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Capcom vs. SNK 2

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Capcom vs. SNK 2 Zangief movelist including special normals, specials, and super specials. Learn Zangief's grappling moves and brute strength.

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Capcom vs. SNK 2 Zangief movelist including special normals, specials, and super specials. Learn Zangief's grappling moves and brute strength.

Walkthrough
  1. 1
    Special Normals:
    • Headbutt (while jumping up straight): U + MP/SP
  2. 2
    Body Press (AIR): D + SP
  3. 3
    Knee Press: D + LK/MK
  4. 4
    Extended Slide: DF + MK/SK
  5. 5
    Specials:
    • Double Lariat: PPP/KKK simultaneously
  6. 6
    Punishing Flat: FDP + P
  7. 7
    Spinning Pile Driver: 360 + P
  8. 8
    Atomic Suplex (in close only): 360 + K
  9. 9
    Flying Powerbomb (in distance only): 360 + K
  10. 10
    Super Specials:
    • Final Atomic Buster: 720 + P
  11. 11
    Aerial 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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