Super Street Fighter II Turbo HD Remix/Zangief: Difference between revisions

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*Cr.LP- The most important crouching tick for Zangief. You can chain cancel it to vary the number of hits before the throw. It can also be linked into several other moves (most notably Cr.HK).
*Cr.LP- The most important crouching tick for Zangief. You can chain cancel it to vary the number of hits before the throw. It can also be linked into several other moves (most notably Cr.HK).
*Cr.LK- When you want to end a blockstring with a light before doing an SPD, you either use this or Far LK. Far LK is better, but also harder to link into. The fact that all his crouching kicks look the same can be confusing.
*Cr.LK- When you want to end a blockstring with a light that hits low before doing an SPD, you either use this or Far LK. Far LK is better, but also harder to link into. The fact that all his crouching kicks look the same can be confusing.
*Cr.MK- When you want to end a blockstring with a medium attack before doing an SPD, use this because it hits low.
*Cr.MK- When you want to end a blockstring with a medium attack before doing an SPD, use this because it hits low.
*Cr.HK- This generally only works when point blank or after a crossup, but it is usually unexpected.
*Cr.HK- This generally only works when point blank or after a crossup, but it is usually unexpected.

Revision as of 22:55, 3 July 2011

HDR Main Page

SFHDRportraitzangief.PNG

Introduction




Color Options


JAB STRONG FIERCE HOLD PUNCH START

HDRColorZangief.PNG

SHORT FORWARD ROUNDHOUSE HOLD KICK

O.Zangief Alternate

(Not selectable in Remix mode)

File:HDRColorZangiefO.PNG

SHORT

--Colors captured by Jizzon.
--Blitzfu 02:29, 24 July 2010 (UTC)

Moves List

Normal Moves

Ground Normals

  • Close Standing LP
  • Far Standing LP
  • Crouching LP
  • Close/Far Standing MP
  • Close/Far Standing HP
  • Crouching MP
  • Close/Far Standing HP
  • Crouching HP
  • Hop (F+HP)
  • Close Standing LK
  • Far Standing LK
  • Crouching LK
  • Close Standing MK
  • Far Standing MK
  • Crouching MK
  • Close Standing HK
  • Far Standing HK
  • Crouching HK

Aerial Normals

  • Neutral Jump LP
  • Diagonal Jump LP
  • Neutral Jump MP
  • Neutral Jump (any upward direction)+MP Headbutt
  • Diagonal Jump MP
  • Neutral Jump HP
  • Neutral Jump (any upward direction)+HP Headbutt
  • Diagonal Jump HP
  • Diagonal Jump (any downward direction)+HP Chest Splash
  • Neutral Jump LK
  • Diagonal Jump LK
  • Diagonal Jump (any downward direction)+LK Knee Drop
  • Neutral Jump MK
  • Diagonal Jump MK
  • Diagonal Jump (any downward direction)+MK Knee Drop
  • Neutral Jump HK
  • Diagonal Jump HK

Normal Throws

Ground Throws

You and your opponent need to be on the ground and close to each other in order for ground throws to work.

  • Pile Driver (F+MP or B+MP)
  • Iron Claw (F+HP or B+HP)
  • Brain Buster (F+MK or B+MK)
  • Bite (F+HK or B+HK)
  • Stomach Claw (any downward direction + MP/HP)

Air Throws

You and your opponent both need to be in the air and close to each other in order for air throws to work.

  • Deadly Driver (any forward or backward direction + MP/HP)
  • Leg Throw (any forward or backward direction + MK/HK)

Special Moves

  • Spinning Pile Driver a.k.a. SPD
  • Atomic Suplex
  • Flying Power Bomb a.k.a. Running Bear Grab
  • Double Lariat a.k.a. Punch Lariat
  • Quick Double Lariat a.k.a. Kick Lariat
  • The Banishing Fist a.k.a. Green Hand

Super

  • Final Atomic Buster (FAB)

Changes From Super Turbo To HD Remix

Motion Changes

  • Spinning Piledriver- HCB, (any upward or forward direction)+P or HCF, (any upward or backward direction)+P. DB,D,DF,F,UF+P or DF,D,DB,B,UB+P also work. Old 360+P works too.
  • Super- HCBx2,(any upward or forward direction)+P or HCFx2, (any upward or backward direction)+P
  • Green Hand- QCF+P
  • Running Bear Grab/Double Suplex- HCB+K or HCF+K
  • Punch Lariat- MP+MK, HP+HK, or PPP
  • Kick Lariat- LP+LK or KKK
  • Hop- F+HP

Move Changes

  • LP Green Hand has 4 frames less recovery
  • Running Bear Grab travels faster and goes farther
  • Punch Lariat's first hitbox goes all the way down to the floor (can hit sweeps)
  • Kick Lariat has lower body invulnerability for the first rotation and a new sound effect to help differentiate P and K Lariats
  • Crouching HP's hitbox extends upwards 2 more pixels to beat Vega's wall dive
  • Jumping MP's hitbox extends farther now (matches the graphics of his hand)
  • F+HP is significantly faster, hops higher, and recovers much faster than before

The Basics

Combos

There are a lot of different combos out there, but I think it is best to separate them into practical combos and flashy combos. While it is sort of cool you can link jabs off of a close MK (a.k.a. sparta kick), I can't think of a reason you should.

Practical Combos

BnB's
Hitconfirms

Flashy Combos

Tick Throwing

Tick throwing is basically throwing the opponent right after they get hit. The opponent is unable to be thrown during hitstun or blockstuun, but what makes tick throwing so powerful is that you can throw them immediately after hitstun or blockstun ends. This means the only way to escape a perfectly timed tick throw is to do certain moves exactly when hitstun/blockstun ends (reversal timing). Only moves that are invincible, airborne, or throw on the first frame can escape a perfectly timed tick throw. If you tick throw outside of their throw range, they will be unable to reversal throw you. The difficulty of achieving reversal timing and the threat of an SPD within blockstrings (or even combos) is what makes Zangief so dangerous at close range. Being able to tick throw off of any move is essential to top level Zangief play.

Standing Ticks

These are all of the standing moves that you will tick with (on purpose). The rest of his standing moves have no real reason to be used for ticks. You can still tick off them if the opportunity presents itself.

  • Far LK- The most important standing tick for Zangief. It hits low, does decent damage, and can be linked into several other moves (most notably Cr.HK).
  • Far LP- You can chain cancel it to vary the number of hits before the throw. This move whiffs on most crouching characters.
  • Standing MP- This attack has the highest frame advantage of all his ground moves. This move whiffs on most crouching characters.
  • Green Hand- Ticks into SPD from farther away than any other move since you move closer after it hits. The only tick that does damage on block.

Crouching Ticks

While there is no real difference between crouching ticks and standing ticks, crouching lets you avoid certain reversal moves so it is a good idea to learn how to use both.

  • Cr.LP- The most important crouching tick for Zangief. You can chain cancel it to vary the number of hits before the throw. It can also be linked into several other moves (most notably Cr.HK).
  • Cr.LK- When you want to end a blockstring with a light that hits low before doing an SPD, you either use this or Far LK. Far LK is better, but also harder to link into. The fact that all his crouching kicks look the same can be confusing.
  • Cr.MK- When you want to end a blockstring with a medium attack before doing an SPD, use this because it hits low.
  • Cr.HK- This generally only works when point blank or after a crossup, but it is usually unexpected.

Air Ticks

Air ticks are somewhat trickier to learn because air attacks can have up to three different amounts of stun when it hits (standing hitstun, crouching hitstun, and blockstun). Attacks have the same hitstun and blockstun values in general, but for medium/heavy air attacks this is not true. Standing hitstun, crouching hitstun, and blockstun values are all the same for light air attacks only.

  • Diagonal Jump LK- The most important air tick for Zangief. This move deals a constant 11 frames of hitstun/blockstun, which makes it much easier to time the SPD. It also leaves them within SPD range 99% of the time too.
  • MK Knee Drop- This is the air attack that hits the lowest. It has 16 frames of blockstun, 11 frames of standing hitstun and 16 frames of crouching hitstun. It also always leaves them within SPD range, though you may need to walk up a little bit if it's blocked low to the ground. If you notice they are crouching when you hit them, it is usually better to combo into Cr.HK than to go for a throw.
  • Splash- The best crossup attack in the game. The blockstun, standing hitstun, and crouching hitstun of this move are 20 frames, 11, frames, and 21 frames respectively. This makes it tricky to time your tick throws properly since it has 3 different stun values. If you notice them crouching when the splash hits, it is usually better to go for a combo though.

Reversals

While there is nothing inherently special about doing a move with reversal timing, Zangief has a few moves with properties that make them useful as reversals.

  • Spinning Piledriver- Your go to reversal when you need to defend against tick throws or punish unsafe moves. This move has insane reach and has 0 frames of startup. This means that you go directly from hitstun/blockstun to throwing them. If you are positive they will be on the ground and next to you when you get up from a knockdown, make them pay with a reversal SPD. If you ever get hit with a jump attack and they are too high to start a combo (not too high or it will whiff since they are still in the air), you get a free reversal SPD. This is extremely useful and important because it makes jumping at you with certain attacks suicidal. If you ever block certain moves like Balrog's super or Zangief's Green Hand, you can punish them with a reversal SPD.
  • Kick Lariat- Your go to reversal when you need someone to get off of you. Pretty much your entire body except for your head is invincible for the first rotation and it only has one frame of startup before a hitbox comes out. It is also useful for avoiding projectile chip damage. While it is the closest thing he has to an invincible reversal, it is still vulnerable to high attacks and won't save you from tick throws.

Crossups

When an attack hits behind you it is referred to as a crossup attack. An attack being able to hit behind you is significant for several reasons.

  • You can position yourself in such a way that makes it difficult to know which direction they need to block with.
  • An opponent's reversal attack may fail to come out due to the inputs of left/right being swapped or it may come out backwards.
  • If you block a backwards reversal attack, you will be pulled towards the opponent and probably be close enough to punish the reversal.
  • When a crossup attacks hits, the opponent gets pulled towards you instead of being pushed away. A combo starting from a crossup attack can easily end the round.
  • Even if the crossup attack gets blocked, you are in a great position to shatter the opponent's defense with the mixup of your choice.
  • Charge characters will be unable to use their charge specials after blocking a crossup attack. On some charge characters there is no need for a mixup when they block a crossup attack because they WILL be taking damage unless you mess up.
  • Zangief has the best crossup move in the game (splash). If you position it correctly it beats almost anything clean. Learn it, love it, abuse it.


Learning how to control when your attacks crossup and learning how to block an opponent's crossup attacks can only be learned through experience, so don't feel discouraged if you mess up.

Advanced Strategy

Option Selects

An option select is basically doing something that covers several different outcomes at the same time. The best part about option selects is how the game automatically does the best option for you. Say you are knocked down and Vega does an his rolling claw attack on you so that it will hit you right when you get up (meaty timing). In this situation you can option select kick lariat/low block. By holding down back and pressing LP+LK for the kick lariat, you either successfully do a reversal kick lariat or you block the attack even though you failed to reversal kick lariat.

Safe Jump

Safe Meaty

Negative Edge Super

Low Block/Throw OS

Throw/Lariat OS

SPD Mechanics/Techniques

Positioning

When you SPD, you can either jump forwards or backwards. Which way you jump can be the difference between winning and losing, so it is important to know how to control it. The ideal positioning after an SPD is to be near the corner, so you always want to SPD as close to the corner as possible. An SPD done mid-screen or out of the corner is often impossible to follow up on, so keeping them near the corner is necessary if you want to apply pressure.

  • If you want to jump forwards, you need to end the SPD motion with a forward direction.
  • If you want to jump backwards, you need to end the SPD motion with a backward direction.
  • If you end the SPD motion with up or down, it defaults to a backwards jump.
  • A good habit to pick up is to end the SPD motion in the direction of the corner.

Active Frames

The SPD actually has several active frames (frames that it can grab) during the move. The catch is that in order to utilize these extra active frames, you need to press or release the punch button you started the SPD with. Each button press or release activates the grab for one more frame. With perfect mashing you can have the SPD active for as long as the SPD is allowed to. This also means you can start the SPD slightly early and still grab the opponent with the extra active frames. Each strength of the SPD has a different window of active frames (tested on HSF2 in kawak's).

  • LP SPD- 13 frame window to grab. Only pressing or releasing LP adds an extra active frame.
  • MP SPD- 11 frame window to grab. Only pressing or releasing MP adds an extra active frame.
  • HP SPD- 9 frame window to grab. Only pressing or releasing HP adds an extra active frame.

Easy Throw Range Spacing Reference

This is basically an easy way to space yourself out of the opponent's throw range, while still being in your throw range. All of this is from point blank range and also works after a crossup splash.

  • Balrog/Bison/Cammy/Chun/Fei/Sagat/Vega- Medium attack = SPD or HK Atomic Suplex only
  • Blanka/Dhalsim/Honda- Heavy attack = SPD only
  • Hawk- Cr.LP + Cr.MK = SPD only
  • Akuma/Guile/Ken/Ryu- Medium attack = All but super
  • DJ- Medium attack = SPD or HK Atomic Suplex only (Any throw if DJ is crouching after a crossup splash)
  • Fei- Double Cr.LP (really fast) = Any throw

Shenanigans

Instant Overheads

Zangief has a few jump attacks that when done immediately after jumping can hit crouching characters. Jump attacks can't be blocked while crouching, so this can be very powerful when the opponent is one hit away from being dizzied/KO'ed. If the instant overhead doesn't dizzy/KO or if it is blocked, then you are open to punishment on the way down from your jump.

  • Diagonal Jump LK/MK- Works on everyone except Blanka. Use MK for more damage/stun.
  • Diagonal Jump HK- Works on everyone except Bison, Blanka, and Cammy.
  • MK Knee Drop- Works on Balrog, Dee Jay, Dhalsim, Sagat, T. Hawk, and Zangief.
  • Neutral Jump LK/MK/HK- Dee Jay only.

Corpse Hopping

Corpse hopping is essentially using hop to go over a character that is knocked down. The nature of this technique makes it most useful vs charge characters who use rely on horizontal charge reversals. Basically this list lets you know who it works on and how difficult it is to perform.

  • Really Easy- Bison, Cammy, Chun, Vega
  • Easy- Balrog, Fei, Honda, Sagat, Zangief
  • Tricky/Weird Timing- Guile, Hawk
  • Hard- Ken, Ryu
  • Super Hard- Sim (possible but only with a really lucky knockdown)
  • Impossible- Blanka, DJ

Kara-Canceled Running Bear Grab

When you do RBG while the opponent is walking backwards, sometimes they end up moving outside the grab's reach and your whiff gets punished. To prevent that from happening, you can cancel a normal into RBG. When you cancel a normal into RBG, holding back will make them block instead of moving backwards during the entire RBG. They can still jump away or hit you before you grab them, so you can still be punished for using RBG at the wrong time.

Corner Bite: Ambiguous Cross-Unders

When near a corner, some characters escape the bite grab in a way that gives you an opportunity to go under them and switch sides. They can't do most reversals or block properly if they input their directions backwards. This mixup is very obscure stuff that is sure to get you at least one win. This is a list of who it works on and where you need to be to make it work. Near corner is the corner you are closer to when the match starts. Far corner is the other one. Due to a glitch, there actually is a difference between them for this setup.

  • Cammy/Chun- Not too close
  • Honda- Really close only
  • Akuma/Ken/Ryu- Any range in the near corner and not too close in the far corner
  • Sim- Very specific range (2 quick cr. jabs from point blank)
  • Vega- Anywhere next to the corner

Empty Jump/Attack Whiff Mind Games

Sometimes when people let their guard down, they start falling for the silliest things. These are some of the things that make people shake their head, wondering how they fell for it.

  • Hop Whiff > SPD/Super
  • Green Hand Whiff > SPD/Super
  • Empty Jump > SPD/Super
  • Far HK > SPD
  • Crossup Attack Whiff > SPD/Super
  • Walk Up SPD/Super After a Knockdown

Matchups

Ryu

Ken

E. Honda

Chun Li

Blanka

Zangief

Guile

Dhalsim

T. Hawk

Cammy

Fei Long

Dee Jay

Balrog (Boxer)

Vega (Claw)

Sagat

M. Bison (Dictator)

Akuma

HDR Main Page