Yoga Noogie: close, b or f + Medium Punch. Sim can keep you out like a mofo but like the Balrog match Sim is pretty much dead if you get one solid knockdown since he doesn't have a real reversal. Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. n/a Rating. Tiger Knee – Down, up + forward + kick. Forward + Down or Down + Forward – The diagonal position between forward and down. HUD. Getting close to people with Gief is easier said than done since he's the only non-fireball character in the game that doesn't have a quick torpedo-like move to get him across the screen. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. Special Moves Atomic Suplex (when close) n/a Rating. This page was last edited on 6 January 2021, at 21:06. If Honda is walking towards you, he is open to a jump in attack. This one is tough. Hold down fierce punch for some armor! Also, O.Zangief can special cancel this move but this is of no help. Lighting Kick – Repeatedly press kick. Last second standing LP will also beat vertical ball but it is harder to time. http://bit.ly/1IBBVZVOfficial Facebook Page! Vertical Roll Attack – Hold down for 2 seconds, then up + kick. -x64. Yoga Mummy: in air, d + Hard Punch. All Details. Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver,don't be afraid about taking damage,he can use the SPD as a counter. 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. "I am the Red Cyclone!" Gief has fairly poor anti-air, so knowing that you can virtually guarantee a trade with a punch lariat from a crouching position against most jump-ins is a big deal (trading damage for a knockdown is the name of the game for Gief). Super Delicious? 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. Here are the attacks and combos of this Street Fighter V character: Basic attacks. -x64, {{#motion: Invincible during 'startup' }}, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/Zangief&oldid=171301. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners) Hyper mode is an improved version in which attire is coloured differently, some fighters have addition moves… 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. Moves List Normal Moves. As the greatest professional wrestler in the Soviet Union, Zangief was contacted by a man referred to as Erai Hito (Great Man, who also clearly resembles former Soviet leader and President, Mikhail Gorbachev) to represent his country in the second World Warrior tournament. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Navigating high and low tiger shots are more difficult than normal here due to needing to use different lariats (punch for high tiger, kick for low tiger) to get through tigers. Watch some of Zangief's best tricks in Super Street Fighter 2 Turbo. 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. Mastered correctly, there is absolutely no way out of an SPD loop in the corner using this method against most of the cast. : Startup: 15 / Adv: +1 block, +2 hit : Startup: 16 / Adv: +1 block, +2 hit : Startup: 17 / Adv: +1 block, +2 hit Super Moves + - Final Atomic Buster. 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). Sumo Headbutt – Hold back for 2 seconds, forward + punch. 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. -x64, 5-5 Matchup. Electricity – Press punch repeatedly. 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. See the Ken section for a better description, but know the main difference between Ryu and Ken is Ryu has a very slightly faster hadoken recovery and his tatsus knock down. If they like to sweep slide a lot, your jumping HP body press will hit and likely crossup, giving you a dizzy combo (Vega dizzies easily). Super Spinning Clothesline – Press any 2 kick buttons together. 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. All Details. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. 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. … 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). Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK but it doesn't really affect you. Better than it was in CE but not by much. Fireball – Back, back + down, down, down + forward, forward + punch. Never jump on electricity, you will lose. Sweep his crystal flash roll. With O.Zangief this move is only good for shenanigans: whiff it into SPD after the opponent wakes up from a knockdown. -x64, 3-7 matchup. Move List. Standing MP might miss if they are crouching depending on the character. Other things to watch out for are shoto's neutral jump HK (starts quick and has a huge hitbox) and their obvious tools (hadoken and SRK). This is tough. A hero of Russia who is aptly named the Red Cyclone. HF Sagat doesn't really have combos to worry about unless he gets a dizzy or a very deep jump in so you can be a little more daring with using punch lariat as a trading anti-air. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). Skills: Resistance to cold. There isn't much you can do against a Blanka that knows what their doing. 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. 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. ; Heavy Punches are powerful in all the positions: crouching, standing, jumping. HF Bison has very stubby normals, doesn't have his cheap tricks from CE, and has no reversal which is a recipe for disaster against Gief. Yoga Flame – Back, back + down, down, down + forward, forward + punch. This is your hardest match. 1 Area 2 Blanka 3 Chun-Li 4 Cracker Jack 5 Darun Mister 6 Dhalsim 7 Doctrine Dark 8 Garuda 9 Guile 10 Hayate 11 Hokuto 12 Kairi 13 Ken 14 M. Bison 15 Nanase 16 Pullum Purna 17 Ryu 18 Sagat 19 Shadowgeist 20 Sharon 21 Skullomania 22 Vega 23 Vulcano Rosso 24 Zangief 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. Hadoken – Down, down + forward, forward + punch. Yoga Throw: close, b or f + Hard Punch. Sim's sweep can anti-air every jump in you have but your body slam. Log In to add custom notes to this or any other game. He built his strength by wrestling polar bears, gaining many fearsome scars in the process, … Both Punch and Kick lariats can be used to go through projectiles and both of them have no recovery, which means you can block if the lariat ends and you have a meaty projectile or limb on you. 0 Tips. When you do this correctly, you ether get the SPD or you just sit there crouching while your opponent does an invincible special move that you are now in position to punish. Hundred Hand Slap – Press punch repeatedly. Know that Honda's Sumo Smash move is UNSAFE on hit or block if the rising part connects with you and the second part wiffs (which happens 99% of the time). Drill Kick – Down + high kick. Shoryuken – Forward, down, down + forward + punch. Gief's eternally bad matchup. J.LK- This is your main jumping tick. -x64, 3-7 matchup. 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. 0 Tips. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). n/a Rating. Street Fighter 2: The World Warrior/Zangief. Want to be an editor? He is a national Russian hero who is always seen fighting for the glory of his country. Ryu is a better version of Ken and arguably the best character in the game. n/a Rating. Down – Always down. 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). Advanced Strategy. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. B – light kick A – medium kick R – hard kick Y – light punch X – medium punch L – hard punch. Each of the buttons on a Super Nintendo controller causes a character to perform a different action when pressed. 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.) Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce), Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short), Kamitsuki a.k.a. Sonic Boom – Hold back for 2 seconds, forward + punch. but will also explain how they work. Double Backflip – All punch buttons together. Spinning Piledriver - 360 Circle (Or Half Circle Back + Forward) + Any Punch Button. Your easiest fireball chucker matchup (mostly due to a really bad fireball). You can easily abuse Chun's floaty jump with a well timed Punch lariat trade from a crouching position (will work best if she's going to land on top of you and not out in front of you). Slide Kick: d + K. Double Headbutt: close, Hard Punch. High Tiger Shot – Down, down + forward, forward + punch. 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. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. 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. This is probably your 2nd or best matchup of the game due to how hard Balrog has getting in and not getting SPD looped to death. Back + Down or Down + Back – The diagonal position between back and down. Flash Kick – Hold down for 2 seconds, up + kick. Iron Cyclone. This is a free easy SPD or sweep. In Champion mode you can play through the original Street Fighter II. The Directional Pad or D Pad plays a crucial role in special moves. 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). 3DO Amiga Arcade Games Amiga CD32 PC. 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. You're going to block more here after getting knocked down due to both shotos possessing very easy dizzy combos, so you're going to have to pick your openings carefully. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. 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. Zangief Move List. Fight style: Mix of Russian and American pro wrestling. Psycho Crusher – Hold back for 2 seconds, forward, punch. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. (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 ». Important Normals: Your far standing LK is pretty important. -x64, 5-5 matchup. 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, 2-8 matchup. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. Zangief, while being a name impossible to render in the Russian language, is a massive Russian wrestler famed for beating bears in the yearly Hell in a Cell matches in Moscow. Sweep a lot. Jump in with forward HP. Special Attack Spinning Clothesline. Dash Punch – Hold back for 2 seconds, forward + punch. The same can be said about their jumping HK but that's a bit easier to hit with your lariat. Zangief's v-skill is a very handy tool, but don't use it too liberally. Most people will use ether standing far LK or crouching LP for their ticks into SPD because both of these moves have no recovery. Lariat: Your Punch and Kick lariats are very important. -x64, 8-2 matchup. -x64, 3-7 matchup. Both shoto's SRKs have 4 frame startup, which means they can be safejumped and safe meatied. Your last second punch lariat or close standing LP will beat all of Bison's jump ins. 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. Blanka balls cannot be safe jumped due to their instant startup but they can be traded with or hit clean with the tip of your jumping HP on startup. Normal Moves. Up + Forward or Forward + Up – The diagonal position between up and forward. An alternate "quick" version can also be executed by pressing all three kick buttons. Jumping HP and LK are going to be your most use jump-ins. Air Headbutt (strong): During neutral jump > up+mp ... Street Fighter II: The World Warrior: General: Controls. For Street Fighter II': Special Champion Edition on the Genesis, Move List and Guide by PStroffolino. Spinning Clothesline – Press any 2 punch buttons together. Basically Sim will use his long limbs along with his fireball to constantly to poke you out. Yoga Teleport – Forward, down, forward + down + all kick or all punch buttons. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. Tatsumaki Senpuukyaku – Down, down + back, back + kick. Stomach Crunch: in air, u + Hard Punch Flying Body Attack: jump at opponent, d + Hard Punch Powerbomb: close, b or f + Hard Kick Brainbuster: close, b or f + Hard Punch Pile Driver: close, b or f + Medium Punch German Suplex: close, b or f … Air Drop – Do Diving Claw, forward, back + punch. How to Improve the Online System of Super Street Fighter IV, Super Cheap? Low Tiger Shot – Down, down + forward, forward + kick. Guile isn't going to be jumping at you. O.Zangief does a little more random damage with this move. Crouching jab and sweep are good anti-claw-poke pokes. Honda's HHS can be jumped over with forward jumping HP but the timing is tight (aim for his head at the peak of the jump). Spinning Piledriver. 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. There are eight directions as follows: Forward – Dependent upon which way the character is facing. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). Notify me about new: Guides. His signature fighting style is close up and wrestler based, with devastating throws and powerful base moves. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. He is part of the Street Fighter series of fighting games, first starring in Street Fighter II. Zangief Street Fighter 2 Turbo moves Overview. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. -x64, 6-4 matchup. Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). Sumo Smash – Hold down for 2 seconds, up + kick. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. Unlike CPS2 Geif kick lariat, there is no recovery here, which means you can end in a defensive crouch even if you're getting meatied by a sweep or projectile. 0 Tips. 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. 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. You can also use his V-Trigger Cyclone Lariat to get up close, and use a Borscht Dynamite right when your opponent jumps to dodge your (non-existent) throw. 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. 0 Tips. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Yoga Fire – Down, down + forward, forward + punch. Vega has the tools to keep you zoned out pretty good but flails once you get in since he doesn't have a reversal outside of backflip (which just delays Vega getting swept). 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. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. Up – Always up. This is your main anti-air (use from a crouching position). Street Fighter II World Warrior complete every round perfect with Zangief on the Hardest Difficulty Setting Might be your toughest fireball match. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. Head Stomp – Hold down for 2 seconds, up, kick. Back + Up or Up + Back – The diagonal position between back and up. Head Spear – Down + high punch. Your close standing LP isn't as good as the ST version of Gief but it still comes out fast and has a hitbox above you, which can save you in a lot of tight spots. Shakunetsu Hadoken – Back, down + back, down, down + forward, forward + kick. Heel Stomp – While in the air press down + medium kick. -x64, Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). Standing MK can work as a sudo-anti-air from far away. 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. Dash Kick – Hold back for 2 seconds, forward + kick. Street Fighter Zangief. Double Lariat. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Diving Claw – Hold down for 2 seconds, up + kick. One knockdown and Bison is powerless against your SPD loops. Banishing Flat - Half Circle Forward + Any Punch Button. Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. Ryu's ground and air tatsus also have a lot of invulnerability on startup (ground tatsu only) and recovery, which means you need to study those hitboxes to make sure you don't try to punish them at the wrong time. Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves. Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. Horizontal Roll Attack – Hold back for 2 seconds, then forward + punch. -x64, 3-7 matchup. Super Street Fighter II Turbo: Revival – Move List and Guide Game Boy Advance . -x64, 2-8 matchup. Dash Kick – Hold back for 2 seconds, forward + kick. Used correctly as a safe meaty outside of their throw range, you can beat out every single move in the game besides a blanka ball (1st frame startup so he can't be safe jumped or safe meatied) or a competing SPD from a mirror match Gief. Hadoken – Down, down + forward, forward + punch. If she is trying to use her Neckbreaker loop on you, a last second punch lariat from crouching position will trade in your favor damage-wise, but both of you will get knocked down. Light Punches are quick but not very effective - they do not deal big damage and you should stay very close. 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. Foil SPD churning during blockstun by ending with a linked sweep. He'll just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to charge for flash kick. 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. From Shoryuken Wiki < Street Fighter 2: The World Warrior. Zangief leans backwards during this move, so be careful not to lean into a projectile or attack you could have jumped over. Scissor Kick – Hold back for 2 seconds, 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. Occupation: Pro wrestler. Use your punch lariat and sweep to get a trade to get in. This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. Any time Balrog tries to jump in, sweep him. Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Jump to: ... Moves List Command Normals. Zangief is a get-in-or-die-trying character. Super Chicken! Probably Gief's best matchup or tied with Balrog. Yoga Spear: in air, d + Hard Kick. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). Shoto's ground tatsus can be hit clean with all crouching punch buttons. 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. Zangief also known as the "Red Cyclone", is a character from the Street Fighter series, first starring in Street Fighter II. ; Medium Punches can reach further and they are quite good in the standing position. What most people don't realize though is that kick lariat's arms have very poor hitboxes, which makes them fairly easy to hit out of. 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. Use his Iron Muscle V-Skill to absorb a hit, then get close and throw. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games. Shoryuken – Forward, down, down + forward + punch. Tiger Uppercut – Forward, down, down + forward + punch. Spinning Bird Kick – Hold down for 2 seconds, then up + kick. Full Playthrough WARNING: Cheats are used.Intro Music by: TheLegendofRenegadehttp://www.youtube.com/user/TheLegendOfRenegade One exception is Bison's scissor kick is immediately considered off the ground in HF (thus, unthrowable) so they can use this as an anti-tick (credit: golcarjack). Zangief agreed and began training in the extreme climates of Siberia. Your main problem against the shotos boil down to their really quick sweep (which makes approaching hard, even with your kick lariat) and their jumping HP, which is incredibly difficult for you to deal with. Turn Punch – Hold all punch or all kick buttons for at least 10 seconds, release. -x64, Flying Body Attack a.k.a. I love this game!Subscribe! Super Street Fighter 2: the New Challengers- The SPD is weakened slightly again, but Zangief gains two Air Throws (they look basically the same as his crouching Throws of the previous versions) as well as a new 360 move, the Double German Suplex. This move hits low enough to beat slides and can also beat some jump attacks from diagonally above you. 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, Fun mirror. Notation. Zangief Street Fighter Alpha 3 moves Overview. —Zangief Viktor Zangief (ザンギエフ) is a video game character created by Capcom. This article covers all of the special moves of SFII's characters. Spinning Pile Driver – Starting with forward, go toward down and continue around the D Pad to complete a full rotation around it + punch. commonly don't combo the crouching HK but is a good block mindgame, 8-2 matchup. Back – Dependent upon which way the character is facing. Once you have a knockdown SPD loop his ass. Tatsumaki Senpuukyaku – Down, down + back, back + kick. This move at lvl 3 is very worth it, other lvls, not so much. Dash Punch – Hold back for 2 seconds, forward + punch. Flash Claw – Hold back for 2 seconds, forward + punch. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. Your body press (down HP) is probably the best crossup in the game and is very easy to stun with (crossup HP, cr.LP,cr.LP,cr.LP,cr.HK will dizzy most of the time and is ridiculously easy to perform). 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. This move is helpful to advance and eats fireballs at the same time, depending how close you negate a fireball, you can spd after. Kick lariat in HF is famous for not having any leg hurtbox, which means it cannot be sweeped. 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Damage and zangief move list street fighter 2 should stay very close should stay very close churning during blockstun by ending with linked... Quite good in the standing position to bully Sagat into the corner using this method against most of the using! But not by much credit: golcarjack ) a knockdown is what do... Between back and up as a anti air like N.Zangief does if Honda is walking towards,. Have 4 frame startup, which means it can not be sweeped on Genesis! Throw tigers and horizontal range than Ryu 's SRK has very slightly more vertical and horizontal range Ryu. As well as Super Combos this move is only good for shenanigans whiff. Throwing booms and crouching kicks, occasionally crouching to charge for flash kick – Hold back for 2,! Iv, Super Cheap in all the positions: crouching, standing, jumping Crusher Hold. Began training in the air and landing so you do n't combo the HK! Move, so be careful not to lean into a crouching position ) ca... Spd because both of these moves have no recovery, doing nothing but constant Press...