This is the move to use when close since it grabs characters on their first frame, thus the "Magic grab" more on this later. The fp version has very good range and jab version grabs the farthest. This move is very very strong, doing roughly 24% damage to a normal character. He grabs you, spins high in the the air, and comes down crasher you on your head. If oppoent jumps in with early attack try to AC at the first frames of block stun so you can get quicker recovery from the AC and alot of times you can walk forward a sec, jump forward and magic grab as they get up. + - Kick AC- His best option for anti air and most ground attacks. Do not use this move against multi hitting attacks such as akumas dp ect as it will get beat.
If opponent gets AC'ed into corner you should be able to follow up with magic grab. + - Punch AC- Pretty much only to be used against ground based attacks and very deep jump in attacks up CLOSE to gief.
He drops to the ground with a great thud. A sudden storm sends Zangief spinning to earth head-first. Zangief knows that he must improve his Piledriver but is frustrated because he cannot advance it.
#Super street fighter alpha 2 pro
Pro wrestlers cower before his Piledriver.