It can be used used as a poke or to trade damage with some moves. beats Claw's Crouching Jab/Strong and Dictator's Standing Forward from the right range) or as a tick (e.g. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward. Zangief's sweep kick. Crouching side kick. That said, because of the SPD his Normal Throws go mostly unused. 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. At the beginning of the round start with a Double Lariat or a crouching Roundhouse , the answer of one of those attacks will determinate how you will fight the rest of the round, of course, trade hits with a SPD its a basic strategy for any incarnation of Zangief in past SF2 revisions, but for Super Turbo Meta Game and if you are fighting a New one, Super Meter damage little gains make your SPD strategy in a loss a lot-loss a few coin toss. The only reason most people consider using O.Zangief is so you don't have to worry about an accidental hop or green hand. Also, his startup hurtboxes are a lot smaller compared to the ones from the active part which makes this move very good for trading. This does less damage than SPD and SPD's range is only a little smaller than this move's max running range, but it's still useful in some match-ups and in surprise situations. O.Zangief does a little more random damage with this move. There's only 4 matchups that you really need to care about it though: against Guile and Dhalsim, as long the safe jump tick string spaces Zangief far enough then the problem is negated; agaisnt Claw it's apparently impossible to make he bounce high enough for you to be able to safe jump him, but if you do it right you can still safe tick; against Chun there isn't much you can do, unfortunatelly. Much like facing a grappler in real life, getting knocked down even once can lead to a KO victory for Zangief. The Fierce version has better priority and does more damage but has less attacking frames. 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. Introduction. Contents. And while I dont think Zangief is the worst nor the best, in the right hands he can be a nightmare for most opponents due to the output of damage and tick loops once they have mastered the spd. This is vital and totally compromises O.Zangief in that match-up; This page was last edited on 6 January 2021, at 13:33. 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. 0 Tips. Zangief Street Fighter 2 Turbo moves Overview. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. It works decently as an anti air against certain moves (e.g. One of Zangief's most important normals as it is Zangief's best standing tick. Zangief takes less damage and usually is harder to dizzy, giving him more survivability. 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. 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). Ticking move for dummies. A powerful straight punch with very long recovery. O.Zangief's version has less range and doesn't hit as low, so it's not very useful. T.Hawk's Jumping Jab, Fei Long's Jumping Jab, Blanka's Jumping Jab and Strong, Vega(claw)'s Dive). 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. Weaknesses. Zangief does a double knee attack in the air. All Details. In the Japanese version it's often an instant dizzy, but in every other version it got nerfed, so it's not very useful. Another two foot aerial kick but with a little more damage, stun, priority and range. Zangief throws the opponent over his head, opponent always ends up behind him. It still does a very high stun, but not enough to 1 hit dizzy. 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. Timing and execution could not be any more crucial when fighting with Zangief. Super Street Fighter II Turbo – Cheats Arcade Games . 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. 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). Contents. Zangief has better moves though and once you get better at the art of ticking you should never use this move again. Other than that, this move is better suited as a counter poke (e.g. Has a hard time against keep away tactics. 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. He is built to dominate when close to the opponent and has a variety of throws that demand respect. 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. It also whiffs on most characters if they are crouching. Yet another knife hand strike in the air. Does more damage than the Kick Air Throw but the follow-up game is weaker. Somewhat outclassed by the Strong version. 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. 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. worse start up, does less damage and has worse priority). Good for anticipating jump ins. Zangief does an aerial long punch. 1 Introduction. This only really work with Roundhouse because it has a unique hurtbox during the first recovery part: Zangief's leg hurtbox is a lot smaller compared to his other aerial kicks. Zangief is a Russian bear-wrestler. O.Zangief does a little more random damage with this move. 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. RESPECT THE GIEF. n/a Rating. 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