Capcom vs. SNK 2 Zangief movelist including special normals, specials, and super specials. Learn Zangief's grappling moves and brute strength.
Walkthrough
- 1Special Normals:
- Headbutt (while jumping up straight): U + MP/SP
- 2Body Press (AIR): D + SP
- 3Knee Press: D + LK/MK
- 4Extended Slide: DF + MK/SK
- 5Specials:
- Double Lariat: PPP/KKK simultaneously
- 6Punishing Flat: FDP + P
- 7Spinning Pile Driver: 360 + P
- 8Atomic Suplex (in close only): 360 + K
- 9Flying Powerbomb (in distance only): 360 + K
- 10Super Specials:
- Final Atomic Buster: 720 + P
- 11Aerial Russian Slam: QCFx2 + K
Movelist Breakdown:
Normal Attacks:
STANDING:
- LP (Chop): Fast, low damage, good for interrupting.
- MP (Backhand Chop): Slightly slower than LP, unremarkable.
- SP (Fierce Straight Punch): Slow but powerful, allows setup for 360 moves.
- LK (Shin Kick): Surprisingly quick for Zangief.
- MK (Abdomen Kick): Standard kick, moderate speed.
- SK (Falling Scissor Kick): Slow startup and recovery, used while falling.
CROUCHING:
- LP (Quick Jab): Fast, good for combo starters.
- MP (Upward Punch): Hits opponent's groin area, unremarkable.
- SP (Strong Forward Punch): Similar to Standing SP.
- LK (Foot Kick): Quick, can start Rapid-Fire Chains.
- MK (Slow Foot Kick): Slower version of Crouching LK.
- SK (Very Slow Foot Kick): Slow, useful for corner escapes and comboing into 360 moves.
JUMPING:
- LP (Falling Hand): Hand outstretched during the entire jump.
- MP (Arm Chop): Good for air-to-air or hitting grounded opponents on rebound.
- Jumping Straight-Up SP (Strong Diagonal Punch): Punches diagonally, good against certain special moves, decent damage.
- Jumping SP (Flying Straight Punch): Punches almost half-screen, good against some air attacks.
- LK (Side Kick): Can start a combo.
- MK (Foot Kick): Can be chained into Atomic Suplex.
- SK (Flip Kick): Mid-air flip kick, visually interesting but not always practical.
Special Normal Moves:
- Headbutt: Great for stunning opponents, setting up 360 moves like Final Atomic Buster.
- Body Press: Combos into command grabs like Spinning Pile Driver, but vulnerable to anti-air attacks.
- Knee Press: Similar to Body Press.
- Extended Slide: A sweep move, effective in corner fights.
Throws:
- <- or -> + SP (Suplex): Standard suplex throw.
- SK + <- or -> (Bite): Zangief bites the opponent up to 6 times.
Special Moves Breakdown:
- Double Lariat:
- Strong Against: All rush attacks, most projectiles (bypasses them).
- No Effect Against: Teleport moves.
- Weak Against: Anti-air attacks (e.g., Somersault Kick, Shoryuken), Super Move Projectiles (e.g., Shinku Hadoken), Air attacks (e.g., Zanku Hadoken).
- Description: Zangief's signature move. Virtually indestructible, hard to hit Zangief during this move, except by specific attacks like Bison's Head Stomp. Best used at close range.
- Punishing Flat:
- Strong Against: Projectile attacks (e.g., Hadoken), Rush attacks.
- No Effect Against: Teleport moves.
- Weak Against: (Source text incomplete for this section)
- Description: (Source text incomplete for this section)
Tips
- Zangief's 360-degree moves require luck and extreme precision.
- His Super Specials are also tough to pull off.
- If you feel you cannot handle Zangief, do not attempt to use him.
- The Double Lariat is virtually indestructible and hard to hit Zangief during.
- The Extended Slide is great for corner fights.
- The SK (Very Slow Foot Kick) is great for getting out of corners and comboing into his 360 moves.
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