Marvel vs Capcom/Zangief: Difference between revisions

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= Basic Tips =
= Basic Tips =
Launchers:
Launchers:<br>
c. SP
c. SP<br><br>


Magic Series:
Magic Series:<br>
Ground Magic Series: None
Ground Magic Series: None<br>
Jump Magic Series: None
Jump Magic Series: None<br>
Super Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Weakest to Strongest<br><br>


AC Finisher:
AC Finisher:<br>
FP, RK, Spinning Lariat, SPD
FP, RK, Spinning Lariat, SPD<br><br>


= Move List =
= Move List =
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= Combos =
= Combos =


Easy Combos:
1) FP, cancel Banisher<br>
1) FP, cancel Banisher
2) RK, cancel RK Air Grab<br>
A good solid two hitter that even more importantly moves you next to your
1) j. D FP, RK, cancel RBG/FAB/DFAB<br>
opponent.
2) j. D FP, cancel SPD<br>
3) j./sj. D SP, FAB<br>
1) j. D FP, c. SP, sj. JP, sj. FK, cancel Spinning Lariat, RK, cancel RBG/FAB/D FAB<br>
2) Air Grab, j. D FP, c. SK, cancel, SK Air Grab, j. D FP<br>


2) RK, cancel RK Air Grab
If it's in the corner, you may have to do the SK version.
Intermediate Combos:
1) j. D FP, RK, cancel RBG/FAB/DFAB
The end grab will basically grab them just as they land from the RK!  Hard to
time though but the damage is awesome!  The canceling is a bit tricky here as
you can't do it right away I think.
2) j. D FP, cancel SPD
This works on almost everybody (except like MegaMan) but especially on the
bigger guys.  This won't always work as a)they can jump out of it or b)you
just simply miss them.  Still a good tatci to try sometimes.
3) j./sj. D SP, FAB
This works well especially on those anti-air guys because the elbow drop (D
SP) really messes up their anti-air timing and you hit them.  Then as you
both get up, do a FAB or SPD or whatever and you will usually get them as
long as they don't jump away as you have priority.
Hard Combos:
1) j. D FP, c. SP, sj. JP, sj. FK, cancel Spinning Lariat, RK, cancel
RBG/FAB/D FAB
A more complicated version of I. Combo #1.  The Spinning Lariat will knock
them into position for the RK.
2) Air Grab, j. D FP, c. SK, cancel, SK Air Grab, j. D FP
This is mainly a confusion strategy that works surprisingly well or at least
on the people I've tried it on.  The second Air Grab always confuses their
blocking because you cross them up with the j. D FP and then you can launch
them or whatever.  This probably only works as well as it does because not
many people have seen it so use it sparingly
[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Revision as of 03:04, 29 December 2015

Mvc1zangief.gif

Introducion

Basic Tips

Launchers:
c. SP

Magic Series:
Ground Magic Series: None
Jump Magic Series: None
Super Jump Magic Series: Weakest to Strongest

AC Finisher:
FP, RK, Spinning Lariat, SPD

Move List

Mega Mode: B, D, DB + LK (1 level required): First introduced in MSHvSF, this transforms Zangief's skin into iron metal. During this state, Zangief can't block and his speed and agility are shot down.


Fun Facts: -Mega Mode and Double Final Atomic Buster were first introduced in MSHvSF.


Command Normals

Dashing Grab: Fx2

Zangief's dash as he dashes forward slightly in a grappling position.

Elbow Drop: F + MP (in air, D + MP)

Zangief does an elbow drop which can act as an overhead.

Headbutt: U + MP/HP (super jump only)

Zangief does a headbutt which can only be done in a super jump.

Body Press: D + HP (only in air)

Zangief lands down to the ground body first as a surrounding- type rushing attack.


Special Moves

Lariat: P/Kx3 Zangief spins around in a clothesline position.

Spinning Pile Driver: 360 + P

Zangief grabs the opponent as he launches him into the air in a pile driver position as he spins them around with an explosion upon impact to the ground.

Rising Powerbomb: HCF + K

Zangief walks forward in a grappling postition and when it connects, he grabs the opponent and jumps forward while landing them in a Powerbomb position.

Double Suplex: HCF + K (close only)

Zangief does two German Suplexes one after the other with the last one having incredible air time.

Rising Aerial Slam: F, D, DF + K

Zangief rises up into the air in a grabbing position and when it connects, he simply throws the opponent down to the ground.

Vodka Fire: QCF + P (Mega Mode only)

Zangief does a blue version of what resembles Dhalsim's Yoga Flame from MSHvSF.


Hyper Combos

Final Atomic Buster: 360 + Px2

Zangief does a Double Suplex, followed by a Spinning Pile Driver and ends it off with an elevated version of the Spinning Pile Driver as he launches the opponent up with great elevation.

Ultra Final Atomic Buster: 360 + Kx2 (Level 3 only)

Zangief does an extended version of his Final Atomic Buster but the grab range is incredibly crap as it must be done close only.

Siberian Blizzard: 360 + Kx2 (Mega Mode only)

Zangief does an extended version of his Lariat which does multiple hits as it goes vertically.

Combos

1) FP, cancel Banisher
2) RK, cancel RK Air Grab
1) j. D FP, RK, cancel RBG/FAB/DFAB
2) j. D FP, cancel SPD
3) j./sj. D SP, FAB
1) j. D FP, c. SP, sj. JP, sj. FK, cancel Spinning Lariat, RK, cancel RBG/FAB/D FAB
2) Air Grab, j. D FP, c. SK, cancel, SK Air Grab, j. D FP