Introduction
Color Options
JAB | STRONG | FIERCE | HOLD PUNCH | START |
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
Normal Throws
Ground Throws
- 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
- Deadly Driver (any forward or backward direction + MP/HP)
- Leg Throw (any forward or backward direction + MK/HK)
Special Moves
Super
- Final Atomic Buster (FAB)
Changes From Super Turbo To HD Remix
Motion Changes
- Spinning Piledriver- HCB, (any upwards or forwards direction)+P or HCF, (any upwards or backwards 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 upwards or forwards direction)+P or HCFx2, (any upwards or backwards 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 (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.