From: hogue@cs.arizona.edu (Justin C. Hogue)
Newsgroups: rec.games.video.arcade
Subject: Zangief strategy for SF2:CE
Keywords: Hrrrr.
Date: 11 Sep 92 21:14:13 GMT
Distribution: usa




In recent weeks I've seen a few strategy guides for the neater characters
in SF2:CE, but not of the bone crushers (Zangief, Balrog, Honda).  I
Wanted to make this guide, mostly for fun, but also because I think 
Zangief is the best.  I will probably do Balrog, and am going to talk
a friend into doing Honda (he is REALLY good with honda).  Please
post to maestas@cs.arizona.edu to talk him into it if you want to see one.

General train of thought with Zangief
  When playing Zangief, there are many things to keep in mind when deciding
    what to do
 ---you do more damage-period.
 ---know what you can and can't take to get in a throw.
 ---So long as thier feet are on the ground, you can get them with the 
    screwdriver.
 ---Always press on.  The threat of bodily harm is usually the best attack.
 ---Mix it up.  Instead of hitting them out of the air (explained below),
    jump up to them and hit them.  Gives them more to think of.
 ---A good player with Zangief can set the pace of the match, thus giving
    you the advantage.
 ---Whatever you do to them they will try to do to you.
 
 Unlike most other SF2 characters, who have some form of defense or have
some way to force the enemy into action, Zangief does not.  Instead, you
must fight like a boxer, working your enemy into a bad situation that he
can't get out of, then let him have it.  Zangief DOES NOT require jab 
wrestle to win, just lots of patience.  For those who haven't even
played Zangief at all, here are his throws.

Standing--close
   *strong punch --Pile driver--puts enemy close and frees you up to place
                 yourself where you want to be--moderate damage
   *fierce punch --Suplex thingy--Puts enemy miles away, but hurts about
                 like honda's throw
   *forward kick --over the shoulder (name?)--best looking throw, puts enemy
                 at moderate distance and does a good amount of damage.
   *Roundhouse kick--plip-over-and-smash-head--most gruesome looking,
                 puts enemy at moderate distance and does good amount also,
                 but you get up quicker (if you mess up, you accidentally
                 do that stupid double kick and are screwed)
Standing--far
     (this is usually judgeable (spelling?) but when your shadows almost
     touch)
   *Strong punch--iron claw--grapple move that puts enemy close
   *Fierce punce--chin smash--hard to perform, but if you get it going,
                  it hurts--alot.

Crouching--Close
   *Strong Punch--Flipover--low damage for a throw, but puts enemy real 
                  close and frees you up to move instantly.  Your
                  best defense vs. jab throw.
   *Fierce Punch--Toss--lobs enemy miles away, but frees you up to move
                  instantly   

Crouching--Far  (same distance as before)
   *Strong or Fierce punch--wrench enemy's stomach--the computer makes this
              one go light speed, but you may be lucky to get it going fast
              Fierce should do more damage than strong, but I rarely
                use this anyway.

ANY POSITION---
    *spin joystick 360 and hit any punch--Spinning pile driver
       puts you as far across the screen as possible, but hurts like hell
       and has one heck of a range.  More later.

And also, we can't forget his moves---
   *All three punch buttons--lariat--great for passing fireballs through
     you, then hitting a disabled ryu/ken in the face with it.
   *Jump straight up--hold up and fierce--shin drop
     surprisingly useful at times, surprisingly not at others.
   *Jump at enemy and hold down while hitting fierce--belly flop
     nice pressure move, but be sure to hit them low, or they can
     take the hit and throw you.

----------
How to begin with Zangief.....
  One of the best (only) real weapons Zangief has that causes an opponent
grief is the Spinning Piledriver.  Its my favorite counter attack.  Any
opponent who whifs an attack by you is complete bait at almost any range.
Few people do this, though, because the 'driver is hard to pull of with
out causing a moonshot instead of a piledriver.  Here is the way I learned 
it.

  Instead of standing, stay in defensive crouch.  Spin joystick rapidly
(but not too fast--it won't help) back around to defensive crouch and hit Jab.
you will notice as you
practice that you can grab an opponent from about 3 of your widths.  Try
this on the computer (best on Honda, Bison and, get this, Zangief) by waiting
and performing the throw when they get into range.  After getting good at that
learn to perform the throw while retreating--moving backward.  This time,
move the stick from back to defensive crouch and continue the circle like before
now you can do a standing pile driver with a circle and one eighth.  Now
if you start playing like this on 1p and 2p sides, you will be able to
do an advancing throw just like a retreating throw as the other player.
Viola!  you can do a standing throw from any stance or direction!  This 
is the main strategy of Zangief.

--------------
"Basic moves"
  All the characters in the game have basic moves/defenses--i.e.  Ryu
uses the roundhouse kick to defend agains air attacks, etc..
Here are some basics...

  *MOST (not all) air attacks can be thwarted by a Fierce punch or 
          strong punch.  Jab works better against opponents directly above
          you.  Also the Lariat (see above) works well also.  Avoid
           attacking Blanka/Chun Li from the ground when they jump, and
          try to avoid punching Ryu/Ken if they jump from far away
          (they can kick your hand)
  *The roundhouse sweep is a staple of fighting with Zangief.  It does
      plenty of damage, has a few pixels of range on Ryu/Ken, and is 
      very fast.  This is a great way of "basically" holding off your
      opponent (assuming you really want them far away)
  *Jab is the best defense against blanka's speedball, and the crouch
      jab seems to work best.  Unlike the old SF2, the lariat will
      rarely help against this attack unless you start it before blanka
      takes off.  For the most part, you are Shit out of luck when
      it comes to torpedo attacks, as nothing with Zangief is 100% against
      these.  
  *The Lariat is the best defense in the game against that damn torpedo of
      bison's.  Worst case scenario, Bison will pas right through you.
  *Honda's torpedo went from foolish in the old version to deadly.  Zangiefs
       lariat does allow you to move, but it will only defend against 25%
       of honda's torpedos now (it was a great defense in the old version) 
       Jabs, strongs or fierces work, but they must be timed well.  if you
       have enough warning, jump at him and over the torpedo (yes, it does
       work for me).

---------------
There are alot of things floating around about Zangief I can dispell for you..
--it does not matter what way, counter or clockwise, you spin the joystick
  when doing the 'driver.  The only thing that matters is where you start,
  as that is the DIRECTION you will go (i.e. right or left).
--I don't know how widespread this is, but many people I asked before figuring
   out the 'driver for my self said you had to spin it and hit jab, but
   to do it againg required 2 spins and Jab.  Any stuff like that is crap.
--Yes, it appears that if you use Fierce instead of Jab on the 'driver
   the range is increased, but I can't seem to find any difference on damage.

 --------------
Defense against Zangiefs big weaknesses.
   OK, lets face it.  Zangief has some big weaknesses.  Here's what to do

--Blanka.  We all know this one.  Jump up and down with that panetrating
   kick.  If they keep it up, jump up and smash him.  Jump right when
  blanka HITS THE GROUND, as they will jump again and cannot hit you with
   the kick on the way down or back up.  If they are really good at this,
   jab wrestle and make them pay.  If you get mad, walk into it and see
   if you can throw them (some people can vary it too well, but if you hit 
   them first, run away and counter attack alot.  Jab throw, and they won't
   do it again.  Sure, it's uncool, but so is a no-way-out attack)
--Chun Li.  A little twist on the above, as you can't get mad and walk
    into her roundhouse kick (it knocks you down).  The jump up and hit
    her strategy works much better on Chun Li.
--Guile.  This fight really sucks.  Sonic Boom, crouch forward.  After its
    over Guile stands while you ponder broken shins.  If you must jump over
    the 'boom, use Fierce to hit him.  Try to hit guiles leg when they
    hold you off with it, as when you trip him he's yours.  If you know
    when they are to throw sonic booms, jump and hit at the top of your jump
    or, if your timing is really good, 'driver him.  It's a real crowd 
    pleaser to do that.
--Vega.  Patience.  Thats it.  Watch for people who take advantage of your
    patience and throw you.  As for the air throw of Vega's, do the lariat
    after he leaves the wall (NOT before) and move away from that wall.
    if he hits you, you will get him on the ground.  If he gets behind you
    he can throw you, but that's unlikely.  Really good Vega guys will trick
    you into the lariat with the dive and then slide you when they hit the 
    ground.  if you know they are going to do this, a Fierce punch will get 
    them instead.


This is getting pretty long, so I will cut out the specific anti-charater
stuff.  If any body cares
 for more info about Zangief/Balrog/Honda, e-mail me at
hogue@caslon.cs.arizona.edu
I love talking about SF2:CE, and am a complete junkie.

--Jowfus   Justin Hogue   hogue@caslon.cs.arizona.edu