Marvel vs Capcom/Zangief: Difference between revisions

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===Command Normals===
===Command Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=66 + MP/HP (close)
|caption=
|name=Dash Throw
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Mega Mode: B, D, DB + LK (1 level required):
===== <span class="invisible-header"></span> =====
First introduced in MSHvSF, this transforms Zangief's skin
<font style="visibility:hidden" size="0"></font>
into iron metal. During this state, Zangief can't block and
{{MoveData
his speed and agility are shot down.
|image=
|subtitle=66 + MK/HK (close)
|caption=
|name=Dash Bites
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Fun Facts:
===== <span class="invisible-header"></span> =====
-Mega Mode and Double Final Atomic Buster were first
<font style="visibility:hidden" size="0"></font>
introduced in MSHvSF.
{{MoveData
|image=
|subtitle=6MP
|caption=
|name=Elbow Drop
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=Zangief does an elbow drop which acts as an overhead.
}}
}}


Dashing Grab: Fx2
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=Air 2MP
|caption=
|name=Elbow Dive
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


Zangief's dash as he dashes forward slightly in a grappling
===== <span class="invisible-header"></span> =====
position.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=Air 8MP
|caption=
|name=Headbutt
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=Zangief does a headbutt  which can only be done in a super jump.
}}
}}


Elbow Drop: F + MP (in air, D + MP)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=Air 2HP
|caption=
|name=Body Press
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=Zangief lands down to the ground body first as a surrounding-type rushing attack.
}}
}}


Zangief does an elbow drop which can act as an overhead.
===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0"></font>
Headbutt: U + MP/HP (super jump only)
{{MoveData
 
|image=
Zangief does a headbutt which can only be done in a
|subtitle=Air 6HP
super jump.
|caption=
 
|name=Long Punch
Body Press: D + HP (only in air)
|data=
 
{{AttackData-Marvel vs Capcom
Zangief lands down to the ground body first as a surrounding-
|Damage=
type rushing attack.
|Guard=
|Startup=
|Active=
|Recovery=
  |Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=Air 2MK
|caption=
|name=Double Knee Drop
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


===Special Moves===
===Special Moves===

Revision as of 00:17, 19 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

Dash Throw
66 + MP/HP (close)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Dash Bites
66 + MK/HK (close)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Elbow Drop
6MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Zangief does an elbow drop which acts as an overhead.

Elbow Dive
Air 2MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Headbutt
Air 8MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

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

Body Press
Air 2HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

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

Long Punch
Air 6HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Double Knee Drop
Air 2MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

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. However, while in this state, Mecha Zangief cannot block at all, and his speed and mobility are also greatly reduced as compensation for the Hyper Armor he gains.

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
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Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
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Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
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