Super Street Fighter II Turbo HD Remix/Zangief

From SuperCombo Wiki

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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

Changes From Super Turbo To HD Remix

Motion Changes

  • Spinning Piledriver- HCB,F+P, HCF,B+P, DB,D,DF,F,UF+P, or DF,D,DB,B,UB+P
  • Super- HCBx2,F+P or HCFx2,B+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 (aka sparta kick), I can't think of a reason you should.

Practical Combos

BnB's
Hitconfirms

Flashy Combos

Tick Throwing

Advanced Strategy

Matchups

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