Most of the damage he will take is from attempting to get close to the opponent. This VS is a very important for Zangief, as it allows him to slowly approach more safely. You can activate VT off of the kick, but this generally won't get you much. By mashing it, you can use 2/3, or even your entire gauge in one go. Here are the move lists of all 19 characters in the Street Fighter II series, including their Super Combos added in Super Street Fighter II Turbo. By releasing the buttons, Zangief flexes his muscles and hits the opponent. Zangief does big damage so getting dinged up a little while getting in is ok, so long as you make wise decisions once you're in.

Be aware of things like timing green hand to stuff out fireballs, not over using spd, using crouching lariat to anti air (sometimes it will trade, but mostly in your favor).Zangief's weakness, which he shares with most grapplers, is his lack of mobility and large hurtbox, which renders him vulnerable to many high reaching pokes. The activation has an initial hit that sucks the opponent in. On hit, mashed to it's second or third level puts the opponent in a juggle state, allowing you to reset, or juggle into an air SPD.

Zangief does big damage so getting dinged up a little while getting in is ok, so long as you make wise decisions once you're in. The threat of his Piledriver is an ever present facet of his offense, and his moveset compliments it perfectly.Zangief's LP GH nerf is TERRIBLE!!!! He can walk forward, but not backward. He also requires a strong understanding and ability to pick up on opponent's habits, so you can make more correct reads and guesses to further deliver devastating damage to your opponent. delay tech gets beaten by SPD). The activation … Zangief's VT1 is 3 bars, and has him turning into a cyclone. If you think you've got what it takes to have the patience and ability to pick up on habits, then give Zangief a shot.Zangief flexes, similar to his VS1, but instead of moving, he stands in place and charges up a kick. Patience and the willingness to simply block and walk forward is paramount to winning. A Russian Wrestler, The Red Cyclone travels the world to honor Mother Russia and prove he's the greatest wrestler in the world.Zangief's VT2 is 2 bars, and makes the scariest part about him even scarier by increasing the damage to his SPD by 120 damage each. This article covers all of the special moves of SFII's characters. You're plus, but not enough to combo into anything, however you are close enough for an SPD mixup.

Whiffing it takes up 1/2 of your gauge, while landing it uses the entire gauge. If only used once, you're minus on block, but two or three uses at once makes it safe. You can perform a combo friendly version that can be cancelled into from normals, but this only does 80 extra damage as opposed to 120. This VT is very vital to Zangief's game plan, and helps him get in more and make more guesses, even if he has to use the entire gauge in one go. The wall bounce puts the opponent in a juggle state, but there are very few things you can do for a combo. Jab spd has the farthest range, can be done after two blocked crouching light punches if close enough. He can cancel into a back dask while in this state, too. "If the life is even, Zangief is winning"-Cant remember who said it, but great stuff none the less.Zangief is the quintessential grappler character.Spacing is key with Zangief, being a grappler, obviously most characters will try to zone you out. The charge has one hit of armor. After that, pressing hp+hk again will make Zangief spin and suck his opponent in. This takes up 1/3 of your gauge. You have to know when to use what and why. His sluggish mobility and lack of tools to get around fireballs do make this somewhat of a difficulty, but nevertheless, when he gets in, you better start praying. If fully charged, which takes about a second, the kick will cause a guard break if blocked and a wall bounce if it hits.

Seeing as how most of my play is online, i find myself blocking on my opponents wake up most of the time and punishing their random wake up attacks/ultra with hp spd.His damage is enough to make any character prefer to keep him away, but understanding his normal attacks is necessary to prevent the opponent from simply jumping away at every opportunity. This is overall much worse than his VS1.Zangief's VT1 is 3 bars, and has him turning into a cyclone. To be played effectively, Zangief requires lots of smart conditioning, making your opponents escape one option so you can punish with another option (ie. Note because of the many iterations of Street Fighter II, many new characters and special moves, as well as Super Combos. His infamous SPD is what his whole kit is centered around. That single guess could make the difference in a game, so be careful how you go about utilizing this VT.Zangief flexes his muscles up and turns red. By releasing the buttons, Zangief kicks the opponent. While in this state, he can tank up to 4 hits utilizing his given armor. He can still be grabbed out of this state, so it's more useful in neutral than it is on defense. You can dash cancel the charge if you don't feel it's a good time to use it. Thank you.Nuetral jump haedbutt is a great tool(600 stun). The fear that this single move can put into the opponent is exponential, and is the core of his entire game plan. His goal is simple: get in, command grab, and win.