A lariat performed by extending both arms and spinning. Invulnerable to projectiles during the duration of the spin.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Double Lariat | 15 | D | -12 | 1400 |
| OD Double Lariat | 12 | D | -11 | 1700 |
Evaluation
A lariat performed by extending both arms and spinning. Invulnerable to projectiles during the duration of the spin.
How to Use
Notes on how Zangief uses Double Lariat — combo routes, pressure, whiff punishes — to be added.
How to Counter
Double Lariat (PP) is used as anti-air and as a combo ender. 15F startup, +27F on hit. In neutral, the move can't catch crossups, so crossup-leaning jumps are an extremely strong forcing option. Startup isn't fast either, so always keep "empty jump" in your toolkit.
Recommended counters
Refusing oki after PP hit
A back-rise leaves Zangief with almost no oki. HP and 2HK reach but aren't meaty. If you see the drive-rush, mash a fast button or just throw out a Drive Impact — both work cleanly. Zangief knows this, so he'll mix in rush → forward jump to bait those options.
The recommended response is mash sweep + watch for the jump (anti-air on react). The clip records:
- rush → forward jump
- rush → HP (recorded at max range)
- rush → (held) HP
Watch out
Sweep-mash gets beaten by delayed 6MK
Mashing sweep loses to delayed 6MK — but 6MK isn't meaty here, and you can walk back to whiff it. Against Zangiefs who use this option, look for a whiff-punish on 6MK instead.

