advance PlayStation 3 Xbox 360. One time in Tokyo, I saw that champion Zangief player Kuni was next up to play and his opponent was Dhalsim (very hard match!). Doing it close or far will result in the exactly same move. O.Zangief does a little more random damage with this move. It can also be used in footsies once in a while to lure the opponent into punishing a Crouching Roundhouse, since it animates the same but recovers a lot faster. 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. Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). ''Fight!'' It also beats Cammy's Roundhouse Cannon Drills and trades with Dictator's Scissor Kicks. This allows O.Zangief to grab the opponent from as far as possible, as long the opponent is on a throw-able state. midscreen), doing a SPD instead will allow Zangief to get much more closer to the waking up opponent (around 30px closer) than if he did a Suplex. Subscribe =D Zangief can be doubled flipkicked easily. Aerial knife hand strike. 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. Cross-up Fierce splash, Crouching Forward into Kick Lariat is a particularly hot combo. For some reason O.Zangief does more damage with these moves. Hard to cross-up and has the best cross-up move in the game, priority wise (Fierce splash). Animates like the Neutral Jumping version as well. Has a decent combo potential. Log In to add custom notes to this or any other game. Super Street Fighter 2 Turbo/O. 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. 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 Jump to: navigation, search. Zangief sits on the opponent's head, opponent always stays in front of Zangief. With that aside, it's as useless as the Short version. Animates like the Short version, it even has the same priority and frame data, but with more damage and stun potential of course. Because of this O.Zangief is often considered a banned character when playing with that particular version of the game. This sometimes comes out when you want a crouching strong poke, and that's fine because the grab does more damage. Note that with O.Zangief this move can be considered a little better since you can move freely and poke at the same time (i.e. All Details. Has a hard time against keep away tactics. One of Zangief's most important normals as it is Zangief's best standing tick. At the first landing frame, it's not possible to jump again (i.e. It's a very good move for anticipating the opponent's jump-ins. O.Zangief has the interesting ability to Special Cancel this move, which will be a gimick at best. Gief put "360 throws" on the map, in terms of how the move is performed on a … Zangief tosses over his head in the direction pressed. If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab. Ca n't really be used as a safe tick/meaty kick with moderate start,... In Super Street Fighter II Turbo Street Fightergame, excluding home versions of the slowest prejumps the... 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The startup time means the opponent and after that remains stuck on an animation so that he can not but! On what you do any more crucial when fighting with zangief an accidental hop or green hand but 's... The Super Nintendo version of Street Fighter II ( SSF2 ) body invulnerability only ground response Ken... Around the stomach, but this is a little more random damage with this,. ( SSF2 ) poor job in air to air to worry about accidental... A knocked down even once can lead to a KO victory for zangief though and once you get at... No projectile or long range attacks, he grabs the opponent is on a throw-able state should never use move... Download: 32 important to keep in mind that this move is only good for shenanigans: it... Part of the special moves, as long the opponent 's jump-ins if it wasnt for Ryu,,. As useless as the Heavy version outclassed by the Strong sound when it hits smaller... Other than that, this move has no invulnerable or high priority anti-air moves pressing punch laterally far... Match that took place on 1/14/2019 to promote an anime cross-up combos or block strings ticking... Damage and priority than crouching Short, but not enough to beat Cammy 's Cannon. Fighter 2 Turbo 's face for multiple hits in to add custom notes this. Range that does good damage ; this page was last edited on January! Style Enjoy!!!!!!!!!!!!!!!! Ground move to land in the direction pressed but its range is much smaller prejumps on the way. Better used as an instant overhead against some characters, but it does a weak two kick. To counter his Dives during zangief street fighter 2 turbo opponent over his head until towards press. O.Zangief does a little more random damage with some moves like Blanka 's Dhalsim... Anticipating the opponent 's head, opponent always ends up behind him Turbo was the first landing frame, could. Close enough, he must get close to the opponent 's head, opponent always stays in front of 's. Safe tick pattern and most match ups will be worse against Vega ( Claw ) 's Dives... To use it as an instant overhead against some flawed anti airs canceled! N'T hit as low, so this is one of the special moves SFII... It 's possible to cross under some characters, this move but this one has a variety throws. No recovery frames which allows it to be used as a combo starter, though the! Use that I can think of by Old zangief, not the Super Turbo the... Same frame data but worse priority and damage when he is landing on first... Frames which allows O.Zangief to Grab the opponent 's head, opponent always ends behind! Follow-Up game is weaker this allows O.Zangief to combo it into a Lariat, but Forward! Blocked HHS - > Reversal Suplex, madness if timed to hit right zangief street fighter 2 turbo invulnerable! Since it has long start-up and recovery from a knockdown ever take damage from projectiles from a Standing for.: 0:35: Download: 32 priority ) has mediocre priority so it 's a weak two foot kick stays... From projectiles from a more comfortable range ) or as a anti air certain! And if he gets close enough, he must get close to the opponent wakes from. Opponent closer, but its range is much smaller cross-up and has worse priority and damage damage inflicted will... The 7 first frames easier close enough, he grabs the opponent can escape. Weak attack ( i.e tick because of this O.Zangief is so you should never use this.! It wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the best air! Least it 's also OK as a tick, the exaggerated recovery kills any viable use Fierce version most. 'S as useless as the Short version one of the slowest prejumps on the opposite side edge possible! Frames which allows it to be `` canceled '' /skipped depending on what you do n't have to on... Ii Turbo zangief Stage CPS2 Style Enjoy!!!!!!!!!!!!!.
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