Marvel vs Capcom/Zangief: Difference between revisions

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===Special Moves===
===Special Moves===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle={{Icon-Capcom|3p}}/{{Icon-Capcom|3k}}
|caption=
|name=Double Lariat
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground/air
|description=Zangief spins around in a clothesline position.
}}
}}


Lariat: P/Kx3
===== <span class="invisible-header"></span> =====
Zangief spins around in a clothesline position.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=360 + P; Mash any button
|caption=
|name=Screw Piledriver
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground/air
|description=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.
}}
}}


Spinning Pile Driver: 360 + P
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=HCF + K
|caption=
|name=Flying Powerbomb
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=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.
}}
}}


Zangief grabs the opponent as he launches him into the
===== <span class="invisible-header"></span> =====
air in a pile driver position as he spins them around with
<font style="visibility:hidden" size="0"></font>
an explosion upon impact to the ground.
{{MoveData
|image=
|subtitle=HCF + K (Close)
|caption=
|name=Atomic Suplex
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=Zangief does two German Suplexes one after the other with the last one having incredible air time.
}}
}}


Rising Powerbomb: HCF + K
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=DP + K
|caption=
|name=Aerial Russian Slam
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=Zangief rises up into the air in a grabbing position and when it connects, he simply throws the opponent down to the ground.
}}
}}


Zangief walks forward in a grappling postition and when
===== <span class="invisible-header"></span> =====
it connects, he grabs the opponent and jumps forward
<font style="visibility:hidden" size="0"></font>
while landing them in a Powerbomb position.
{{MoveData
 
|image=
Double Suplex: HCF + K (close only)
|subtitle=DP + P
 
|caption=
Zangief does two German Suplexes one after the other
|name=Banishing Flat
with the last one having incredible air time.
|data=
 
{{AttackData-Marvel vs Capcom
Rising Aerial Slam: F, D, DF + K
|Damage=
 
|Guard=
Zangief rises up into the air in a grabbing position and
|Startup=
when it connects, he simply throws the opponent down
|Active=
to the ground.
|Recovery=
 
|Total=
Vodka Fire: QCF + P (Mega Mode only)
|Hit Adv=
 
|Block Adv=
Zangief does a blue version of what resembles Dhalsim's
|Property=Ground
Yoga Flame from MSHvSF.
|description=Normal Zangief only.
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=QCF + P
|caption=
|name=Vodka Fire
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=Mecha Zangief does a blue version of what resembles Dhalsim's Yoga Flame from MSHvSF.
}}
}}


===Hyper Combos===
===Hyper Combos===

Revision as of 20:16, 18 January 2021

Mvc1zangief.gif

Introducion

Pros Cons
  • High stamina
  • Excellent command grabs
  • Great Hyper Combo anti-air
  • Can change forms anytime
  • Huge target
  • Very slow, struggles to approach
  • Few Magic Series combos
  • Hyper Tag super is a non-threat

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

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.

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

Double Lariat
3p.png/3k.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Zangief spins around in a clothesline position.

Screw Piledriver
360 + P; Mash any button
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

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.

Flying Powerbomb
HCF + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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.

Atomic Suplex
HCF + K (Close)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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

Aerial Russian Slam
DP + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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

Banishing Flat
DP + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Normal Zangief only.

Vodka Fire
QCF + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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

Hyper Combos

Final Atomic Buster
360 + PP; Mash any button
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

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 + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

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.

Iron Body
RDP + LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

Transforms into Mecha Zangief. Do this again and you will revert back to normal Zangief.

Siberian Blizzard
360 + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

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

Strategy

Basic Tips

Launchers: c.MP

Magic Series:

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

AC Finisher: HP, HK, Spinning Lariat, SPD

Advanced

Team Setups

Combos

Combo Damage Notes
s.HP, Banisher
s.HK, HK Air Grab
j.2HP, s.HK, RAS/FAB/UFAB
j.2HP, SPD
j.2MP, FAB
j.2HP, c.MP, sj.LP, sj.MK, Pinning Lariat, s.HK, RAS/FAB/UFAB
Air Grab, j.2HP, c.LK, cancel into LK Air Grab, j.2HP

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine