Zangief Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix
Last updated on April 24, 2009
Character Overview
Watch some of Zangief's best tricks in Super Street Fighter 2 Turbo. Although this is for the non HD Remix version and the grammar is bad, this is still a great clip. Watch ►
Movie courtesy of GIGAMSX1974
The jury is still out, but early opinion is that HD Remix Zangief is one heck of a fighter. Looking over his improvement list, you wouldn't think anything stands out so much that really makes him all that much better — until you take a closer look at his Hop (Towards + Hard Punch).
One of Zangief's biggest weaknesses has always been getting hit with low attacks, but his Hop now gives him a GREAT counter to this moves, usually resulting in a Screw Piledriver when your opponent messes up.
Gief can still have trouble consistently getting in, and players still need to be patient and thoughtful when making their moves, but a great Zangief player is going to cause you fits now. Yes — he's darn good.
• Strengths •
+ Excellent cross up game, usually results in either a combo or Screw Piledriver.
+ His new Hop attack (Towards + Hard Punch) is great.
+ Can take a lot of abuse because of his high defensive (stamina) rating.
+ When he hits — it hurts, very strong character.
+ Flat out deadly when he gets inside. Lots of options and mix ups in his close up game.
+ Most of his attacks have really high priority.
+ HD Remix's easier to execute moves help him a decent bit.
+ New Lariats are helpful.
• Weaknesses •
- Still can have a difficult time getting in close on some characters.
- Very few ways to deal damage when he's halfway across the screen or more.
- Moves are on the slow side and his footspeed is bad.
- Range on his Super move is crappy.
Special Moves
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• Screw Piledriver (Spinning Piledriver) •
The new way to execute this move is a God-send for players who use a pad, and it's even more forgiving than you may think.
When doing the motions for this move, you do not have to press Left or Right on the joystick when you first begin. Starting from a diagonally down position works just fine for all three ways of executing this grab.
One of your main goals as a Zangief player is to figure out how to land this move consistently, and also to make your opponent fear you getting in close enough to grab them with it.
It does a ton of damage, has pretty good range and Gief has even more tools at his disposal so he can get inside to land it now.
Execute this attack when you're close. Zangief will grab the other fighter, jump and spin in the air and slam them into the ground, doing quite a bit of damage. If you miss with this, Zangief will do a "whiff" animation where he grabs the air, giving your opponent time to react and hit you.
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• Green Glove (Banishing Flat) •
A nice move that banishes projectiles when it hits them, which can help you get close in to your opponent, and the simplified motion makes this a bit easier to pull off consistently.
This attack recovers 4 frames faster than it did in Super Street Fighter 2 Turbo, which means you'll still need to do some anticipating when trying to set up a Screw Piledriver after this attack, just not as much.
It forces your opponent to be more careful when you're at the right range to Green Glove their projectile and grab them.
This attack also works well to finish off some of your combos, but it's main purpose is to banish projectiles.
Also it does NOT knock down when you hit with it.
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• Kick Lariat (Short Spinning Clothesline) •
Your feet are now invincible during the first rotation of this move, after that you can be hit/swept. This change makes this move a decent bit more useful.
Considering Gief's main vulnerability point is usually his feet, this is the place where many players are going to try and hit you.
Now if you predict these incoming attacks and time it correctly, you should be in a decent position to either them knock them down with the rest of your Lariat or be close enough to threaten a Screw Piledriver.
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• Punch Lariat (Spinning Clothesline) •
This move can now hit low attacks at the very start when Gief is just beginning to spin. On paper, this lets you counter things like Guile's Crouching Medium Kick and Dhalsim's Crouching Hard Punch, in practice, it's not that easy.
While it's nice to have any improvement, it's not easy to correctly guess and time this move so that it hits low attacks, and if you time it wrong and you're too close, you'll likely be swept out of it. And in reality, you're probably better off going for Zangief's Hop which jumps over low attacks — you can find more information on this further down the guide.
Still, this move is great at going through fireballs that are just outside of sweep range or further, and it's an invaluable tool at getting/keeping you close. Continue to use it to advance Gief across the screen until you can get in range to threaten with one of your other moves.
Once you get just outside of sweep range you can threaten your opponent with Gief's new Running Powerbomb which will make them a little more careful with the moves they throw out.
Also, because of the Punch Lariant's giant hit box, this is a nifty move to use as you're getting up off the ground if your opponent is jumping in or trying to cross you up. You'll knock the crap out of them if they're timing is off, and they'll soon stop trying to pressure you after they score a knock down.
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• Running Powerbomb (Double Suplex) •
This attack has a new easier motion which can also be reversed to execute it.
The Hard Kick version is much faster now and has even better range. It's almost impossible, in some situations, to counter this move after a blocked Crouching Medium Kick up close. The problem? It still doesn't take off much damage and it puts you a good distance away from your opponent.
But against turtling (defensive) players, the speed of this attack can catch them off guard. If you're outside of sweep range against someone, use this move to run in and grab them.
Super Move
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• Final Atomic Buster (Super Screw Piledriver) •
The range on Zangief's Super is, oddly enough, really bad. You've got to be almost point blank to land this.
But the good part is you can now you can do it without jumping. Note that unlike his normal Screw Piledriver, you cannot start the motion for this attack from the diagonally down positions, it must be from the Left or Right position.
Combos
• Cross up with Down + Hard Punch while Jumping, Crouching Light Punch 3x, Link into Crouching Hard Kick •
A combo that will strike fear into the heart of your opponent. If you hit, you'll score a knock down and likely dizzy. If they block, go for a Screw Piledriver or fake after a few Light Punches. Learn the timing on this and abuse it all day.
• Cross up with Down + Hard Punch while Jumping, Crouching Light Punch 2x, Standing Light Punch, Cancel into Green Glove •
A variation on the above combo that sometimes puts you in a good position to Screw Piledrive or pull off Gief's Super.
• Cross up with Down + Hard Punch while Jumping, Standing Medium Punch, Link into Crouching Medium Kick, Cancel into Green Glove •
• Cross up with Down + Hard Punch while Jumping, Crouching Medium Kick, Cancel into Lariat •
Takes off a disgusting amount of life and knocks down, AND it may dizzy.
• Jumping Hard Punch, Standing Medium Punch, Link into Crouching Hard Kick •
Another easy combo that knocks down.
Normal Moves
This is not a complete list of Zangief's normal moves, just the ones we think are noteworthy.
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• Hop •
This move has been given a significant speed boost, and it now goes up higher meaning you can hop over low attacks! It also recovers almost instantly when you miss with it, which should be your goal most of the time.
This attack makes Zangief significantly better, use it when you're close in to hop over low attacks and Screw Piledrive.
(In the air)
• Body Splash •
Probably the best cross up attack in the game. If your opponent blocks this, throw out a few Light Punches and set up a Screw Piledriver, if they don't, do a combo of choice.
Changes from Super Street Fighter 2 Turbo
* Green Glove command changed to quarter-circle forward plus Punch.
* Green Glove has slightly faster recovery.
* Screw Piledriver command easier: Half-circle back, then forward plus Punch, or half-circle forward, back plus Punch.
* Super command easier, Half-circle back, half-circle back, then forward plus Punch or half-circle forward, half-circle forward, then back plus Punch.
* Running Powerbomb command is now half-circle back or half-circle forward plus Kick.
* Running Powerbomb runs faster.
* Kick Lariat can now be done with Light Punch and Kick as well as original all three Kicks command.
* Punch Lariat can now be done with Medium Punch and Kick or Hard Punch and Kick as well as original all three Punches command.
* Kick Lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
* Kick Lariat has a different sound effect on startup than Punch Lariat.
* Punch Lariat's initial hit-frame now extends down to the floor so it can hit Dhalsim's low Hard Punch or sometimes Guile's low Medium Kick. As before, this hitbox is only active for 6 frames out of the entire Lariat.
* Hop move can only be done with towards plus Hard Punch. No longer possible with back plus Hard or Medium Punch, or towards plus Medium Punch.
* Hop travels farther forward, slightly higher, and has slightly better recovery.
* Jumping (forward/away) Medium Punch has hitbox that reaches slightly farther forward.
* Crouching Hard Punch has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.
Contributions to this guide by David Sirlin, UltraDavid.

Posted by Monir on December 16, 2008 at 7:38 a.m. #1
Okay, i have a problem doing zangiefs combo. Can someone help me? (I use a 360 stick XD because it doesn't exist any good arcadestick for 360)
Posted by chris on December 17, 2008 at 11:41 a.m. #2
yea im using the controller for the 360 to i like the felling of it im lost on the arcade stick i feel that theirs 2 many buttons and im unfirmilier with it and it seems like in order to get use to it i hav to spend 20 bucks and get my ass kicked b4 i get use to it and their is a good 360 arcade still u can find it on ebay my friends got them but i still perfer the controll any tips and tricks on the controller will helpo thanks
Posted by CWheezy on January 2, 2009 at 2:20 p.m. #3
I know you say close in your guide, but Zangief's range on his jab spd is basically his sweep range.
If you can sweep em, you can grab em.
Posted by D on January 18, 2009 at 6:01 a.m. #4
yeah thats true, gief's range on his spd is like exactly how far the fierce sweep goes.
I didnt know that his jab spd had more reach than the others.
Posted by Noob on January 23, 2009 at 4:53 p.m. #5
how do you "cancel" into a lariat? on the Jumping Feirce Crossover -> Croushing Medium Kick, Cancel Into Lariat... I get the Laariat off, but it never counts as a 3rd hit.
Posted by Pwnage Imminent on January 26, 2009 at 3:05 p.m. #6
I can never get his throw timing down... some matches I'm exemplary, some i just plain suck. I'm just trying to get consistent with him really.
Posted by Ryan on February 3, 2009 at 7:42 a.m. #7
When I was young I used to think Zangief wasnt very good. Over the past few years i've started to use him more and more, now he's my main. The changes they made to him for HD Remix are great, easier to pull off the movies, but easier for new comers to learn him. Can't wait to play Zang in SFIV. ImPuLsE PaRaDoX is my gamertag, to all who is gonna play.
Posted by ED on February 3, 2009 at 8:02 a.m. #8
@Ryan
Awesome to see people playing different chars, Ryan. Hope your Gief can crush all the shoto clones.
I myself am a Cammy player. Not so much original, but at least it's not a shoto.
Posted by Ryan on February 5, 2009 at 7:42 a.m. #9
I have not seen much Cammy play in SF2THD. But to be honest, I hate when I do find one, because there usually good. Same with Vega users, Vega is my SF2THD as my Strider is Marvel Vs. Capcom. I can't do much against them. From the few Cammy i've seen, she's real offensive, but they stay back at the same time. With Vega's reach, its also hard to do things with Zangief. But i'll learn.
Posted by Ryan on February 5, 2009 at 7:42 a.m. #10
I have not seen much Cammy play in SF2THD. But to be honest, I hate when I do find one, because there usually good. Same with Vega users, Vega is my SF2THD as my Strider is Marvel Vs. Capcom. I can't do much against them. From the few Cammy i've seen, she's real offensive, but they stay back at the same time. With Vega's reach, its also hard to do things with Zangief. But i'll learn.
Posted by D on February 7, 2009 at 4:02 a.m. #11
I hate fighting vega with gief. It's my worst matchup with him as well.
Posted by supersize56 on February 9, 2009 at 6:35 p.m. #12
LOL i used to hate fightine gief as vega. until i learned to just to crouching HP to stop you from jumping in at me.
Posted by EzV on February 15, 2009 at 2:50 p.m. #13
I'm having trouble getting his super move off....I can do it my own weird way, RARELY, which is to do a half cicle forward, then a 3 quarters cicle that same way, and SOMETIMES I get it off, maybe one in 20 attempts...but the way thats explained here i can't get it off at all. I was hoping the explanation would be helpful but now it just seems more difficult...does ANYONE here know how to get off this Super move every time?? Thanks 4 any info! =)
Posted by Richie on February 16, 2009 at 1:34 a.m. #14
Vega is probably one of my easiest combatants when i play with Zangief.
If you hold down+back and jab really fast, it will stop Vega's rolling poke (don't know the actual name) and the move where he flies in like a bat. And if he tries to jump off the wall to poke or grab you, let go of the stick and jab. 9 times out of 10, it will knock Vega out of the air, setting you up for a fierce sweep.
I have a hard time crossing up with Gief, but I'm learning =)
Posted by ZanG is f*cking GAYY! on May 24, 2009 at 7:40 p.m. #15
ZANG IS SO F*CKING GAY BERCAUSE AL HE DOES IS F*CKING GRAB YOU SPIN UP IN THE AIR LIKE THATS EVEN POSIBLE OR THAT DUMB PRETTY BALLIRENA SPIN MOVE THAT SHOULDNT EVEN DO ANY DAMAGE BUT IT DOES F*CKING TON!!!
Posted by Shin00bism@psn on June 17, 2009 at 8:32 a.m. #16
I just wanted to add that his first cross-up combo listed can actually quite easily and consistently have c.lp x4, (1 extra cr.lp), if you cross them up, or are jumping really deep with them in the corner you can always cross-up j.d+HP, c.lpx4, cr.hk. Of course when it's not crossed up, like with anything you have to use your judgment and it might be safest to stick with cr.lp x2.
I'm yet to actually test this on Chun-Li though. I just decided to mess with Zangief last night, but I plan on using him more.
I also haven't tested it against another huge character like T.Hawk or Honda yet, so maybe there's room for more cr.lp against them.
Anyway, excellent site you have here. It's a nice quick and concise reference. A great starting ground for anyone who's picking up a new character for any game you list. The SRK forums are a good place to go AFTER eventhubs, but you'll have to wade through tons and tons of posts to find the useful info you need.
Posted by Whining on July 12, 2009 at 11:03 p.m. #17
someone gets crushed with Gief and decides to post what he thinks is a very clever comment in all caps without proper spelling thinking that everyone wants to hear his Stupid opinion. People come to this website to learn more about street fighter not to hear people who cant accept a loss to someone better then them cry.
Posted by smokemare on August 7, 2009 at 5:23 a.m. #18
Criticizing Zangief for being able to jump and spin while some players can throw fireballs, teleport, or set fire to themselves then fly across the screen horizontally headfirst while spinning and covering your opponent in blue fire? Since when was SF2 supposed to be realistic?!
Having said that - I don't like Zangrief, I can't play well as him and as Vega I tend to resort to C:MP, C:HP to keep him away and whittle his life down then spam claw tip wall dives and slide under the lariat - lame, but with his stamina and strength you simply can't get stuck and risk trading hits with him!
Posted by puter on September 9, 2009 at 3:20 p.m. #19
ta muuuuuuuuuuui weeeeeeeeeeeeeeeeno
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