- #Super street fighter ii turbo hd remix guile how to
- #Super street fighter ii turbo hd remix guile driver
Cr.HK- This is your longest reaching low attack and the best sweep in the game.
#Super street fighter ii turbo hd remix guile how to
Do not spam this if the opponent knows how to exploit that weakness. This move has bad priority because it extends your hurtbox before the hitbox comes out. It does pretty good damage and has just enough range to outrange a lot of sweeps and other low pokes. Far MK- This is your longest reaching poke.These 2 are your main attacks and are useful against pretty much everyone. The goal of this section is to teach you how to use Zangief's attacks assuming you are unfamiliar with how he plays. The Basics Attacking and Advancing with Zangief F+HP is significantly faster, hops higher, and recovers much faster than before.Jumping MP's hitbox extends farther now (matches the graphics of his hand).Crouching HP's hitbox extends upwards 2 more pixels to beat Vega's wall dive.Kick Lariat has lower body invulnerability for the first rotation and a new sound effect to help differentiate Kick Lariats from Punch Lariats.Punch Lariat's first hitbox goes all the way down to the floor (can hit sweeps).Running Bear Grab travels faster and goes farther.LP Green Hand has 4 frames less recovery.Running Bear Grab/Double Suplex- HCB+K or HCF+K.Super- HCBx2, (any upward or forward direction)+P or HCFx2, (any upward or backward direction)+P.DB,D,DF,F,UF+P or DF,D,DB,B,UB+P also work. Spinning Piledriver- HCB, (any upward or forward direction)+P or HCF, (any upward or backward direction)+P.Running Bear GrabĬhanges from Super Turbo to HD Remix Motion Changes Leg Throw (any forward or backward direction + MK/HK).
#Super street fighter ii turbo hd remix guile driver
Deadly Driver (any forward or backward direction + MP/HP). There is also a minimum height requirement for air throws to work and you can't do an air throw while facing the wrong way. You and your opponent need to be in the air and close to each other in order for air throws to work. Stomach Claw (any downward direction + MP/HP). You and your opponent need to be on the ground and close to each other in order for ground throws to work. Diagonal Jump (any downward direction)+MK a.k.a. Diagonal Jump (any downward direction)+LK a.k.a. Diagonal Jump (any downward direction)+HP a.k.a. Neutral Jump (any upward direction)+HP a.k.a. Neutral Jump (any upward direction)+MP a.k.a. Tables of these values can be found at T.Akiba's website and Rufus's HDR frame data website. Turtling, running away, and projectile zoning are too frustrating to deal with. Projectile zoning is your favorite thing to do. Shenanigans and gimmicks are awesome/fun. You enjoy characters with a high learning curve. Throws are one of your favorite things to do. You like using a variety of moves to slowly approach and overwhelm the opponent. You enjoy instilling fear in your opponent during every single knockdown and blockstring. Zangief also takes less damage than other characters and is slightly harder to dizzy than usual. Despite his slow walking speed, he can still be surprisingly maneuverable and catch the opponent off guard. Since Zangief has no projectile or long range attacks, he must get close to do damage. He is built to dominate when close to the opponent and has a variety of throws that demand respect. Much like facing a grappler in real life, getting knocked down even once can lead to a KO victory for Zangief. Zangief is the archetypal grappler character. Even if you don't understand everything, you will probably still be okay. If you read and understood everything, you should be fine. If you are completely new to fighting games or street fighter in general, you should get familiar with the notation and terminology sections in the main HDR page. 5.4.6 Empty Jump/Attack Whiff Mind Games. 5.4.5 Corner Bite: Ambiguous Cross-Unders. 4.1 Attacking and Advancing with Zangief.