O.Zangief does a little more random damage with this move. The Jab version does the worst damage and Fierce does the highest, this alone is enough reason for you to favor using the Fierce version most of the time. What is so great about this grab is that you do it while crouching, which can save your ass from a lot of different mixups with ease. Doing it close or far will result in the exactly same move. Zangief tosses over his head in the direction pressed. Introduction. Also, it does an unusually low stun for a Strong attack. I say this because when folks know that Zangief is going for Super they try to counter throw, and they tend to be successful at it because Zangief's Super has a mediocre throw range. It is Zangief's easiest move to use as tick because of the fairly long duration. Zangief does a fast two foot aerial kick which has awesome range. Has a hard time against keep away tactics. The Short version has two main uses: it's perfect as a safe jump attack since it's a weak attack (i.e. You just need to input the 4 main directions in order. With that aside, it's as useless as the Short version. It also inflicts the same amount of damage as the Heavy version. This attack is used in most of his combos because of the solid damage and the fairly good frame advantage which allows Zangief to link it to most of his normals. Another difference is that the Jab version has a whiff animation that doesnt last as long as Fierce, although it does not vary all that much: if the opponent manages to get a reversal out or if you do it incorrectly, you'll get hit either way. Also, O.Zangief does a little more random damage with this move. The startup time means the opponent can jump or even hit Zangief out of it with a normal. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug. Credits: 3:53: Download: 99. Has a hard time against keep away tactics. Zangief runs a certain distance, and if he gets close enough, he grabs the opponent. Relatively fast horizontal knife hand strike. It is the only character in the game with a crouching normal throw, which can save your life against a lot of different mix-ups. Competitive Overview Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered a low tier. This move has only one use as far as I know: since it has a little more horizontal range than Diagonal Jumping Short, it will be able to set up ticks into SPD Log In to add custom notes to this or any other game. Not as useful as the Strong Throw because the opponent is Thrown too far for a cross-up, but if Zangief is in the corner and you want the opponent cornered, here ya go. Zangief sits on the opponent's head, opponent always stays in front of Zangief. This only really work with Roundhouse because it has a unique hurtbox during the first recovery part: Zangief's leg hurtbox is a lot smaller compared to his other aerial kicks. The Light version has the longest range, but does the least damage. This is the better Air Throw because it leaves the opponent closer, but it's still very rarely used. O.Zangief does a little more random damage with this move. Special Attack Spinning Clothesline. You can also use it to beat E.Honda's Headbutt, but keep in mind that you have to land on top of E.Honda or it will be beaten, cleanly. This was and Exhibition match that took place on 1/14/2019 to promote an anime. Zangief's sweep kick. Zangief throws the opponent over his head, opponent always ends up behind him. Hard to cross-up and has the best cross-up move in the game, priority wise (Fierce splash). Jump to: navigation, search. Semi-circular middle kick. Master the safe tick pattern and most match ups will be a lot easier. The range on SPD is amazing; it allows you to tick anyone outside of their throw range, and allows some cool walk-up grabs. The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. Crouching spear hand strike. I asked Kuni if he could win. Zangief does a weak two foot kick which stays active a lot less time than the Neutral Jumping version. Contents. Zangief has better moves though and once you get better at the art of ticking you should never use this move again. Conversely, the Heavy version has the shortest range, but inflicts the most damage. It can hit twice from close range and it is the most damaging normal Zangief have, but it has long start-up and recovery. All versions have the same range, but gradual running distances. To select O.Zangief, choose Zangief and then press ← → → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color. 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