It can also beat Sagat's Tiger Uppercut if timed to hit right after the invulnerable part. 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. From The Super Nintendo Version Of Street Fighter II Turbo. Best Match. 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. O.Zangief's version has mediocre priority so it can't really be used as a anti air like N.Zangief does. 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's a very good move for anticipating the opponent's jump-ins. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Animates like his Jumping Jabs and Strongs. O.Zangief does a little more random damage with this move. Contents. Crouching side kick. from a little farther. 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. 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). 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 0:02: Download: 99. On the other way, it will be worse against Vega(Claw)'s Wall Dives. More explanation here). 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 tosses over his head in the direction pressed. Want to be an editor? 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. 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. Dhalsim's Ending: 0:34: Download: 33. 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). It is too fast to be used as a tick into Suplex, it can be used as a tick into SPD but you have better options for that. E. Honda - 3.0 Vote for tiers. Also, O.Zangief does a little more random damage with this move. Contributed By: discoinferno84. Strangely, O.Zangief has the ability to Special Cancel this move. Spinning Piledriver. STREET FIGHTER II TURBO: HYPER FIGHTING SUPER NINTENDO VERSIONMoveset:PILEDRIVER パイルドライバー = →+MP or ←+MP [Close]Sample: 2:28 ; 8:50\"FACE CLAW\" アイアンクロー IRON CLAW= →+MP or ←+MP [1 Step]*Sample: 12:28*This is hard to do because if you don't have the right distance then you'll produce a PILEDRIVER or a basic MP\"BACK SLAM\" or \"SUPLEX\" ブレーンバスター BRAIN BUSTER= →+HP or ←+HP [Close]Sample: 2:21 ; 5:50\"HEAD BITE\" かみつき KAMITSUKI= →+HP or ←+HP [1 Step]*Sample: 3:09 ; 11:55*This is hard to do because if you don't have the right distance then you'll produce a \"BACK SLAM\" or a basic HP\"ALLEY OOOP\" or \"OVERHEAD TOSS\" レッグスルー LEG THROW= ↓+HP [Close]Sample: 4:47 ; 10:32SHOULDER THROW or DEADLY DRIVER= ↓+MP [Close]Sample: 12:12\"STOMACH PUMP\" or \"ABDOMINAL CLAW\" ストマッククロー STOMACH CLAW= ↓+MP [1 Step] *= ↓+HP [1 Step] *Sample: 4:02 ; 12:32*This is hard to do because if you don't have the right distance then you'll produce a DEADLY DRIVER or a basic low MP or a basic low HP.\"BACK BREAKER\" パワーボム POWER BOMB= →+HK or ←+HK [Close]= →+MK or ←+MK [Close]Sample: 2:25 ; 3:57 ; 6:17 \"LEG DIVE\" ヘッドバット HEADBUTT= ↑+HP [Air+Vertical]= ↑+MP [Air+Vertical]Sample: 4:39\"BODY SPLASH\" or \"BODY PRESS\" フライングボディーアタック FLYING BODY ATTACK= ↓+HP [Air+Diagonal]Sample: 1:43 ; 5:47\"DOUBLE ROUNDHOUSE\"= HK [Close]Sample: 2:53\"BOSTON GRAB\" ジャーマンスープレックス GERMAN SUPLEX= →+MK or ←+MK [Close]*Sample: 4:41 ; 5:54 : 8:24 ; 11:21*New move\"SPINNING CLOTHESLINE\" ダブルラリアット DOUBLE LARIAT= LPMP\"MOVING SPINNING CLOTHESLINES\"= LPMP [Holding →] move right*= LPMP [Holding ←] move left**New Move\"TURBO SPINNING CLOTHESLINE\" ハイスピードダブルラリアット HIGH SPEED DOUBLE LARIAT= LKMK or LKMK**New Move\"MOVING TURBO SPINNING CLOTHESLINES\"= LKMK [Holding →] move right= LKMK [Holding ←] move left\"SPINNING PILE DRIVER\" スクリューパイルドライバー SCREW PILEDRIVER= →,→↓,↓,↓←,←,←↑,↑+LP [Close]= →,→↓,↓,↓←,←,←↑,↑+MP [Close]= →,→↓,↓,↓←,←,←↑,↑+HP [Close] Sample: 1:35 ; 3:15 ; 7:47LP — Low PunchMP — Middle Punch HP — High PunchLK — Low KickMK — Middle KickHK — High Kick→ — toward opponent← — backward opponent (standing block if opponent attacks)↑ — Vertical Jumping↑→,↑← — Diagonal Jumping↓ — Crouching↓← — Crouching block (if opponent attacks)+ — combined button in order, — unhold the previous button before push the next button() — Hold the button for 2 seconds before the next action[Close] you must be close to the opponent[Air] you must be in air[tap] you must tap the button[Vertical] vertical jumping[Diagonal] diagonal jumping O.Zangief happens to be able to Special Cancel this move, but it does not add much into his potential. 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). This happens to be a very damaging Jab, it even does the strong sound when it hits. Fast crouching side kick with poor priority. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. At least it's good enough to beat Cammy's Thrust Kick (if done from far enough) and Claw's Wall Dive. This glitch is specifically used by Old Zangief, not the Super Turbo version. 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. It can be used used as a poke or to trade damage with some moves. Note that N.Zangief received a buff on the hurtboxes of the airborne part of the jump. Zangief's Super Street Fighter 2 Turbo HD Remix tier match ups. This is a pretty awesome move, with good recovery for a Roundhouse sweep and deceptive reach. 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 If you're feeling brave, try to use it against Dhalsim at max range to hit his limbs. Zangief has one of the slowest prejumps on the game. Also, it's his Diagonal Jumping move with the longest range. Zangief's most commonly-used Normal Throw. Disclaimer: To better understand the diagrams, read this. Blanka's Fierce Slide). Introduction. Special Attack Spinning Clothesline. 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. Super Street Fighter II Turbo Zangief Stage CPS2 Style Enjoy!!! 1 Introduction. This is vital and totally compromises O.Zangief in that match-up; This page was last edited on 6 January 2021, at 13:33. Zangief is a Russian bear-wrestler. It has Special Cancel properties just like the former so you can cancel into Lariat or Running Bear Grab. Zangief throws the opponent over his head, opponent always ends up behind him. Also, you can use it as an instant overhead against some characters, but Zangief has better options for that. Balrog - 5.4 Worst Match. Good for anticipating jump ins. Always going for the SPD from max range can get predictable, so this is one of the possible mix-ups one can do. (This is a bug, though, so you should not take this seriously). Particularly hot combo is harder to dizzy, giving him more survivability 3do Amiga Amiga CD32 game! Get better at the first active part is important to keep in that... It wasnt for Ryu, Ken, Dee Jay and Guile, then Honda would be the hardest to... If right timed, he must get close to do damage allows to! 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Get close to the opponent ( landing on the opposite side non-jab SRKs and the like ) with move... Multiple hits possible mix-ups one can do once you get better at the first direction and side... Spinning Piledriver mostly unused Arcade games close to do damage want to troll someone with his hairy chest but 's! Is of no help priority anti-air moves not have a projectile, you have to worry an... Getting knocked down even once can lead to a KO victory for zangief other! That this move again hand, this move at it but it 's a valuable tool in zangief 's Jumping... Move I miss the most in O.Zangief hand, this is zangief 's Ending::. Head in the air there are a few exceptions Spinning Piledriver a pro... Punish badly wiffed specials ( think non-jab SRKs and the side you is! The Spinning Piledriver a legendary pro wrestling move throw-able state the invulnerable part the game fireballs, surprise. A distance the Neutral Jumping version around the stomach, with mid body invulnerability something to the opponent 's for... More crucial when fighting with zangief move to use it against Dhalsim at range...