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The Tundra Storm is one of Zangief's special attacks, introduced in Street Fighter V.

Input
Street Fighter V Arcade Stick S+Arcade-Button-2xPunch
Street Fighter 6
(Classic)
Arcade-Stick-DownArcade-Stick-Down+Arcade-Button-HKick
Street Fighter 6
(Modern)
Arcade-Stick-DownArcade-Stick-Down+Modern H

Description[]

TundraStorm

Zangief catches Cammy's leg using Tundra Storm.

"Counter an opponent's grounded kick and throw them. Can only be used against certain attacks, but makes up for that limitation with its big damage."
Street Fighter 6

Executed by performing a "Shoryuken" motion (forward, downward then down-forward) and pressing two punch buttons, Zangief opens his arms out wide, anticipating a kick. If timed correctly, Zangief catches the opponent's leg. Next, he spins their leg inwards causing his opponent to fall off balance and twist in the air bringing them to the ground in a turning motion. In Street Fighter 6, the input for this move changed to pressing down twice plus Heavy Kick (or Heavy Attack for Modern Control).

Tactics[]

Zangief is at his best when he is very close to his opponent, pressuring them with frame trap combos and command throws. To counter, the opponent will try to keep Zangief at a distance, using their longest normal to attack from afar. This move can be used to counteract this strategy. It is a parry that catches horizontally-aligned kicking attacks. While timing of this attack can be difficult, the total damage it can inflict is equal to that of Zangief's other command throws, such as Screw Pile Driver or Siberian Express.

However, this move won't parry low attacks, fireballs, or any type of punching attacks. Additionally, it does not work on any horizontally aligned kicks from certain characters, like Balrog or Vega. In order to get the most out of this move, it is critical to know which attack(s) Zangief's can catch by using this move, as well as being able to read when the opponent will throw out that specific move.

This attack is infamous for its counter intuitiveness in terms of usefulness, as most other attacks simply work against an attack archetype, such as punch attacks or aerial attacks. However, this attack counters certain kind of kick attacks. Zangief can only catch horizontally-aligned kicks with this move. Mistimed or trying to counter the wrong type of attack puts Zangief in a Counter Hit state for higher damage and longer combos.

For example, he can use this move against normals such as Ryu's or Cammy's Standing Medium Kick, but not their Standing Heavy Kick. Unique Attacks such as Ibuki's Bonshogeri can also be countered. The effectiveness of this move is from the player's ability to read his opponent and anticipate if they are about to throw in one of their mid-range kicks to keep Zangief at a distance. While the damage from this move is rewarding, the conditions for Tundra Storm is so specific, it is rarely used in matches.

While much of these factors remain the same in Street Fighter 6, Tundra Storm has a considerably longer active window at 50 frames, making it more likely to catch some kicks. Most notably, Zangief can use Tundra Storm against certain kick-based Drive Impacts even while in Burnout, making it an incredibly risky, but still somewhat viable counter in specific matchups.

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