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

Tick throwing is basically throwing the opponent 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, their options to counter you are even more limited since 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

Crouching Ticks

Air Ticks

Advanced Strategy

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

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