Street Fighter EX 2
Zangief Information
Ver 1.4
Updated 16th November '98
Version History
===============
Ver 1.0 Carry over info and some new stuff.
Ver 1.1 New combo info, throws section added.
Ver 1.2 Clean up, more vs info.
Ver 1.3 Bearhug move and heaps more vs info.
Ver 1.4 More vs info, combos, cleanup.
Normal Moves
============
Jab Good speed and range.
Strong Average.
Fierce Standing punch has deceptive range because
Zangief takes a step forwards.
Splash ( jump, hold down ) has good priority,
stays out for a long time and crosses up
easily. "Superman Punch" ( jump, no direction)
has GREAT range.
Short Good for SPD/FAB ticks. Standing short hits low
attacks well.
Forward Standing forward has good range and great
priority. Good for poking while advancing.
Jumping knee ( jump, hold down ) has great
priority.
Roundhouse Still great range. Standing RH is very
effective anti-air.
Throws
======
Strong/Fierce Grabs opponent by the neck, bends them backward
then throws them behind himself. You can
barely get back into sweep range after.
Forward/Roundhouse Belly to back suplex. You end up very close to
them, so use this in preference to the punch
throw.
Roundhouse ( behind opponent ) Lifts opponent over his head then does a back
breaker. You end up close to them.
Special Moves
=============
Lariat 3 Punches
Great air defence, still vulnerable to some jumping attacks
Quick Lariat 3 Kicks
Faster version, not for use against projectiles
Spinning Pile Driver Close 360 + Punch
Damage is stil good, range may be a little less?
Russian Suplex 360 + Kick
Still a pretty useless move, but he runs a little faster now.
You can cancel this move into a SPD or FAB.
Bear Hug While in Russian Supplex press Punch
During the Russian Suplex, JUST before you reach your opponent, push
punch. Zangief will grab them then lift them up into a bear hug,
squeeze them several times and then throw them into the air. You can
hit them as they come down. Looks really neat, but timing is hard.
Glowing Hand Dp + Punch
Awesome speed and range! Does block damage! Comboable! Can destroy fire
balls, but the timing is quite tricky. Will even destroy super
fireballs!
Super Moves
===========
Final Atomic Buster Close 720 + Punch
Zangief can now miss with the FAB supers. :(
Level 3 Final Atomic Buster Close 720 + 3 Punches
Still does 3/4 life damage ( usually )
Super Stomping qcf + Kick ( qcb + Kick cancels )
If they block this, canceling into a FAB super no longer works. The FAB
will come out but miss. :(
You have to do qcb + Kick then straight into FAB. If you do it right,
you still get the yellow flash.
Combos
======
Blocked combos ( assumes they block all the hits - except the throws.. :)
--------------
Glowing Hand, SPD/FAB
( Nasty one this. The cancel is very smooth if you do it right )
<jump> Fierce, crouching Forward, Fierce Glowing Hand, SPD/FAB
( The timing for the cancel of the hand is a bit tricky - it's just as he steps
forward )
[ a combo ], Super Stomping, qcb + Kick, FAB
( You can use the qcb as part of the 720 for the FAB so it comes out virtually
as fast as just cancelling into the FAB used to. If you don't cancel, the FAB
will miss )
Unblocked combos ( assumes they don't block the first hit )
----------------
<jump> late Fierce, couching Strong, crouching Forward, Jab Glowing Hand, Super
Stomping
- 10 hits and about half their life.
( tricky combo - the timing on the jump attack and Glowing Hand is hard )
<jump> "Superman" Fierce, Forward/standing RH, Super Stomping
- 7 hits and about half their life.
( this combo has excellent range. )
You can chain up to three Super Stomping supers together by cancelling after
the fourth hit then doing a standing Forward cancelled into another Super
Stomping, repeat as necessary. :)
So if you have three levels charged you can do the following combo:
<jump> late Fierce, couching Strong, crouching Forward, Jab Glowing Hand, Super
Stomping
<cancel> standing Forward, Super Stomping <cancel> standing Forward, Super
Stomping.
Against an opponent in the air, Jab then Lariat is a 2-hit combo.
Tactics
=======
Still much the same as EX+. The notable difference is the Glowing Hand. What a
great move! The fierce one goes almost half the screen, then Zangief steps
forwards, so you can use it to get around the screen. For example, after a
SPD/FAB, do a Fierce GLowing Hand e arly and you're already back in their
face! :)
The best thing about the move is that if they block, you can cancel it into a
SPD/FAB. And because of it's speed, range and quick advance it is a potent
weapon against turtles. ( and everyone else.. :)
The only minor problem is that there is a small pause as he steps forward after
the attack so if you don't cancel it you can be thrown there. But why wouldn't
you cancel? :)
Zangief is still a mind game character. you have to mix it up with combos,
clean jump in SPDs and FABs, and constant pressure and now block damage with
the Glowing Hand!
As usual, there will be some match-ups which will give Zangief problems, and
especially now with the introduction of more fast characters like Nanase,
Blanka and Vega, which have caused problems for Zangief throughout the SF
series.
A number of characters have really good standing kicks for air defence. If you
jump in, you have to get it just right and use the "Superman" Fierce which
will hit them out of their kick.
Guard breaks
------------
When someone does a multi-hitting super on you, just repeatedly tap Forward
( the button, not the direction ). If they do a Guard Break, you'll
automatically throw them. Some characters have quite good range on their Guard
Breaks and they'll try to do them on you as you stand up. Use the standing
Forward kick to hit them out, SPD if they're close or use and Excel to make
the attack miss then nail them.
Excel
-----
Gamest mag lists this Excel for Zangief:
c.LK - c.MP - c.MK - c.HP - MK (35/200) - (c)f,d,df+LP - 360+P
(87/200)
The major use for Excels for Zangief is as a defence. You are immune to attacks
very briefly after you trigger one so you can use it do avoid one attack then
SPD them. Useful against characters who have one, nasty move that they use a
lot, like Guile's Flash Kick.
Vs Info
=======
Vega
----
Vega is Mr Rolly polly himself and will often spend all his time just ticking
block damage off you with his annoying roll. However, there are two brief gaps
in the roll:
1) After Vega dives forward for the first two hits. While he is coming back
round, there is a SPD sized gap in the hits. :)
You have to be fast, but hey, take your time on judging it because he'll keep
rolling ( watch for Guard Break cancels and throw him out of them ) and he'll
have to do a hell of a lot of ticking to make up for one SPD. :)
2) After the second time he rolls forwards there is also a gap for a SPD or a
FAB if you're fast. :)
Blanka
------
You have to block A LOT and carefully advance slowly and inexorably towards
him, backing him into a corner at which point he's in trouble. Things to watch
for are the hop move into a throw and you have to not try to lariat his
jump-ins unless he's right over you or his RH kick will hit you and the
subsequent combo will take half your life off. If you block his roll, you can
hit him with a Fierce Glowing Hand. The timing is a bit weird in that you have
to wait a little bit after he bounces off. You have to be fairly careful
because if he has a super charged he can cancel into his super
as he bounces off. If he does the ground roll super, your Super Stomping will
hit him out of it. It also hits the normal roll attack strangely enough. Be
careful with jumping in. Blanka has several very effective anti-air moves. If
you're not too far away, use the superman fierce which will hit Blanka's
crouching fierce. It's the other way around if you're too far away.
Shadowgeist
------------
You can lariat his air stomp the same as Bison from EX+, that is, exactly as it
hits you. If you block it, it has deceptively little delay. Watch for his
overhead kick because he can combo off it. If he does the super which drags
you in, use a Super Stomping super and make him pay. You'll probably have to
block a lot because he charges his super levels quickly due to his multiple
hit attacks.
Chun Li
-------
Yuck. This was one of Zangief's hardest fights in EX+ and it still is. You get
to do a great deal of blocking. Don't try to sweep her if she jumps straight
up, she'll kick you out of it every time. As in EX+ if she does the Spinning
Bird Kick, you either have to hit it before it connects with you or block all
of it. You used to be able to hit her with a Super Stomping super as she
landed, but I'm not sure if it works still. Try to counter jump and hit her
out of her long flip move or hit her as she comes down.
The crouching fierce hits her forward flip pretty well, but you have to do it
fairly early and you'll lose half your life if you miss-time it from the
resulting super combo(s).
Chun Li players seem to have gone back to the classic SF2 days of jumping up
and down in the corner and trying to kick you. If they do this there are two
options. You can either jump and attack really early with a Fierce or you can
move up to just outside her kick range and SPD her as she lands. DON'T try to
sweep her in this situation, it doesn't work.
Nanase
------
She's VERY fast ( at least as fast as Chun Li ) and very annoying. DON'T jump
if she does the super staff throw because she can stop it at any time. Her
jumping short comes out at a downward angle and has priority from Hell. Only a
jumping jab will beat it ( usually ).
She's so fast it's VERY hard to get her with SPDs before she jumps away. I
played one asian guy playing her and all he did was jump repeatedly with her
short kick, trying for cross ups or a hit and then doing her big combo with
1,2 or 3 supers in it. I can't understand people like that. Why bother playing?
Hokuto
------
Watch for the move where she moves back then comes forward with a kick. As soon
as you see her go back, jump straight up and SPD/FAB her when you come down.
Be careful jumping in. She has two of the best anti-air moves in her crouching
Fierce and standing RH. Watch for the overhead move.
Skullomania
-----------
You can't duck his Skullotchakov throw any more, so hit it instead. If he does
his DP with the horizontal move afterwards, hit him with the Glowing Hand as
he bounces off or use the fast, kick lariat to hit him as he comes in. If you
use the Glowing, be careful because if he gets wise to this he can cancel into
his sphere super and nail you. If he does his slide, make sure you SPD him
early or you'll eat at least one super. His 3 super chain does HEAPS of
damage.
Garuda
------
Still as nasty as ever. Watch for q super after his headbut-dive move. Try not
to jump because his DP is the best in the game and he'll super you after it.
One of the fastest characters at charging supers due to having a bunch of moves
which hit muliple times. If he does the spinning super as he comes down in the
air, you can lariat it if you crouch directly under him then lariat his feet.
Guile
-----
Arg. I hate fighting Guiles. It's such hard work and so boring. ONLY jump when
he's throwing a Sonic Boom or he's standing or you'll eat a Flash Kick with a
super Flash Kick on the end which REALLY HURTS! SPD him if he does the
backfist. Don't try to lariat through Sonic Booms unless you're a long way
away. You have to be REALLY patient and block LOTS. This is definately one of
Zangief's hardest fights. Always has been, always will be. If you're keen, you
can try a jump in and do an Excel just as he flash kicks. The flash kick will
miss you and you can then nail him.
Kairi
-----
Another RyuKen.
The main thing to be aware of is his air super fireball. So if he does his knee
thrust or he misses a DP or just jumps in, be careful when retaliating. His
Guard Break has great range. If they do it as you get up, use the standing
forward kick to hit him out of it or Excel through it.
Other Stuff
===========
Any comments/suggestions/requests, please EMail me.
[email protected]
Web Site: www.geocities.com/TimesSquare/4811
Bolishoi Tavyeda! ( Big win! )
Adam.