Parry guarantees more, like a sweep for the knockdown. However, he's probably one of the most played characters in his tier, so there's absolutely tourney footage out there. However, he's probably one of the most played characters in his tier, so there's absolutely tourney footage out there. For Capcom vs. SNK 2: Mark of the Millennium 2001 on the PlayStation 2, Move List and Guide by Xenomic. Both of them allow you to jump over long range pokes and allow for a backup plan in case you didn't jump over something laggy. Though this is partly basic strategy, jumping toward your opponent with an early attack can setup a command throw on landing, in this scenario you have the additional benefit of stopping people that jump at/over you. The first downside of this is that since you're buffering the motion your on the ground and not blocking leaving you vulnerable. Worst case scenario: it misses completely and you get punished with super. The up motion has to be done VERY quickly, though I think it's easier to execute with the small-jumping grooves (P S N K) since the startup frames for jumping in these grooves are about 2 frames greater. Parries and JD's are obviously different, but the one thing they have in common is they allow you to decrease the number of frames of blockstun. The kick version of the lariat as discussed before beats ground moves. You can stop them jumping over you to the other side using this move as an air-to-air attack. The down side of this is still the same: if you miss or it's blocked, it's easily punishable. JD's help immensly in this. The SPD is instant which means that it can beat things when there are 0 frames or more in between the attacks. It's important to figure out at what range for this (both forward jump and neutral jump). Down side is pretty obvious, it's hard to do/time right, and if you don't succeed you get hit (parry) or lose guard bar (JD) and you need to walk up again. You'll have to time it well obviously, but there's a double reward for landing it: damage/stun + they're still cornered. http://wiki.shoryuken.com/index.php?title=Capcom_vs_SNK_2/Zangief&oldid=155727. He's very similar to Alpha 2 Zangief: mobility issues made up for with big buttons and an arsenal of command grabs, capable of locking down opponents in a vortex. Getting hit by it twice means being dizzy for everyone in the game. The down side of this is that it's a very laggy move and is vulnerable to rolls and jumps. Gief is one of CVS2's many grapplers and honestly the most faithful to his original game. RC Lariat gives the advantage of more invincibility than the regular version. Here follow some options that if you guessed right will keep them cornered or punish them for trying to get out. The backgrounds are reminiscent of Marvel VS. Capcom 2, everything is … The range for this depends on your opponent's jump arc, which is something else you need to think about. This page was last modified on 19 July 2020, at 05:15. Basically, you have more time to do a 360 special before the computer registers it as a jump. This headbutt does a lot of stun damage. But since SPD has so much range you can grab people using either of these from pretty far away. Zangief can have more trouble against long range keep-away tactics than rushdown. ----- AESTHETICS: ----- First I must say, Capcom VS. SNK 2 looks very nice and detailed. Once you corner someone trying to get away from you, either because you're raged, because they're ahead or because they're building meter, then you can slowly walk them into the corner while still keeping an eye out for sneak attacks. As for your Groove choice, A-Groove honestly gives Zangief everything he needs to succeed, and his custom combos look hilarious (not to mention they hurt a lot). A significant addition to the arsenal is RC Running Grab. Zangief is low-to-mid tier in CVS2, but to little fault of his own; top-tier Sagat, Vega and arguably Iori don't make a healthy environment for a grappler as slow and beefy as Gief. Tick grabs are good, but running LP Spinning Pile Drivers are better! Master 360 motion buffering and standing 360's. If you guess wrong jumping straight up still avoids things such as RC Psycho Crusher and even allows to you punish certain RC's that don't go far. It will go through everything and throw for a nice bit of damage, the benefit of this in the long run is that once they're scared/aware of it they won't stick out moves as much at the risk of getting grabbed, and as a result they'll block more, run away more and jump more. Though people will automatically jump less when they know you have a lv3 super, they might still flinch once cornered, so it is worth buffering the motion when you expect a jump. Tiers for Marvel vs. Capcom 2 including top daily, weekly and monthly changes, best / worst match-ups and most voted match-ups Not to mention that Shinkiro portrait. The down-side is the same as with all jumping attacks. It will beat or trade with attacks and still manage to hit people that try to jump away expecting an SPD. Also, hcf,u + P or hcf,u/b + P tends to work more consistently for me. This move has a lot of horizontal range and if you space it right it becomes not only hard to beat with normals, it also becomes a guessing game where their AA can whiff entirely if you don't stick anything out. There's not much more to say about Gief's playstyle in CVS2; if you've played him in other games, you'll feel right at home here. The down sides to this are that it's a jumping attack which is a commitment, so it's AA'able. Geez. At this point to avoid risking you getting close they'll jump over you or try to knock you down before trying to get out. This can be used in situations where you're unsure whether the opponent will jump or attack again. The down side of this is that you need to time it just right because only the startup is invincible and doing it too early will result in it getting beat or trading. If you have trouble with standing 360's, you can do the Hooligan Combination motion (hcf,u/f + P). By this I mean that, since throws beat attacks, anywhere in a blocked string of attacks if the next hit does not connect WITHIN the blockstun of the previous attack, the SPD can interrupt and grab the opponent. Zangief is low-to-mid tier in CVS2, but to little fault of his own; top-tier Sagat, Vega and arguably Iori don't make a healthy environment for a grappler as slow and beefy as Gief.
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