Super Street Fighter II Turbo HD Remix/Zangief

From SuperCombo Wiki

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

  • 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

  • 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 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 (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 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

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

Active Frames

Shenanigans

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