Super Street Fighter IV AE/Zangief: Difference between revisions

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Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride.  Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.
Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride.  Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.
|
|
The consummate grappler, Zangief players must have extreme patienceExpect to play a game where you will repeatedly be defeated in your attempts to get in... but understand that that's okayBecause once you get in once, it's very easy for Zangief to deal a huge amount of damage all at once, keeping the opponents guessing with his strong Option Select game to battle wake-upsAlso, Zangief's footsie game is surpsingly potent, and he can easily defeat you without a single Spinning Pile DriveIf you enjoy using a fast-paced character with mix-ups galore, stay away from ZangiefBut if you enjoy patiently waiting and picking just the right moment to strike, look no further.}}
The quintessential grappler.  Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forteHe does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent.  While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within rangeHe can also play footsies surprisingly well with his Lariats and sweepsAs a grappler, his only true weakness is being full-screen distance away from his opponentCharacters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.}}


=== Players to Watch ===
SnakeEyez, Itazan


== Moves ==
== Moves ==
Line 11: Line 14:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Flying Body Attack | (during angled jump) d + hp | high }}
{{SSFIVMoveListRow | Flying Body Attack | (during angled jump) {{d}} + {{hp}} | {{high}} }}
{{SSFIVMoveListRow | Double Knee Drop | (during angled jump) d + lk | high }}
{{SSFIVMoveListRow | Double Knee Drop | (during angled jump) {{d}} + {{lk}} | {{high}} }}
{{SSFIVMoveListRow | Headbutt | (during vertical jump) u + mp or hp | high }}
{{SSFIVMoveListRow | Headbutt | (during vertical jump) {{u}} + {{mp}} or {{hp}} | {{high}} }}
{{SSFIVMoveListRow | Long Kick | df + hk | low }}
{{SSFIVMoveListRow | Long Kick | {{df}} + {{hk}} | {{low}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 20: Line 23:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Bodyslam | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Bodyslam | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Brain Buster | b + lp + lk | throw }}
{{SSFIVMoveListRow | Brain Buster | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Spinning Piledriver | 360 + p | throw ex }}
{{SSFIVMoveListRow | Spinning Piledriver | {{360}} + {{p}} | {{throw}} {{ex}} }}
{{SSFIVMoveListRow | Banishing Flat | dp + p | ex }}
{{SSFIVMoveListRow | Banishing Flat | {{dp}} + {{p}} | {{ex}} }}
{{SSFIVMoveListRow | Double Lariat | 3p |  }}
{{SSFIVMoveListRow | Double Lariat | {{3p}} |  }}
{{SSFIVMoveListRow | Quick Double Lariat | 3k |  }}
{{SSFIVMoveListRow | Quick Double Lariat | {{3k}} |  }}
{{SSFIVMoveListRow | Flying Power Bomb | 360 + k | ex version gains armor; throw ex }}
{{SSFIVMoveListRow | Flying Power Bomb | {{360}} + {{k}} | {{ex}} version gains armor; {{throw}} {{ex}} }}
{{SSFIVMoveListRow | Atomic Suplex | (near opponent) 360 + k | throw ex }}
{{SSFIVMoveListRow | Atomic Suplex | (near opponent) {{360}} + {{k}} | {{throw}} {{ex}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Final Atomic Buster | 360 360 + p | throw }}
{{SSFIVMoveListRow | Final Atomic Buster | {{360}} 360 + {{p}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Ultimate Atomic Buster | 360 360 + 3p | throw }}
{{SSFIVMoveListRow | Ultimate Atomic Buster | {{360}} 360 + {{3p}} | {{throw}} }}
{{SSFIVMoveListRow | Siberian Blizzard | (in air) 360 360 + 3k | airthrow }}
{{SSFIVMoveListRow | Siberian Blizzard | (in air) {{360}} 360 + {{3k}} | {{airthrow}} }}
{{MoveListFooter}}
{{MoveListFooter}}


== AE ver. 2012 Changes ==
''Light Spinning Piledriver''
Increased stun from 100 to 150.
''EX Banishing Flat''
Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total).
Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).
''Crouching Heavy Kick''
Shrunk mid-move hurtbox.
''Crouching Light Punch''
Expanded strike hitbox for deep hit.
''Far Standing Heavy Punch''
Made opponent get knocked down on a hit.


== AE Changes ==
== AE Changes ==
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* Alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.<br>Forward direction can travel much further than before, so it's easier to grab backdashing opponents.<br>Ground recovery on whiff has increased.
* Alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.<br>Forward direction can travel much further than before, so it's easier to grab backdashing opponents.<br>Ground recovery on whiff has increased.


==The Basics==  
 
==The Basics==


==Combos==
==Combos==
Line 105: Line 136:
| align="center"  |-1
| align="center"  |-1
| align="center"  |+2
| align="center"  |+2
| align="center"  |
| align="center"  |Frame advantage based on 2nd active frame
|  |
|  |
|-
|-
Line 133: Line 164:
| align="center"  |-6
| align="center"  |-6
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |On crouching opponents, -2 on hit
|  |
|  |
|-
|-
Line 186: Line 217:
| align="center"  |4
| align="center"  |4
| align="center"  |2
| align="center"  |2
| align="center"  |7
| align="center"  |7[5]
| align="center"  |+3
| align="center"  |+3[+5]
| align="center"  |+6
| align="center"  |+6[+8]
| align="center"  |
| align="center"  |[] refers to chained version
|  |
|  |
|-
|-
Line 216: Line 247:
| align="center"  |18
| align="center"  |18
| align="center"  |-3
| align="center"  |-3
| align="center"  |+1
| align="center"  |-
| align="center"  |
| align="center"  |Knockdown
|  |
|  |
|-
|-
Line 231: Line 262:
| align="center"  |+2
| align="center"  |+2
| align="center"  |+5
| align="center"  |+5
| align="center"  |
| align="center"  |5~6f cancellable (translate)
|  |
|  |
|-
|-
Line 262: Line 293:
|  |
|  |
|-
|-
|  |crouch [[File:Jab.gif]]
|  |Crouch [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |20
| align="center"  |20
Line 276: Line 307:
|  |
|  |
|-
|-
|  |crouch [[File:Strong.gif]]
|  |Crouch [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |80
| align="center"  |80
Line 287: Line 318:
| align="center"  |-3
| align="center"  |-3
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |Forces stand
|  |
|  |
|-
|-
|  |crouch [[File:Fierce.gif]]
|  |Crouch [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |120
| align="center"  |120
Line 304: Line 335:
|  |
|  |
|-
|-
|  |crouch [[File:Short.gif]]
|  |Crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |40
| align="center"  |40
Line 318: Line 349:
|  |
|  |
|-
|-
|  |crouch [[File:Forward.gif]]
|  |Crouch [[File:Forward.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |90
| align="center"  |90
Line 332: Line 363:
|  |
|  |
|-
|-
|  |crouch [[File:Roundhouse.gif]]
|  |Crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |L
| align="center"  |120
| align="center"  |120
Line 343: Line 374:
| align="center"  |-5
| align="center"  |-5
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
|  |Jump up [[File:Jab.gif]]
|  |Jump Up [[File:Jab.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |60
| align="center"  |60
Line 360: Line 391:
|  |
|  |
|-
|-
|  |Jump up [[File:Strong.gif]]
|  |Jump Up [[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |90
| align="center"  |90
Line 374: Line 405:
|  |
|  |
|-
|-
|  |Jump up [[File:Fierce.gif]]
|  |Jump Up [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |140
| align="center"  |140
Line 388: Line 419:
|  |
|  |
|-
|-
|  |Jump up [[File:Short.gif]]
|  |Jump Up [[File:Short.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 402: Line 433:
|  |
|  |
|-
|-
|  |Jump up [[File:Forward.gif]]
|  |Jump Up [[File:Forward.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |90
| align="center"  |90
Line 416: Line 447:
|  |
|  |
|-
|-
|  |Jump up [[File:Roundhouse.gif]]
|  |Jump Up [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |120
| align="center"  |120
Line 430: Line 461:
|  |
|  |
|-
|-
|  |Jump forward [[File:Jab.gif]]
|  |Jump Forward [[File:Jab.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |60
| align="center"  |60
Line 444: Line 475:
|  |
|  |
|-
|-
|  |Jump forward [[File:Strong.gif]]
|  |Jump Forward [[File:Strong.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |90
| align="center"  |90
Line 458: Line 489:
|  |
|  |
|-
|-
|  |Jump forward [[File:Fierce.gif]]
|  |Jump Forward [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |120
| align="center"  |120
Line 472: Line 503:
|  |
|  |
|-
|-
|  |Jump forward [[File:Short.gif]]
|  |Jump Forward [[File:Short.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |50
| align="center"  |50
Line 486: Line 517:
|  |
|  |
|-
|-
|  |Jump forward [[File:Forward.gif]]
|  |Jump Forward [[File:Forward.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |80
| align="center"  |80
Line 497: Line 528:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~4f legs projectile invincibility
|  |
|  |
|-
|-
|  |Jump forward [[File:Roundhouse.gif]]
|  |Jump Forward [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |120
| align="center"  |120
Line 581: Line 612:
| align="center"  |-11
| align="center"  |-11
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
Line 590: Line 621:
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |23
| align="center"  |10+13
| align="center"  |5
| align="center"  |5
| align="center"  |32
| align="center"  |32
Line 598: Line 629:
|  |
|  |
|-
|-
|  |Focus attack LVL 2
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |120
| align="center"  |120
Line 604: Line 635:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |17+16
| align="center"  |18+15
| align="center"  |5
| align="center"  |5
| align="center"  |32
| align="center"  |32
Line 612: Line 643:
|  |
|  |
|-
|-
|  |Focus attack LVL 3
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |-
| align="center"  |170
| align="center"  |170
Line 637: Line 668:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
|  |Back throw
|  |Back Throw
| align="center"  |0.94
| align="center"  |0.94
| align="center"  |160
| align="center"  |160
Line 651: Line 682:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
Line 657: Line 688:
| align="center"  |1.75
| align="center"  |1.75
| align="center"  |180
| align="center"  |180
| align="center"  |100
| align="center"  |150
| align="center"  |40/100
| align="center"  |40/100
| align="center"  |-
| align="center"  |-
Line 665: Line 696:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
Line 679: Line 710:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
Line 693: Line 724:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown
|  |
|  |
|-
|-
|  |Spinning Piledriver EX
|  |Spinning Piledriver [[File:EX.gif]]
| align="center"  |1.35
| align="center"  |1.35
| align="center"  |200
| align="center"  |200
Line 707: Line 738:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~5f strike and projectile invincibility, Hard Knockdown
|  |
|  |
|-
|-
Line 721: Line 752:
| align="center"  |-7
| align="center"  |-7
| align="center"  |-5
| align="center"  |-5
| align="center"  |
| align="center"  |6~20f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
|  |
|  |
|-
|-
Line 735: Line 766:
| align="center"  |-8
| align="center"  |-8
| align="center"  |-6
| align="center"  |-6
| align="center"  |
| align="center"  |8~22f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
|  |
|  |
|-
|-
Line 749: Line 780:
| align="center"  |-9
| align="center"  |-9
| align="center"  |-7
| align="center"  |-7
| align="center"  |
| align="center"  |9~25f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
|  |
|  |
|-
|-
|  |Banishing Flat EX
|  |Banishing Flat [[File:EX.gif]]
| align="center"  |HL
| align="center"  |HL
| align="center"  |80*50
| align="center"  |90*50
| align="center"  |50*50
| align="center"  |50*50
| align="center"  |-250/0
| align="center"  |-250/0
| align="center"  |su
| align="center"  |-*su
| align="center"  |13
| align="center"  |13
| align="center"  |1*1
| align="center"  |1*1
Line 763: Line 794:
| align="center"  |-9
| align="center"  |-9
| align="center"  |+1
| align="center"  |+1
| align="center"  |
| align="center"  |1~13f strike and projectile Invincible, 14~22f projectile invincible, projectile hitbox, 2nd hit can juggle, [air hit]1st hit knocks down, knockdown on [counterhit]
|  |
|  |
|-
|-
Line 771: Line 802:
| align="center"  |150*200
| align="center"  |150*200
| align="center"  |30/40
| align="center"  |30/40
| align="center"  |su
| align="center"  |su*-
| align="center"  |4
| align="center"  |4
| align="center"  |2(4)7(2)7(3)9(2)8(4)3
| align="center"  |2(4)7(2)7(3)9(2)8(4)3
Line 777: Line 808:
| align="center"  |-44
| align="center"  |-44
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~5f upper body strike and projectile invincible, 4~5f legs projectile invincible, 6~54f feet projectile invincible and torso projectile and strike invincible, knockdown, (additional notes)
|  |
|  |
|-
|-
Line 785: Line 816:
| align="center"  |100*150
| align="center"  |100*150
| align="center"  |20/30
| align="center"  |20/30
| align="center"  |su
| align="center"  |su*-
| align="center"  |4
| align="center"  |4
| align="center"  |2(4)5(3)8(4)3
| align="center"  |2(4)5(3)8(4)3
Line 791: Line 822:
| align="center"  |-22
| align="center"  |-22
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~32f legs strike and projectile invincible, knockdown, (additional notes)
|  |
|  |
|-
|-
Line 805: Line 836:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown, (additional notes)
|  |
|  |
|-
|-
|  |Double German Suplex EX
|  |Double German Suplex [[File:EX.gif]]
| align="center"  |1.00
| align="center"  |1.00
| align="center"  |240
| align="center"  |240
Line 819: Line 850:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~? Armored, Hard Knockdown, (additional notes)
|  |
|  |
|-
|-
Line 833: Line 864:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard Knockdown, (additional notes)
|  |
|  |
|-
|-
|  |Running Bear Grab EX
|  |Running Bear Grab [[File:EX.gif]]
| align="center"  |5.06
| align="center"  |5.06
| align="center"  |220
| align="center"  |220
Line 847: Line 878:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~? Armored, Hard Knockdown, (additional notes)
|  |
|  |
|-
|-
Line 861: Line 892:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~ invincible, Hard Knockdown
|  |
|  |
|-
|-
Line 875: Line 906:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~ invincible, Hard Knockdown
|  |
|  |
|-
|-
Line 885: Line 916:
| align="center"  |-
| align="center"  |-
| align="center"  |0+3
| align="center"  |0+3
| align="center"  |???
| align="center"  |Until Landing
| align="center"  |58
| align="center"  |After Landing 58
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~Until Landing Invincible, Hard Knockdown, (additional notes)
|  |
|  |
|-  
|-  
Line 921: Line 952:




=====Notes:=====
=====Notes=====
 
[[Category:Super Street Fighter IV AE]]
[[Category:Zangief]]

Latest revision as of 21:25, 7 March 2021

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Zangief

SSFIV-Zangief Face.jpg

Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride. Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.


In a nutshell

The quintessential grappler. Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forte. He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent. While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range. He can also play footsies surprisingly well with his Lariats and sweeps. As a grappler, his only true weakness is being full-screen distance away from his opponent. Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.

Players to Watch

SnakeEyez, Itazan

Moves

Unique Attacks

Name
Command
Notes
Flying Body Attack
(during angled jump) D.png + Hp.png
High.png
Double Knee Drop
(during angled jump) D.png + Lk.png
High.png
Headbutt
(during vertical jump) U.png + Mp.png or Hp.png
High.png
Long Kick
Df.png + Hk.png
Low.png

Throws

Name
Command
Notes
Bodyslam
F.png or N.png + Lp.png + Lk.png
Throw.png
Brain Buster
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Spinning Piledriver
360.png + P.png
Throw.png Ex.png
Banishing Flat
Dp.png + P.png
Ex.png
Double Lariat
3p.png
Quick Double Lariat
3k.png
Flying Power Bomb
360.png + K.png
Ex.png version gains armor; Throw.png Ex.png
Atomic Suplex
(near opponent) 360.png + K.png
Throw.png Ex.png

Super Combo

Name
Command
Notes
Final Atomic Buster
360.png 360 + P.png
Throw.png

Ultra Combos

Name
Command
Notes
Ultimate Atomic Buster
360.png 360 + 3p.png
Throw.png
Siberian Blizzard
(in air) 360.png 360 + 3k.png
Airthrow.png


AE ver. 2012 Changes

Light Spinning Piledriver

Increased stun from 100 to 150.


EX Banishing Flat

Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total). Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).


Crouching Heavy Kick

Shrunk mid-move hurtbox.


Crouching Light Punch

Expanded strike hitbox for deep hit.


Far Standing Heavy Punch

Made opponent get knocked down on a hit.

AE Changes

  • Increased range on Far Standing Hard Punch
  • Light Punch and Hard Punch Spinning Piledrivers damage buffed
  • Increased range on Light Punch Spinning Piledriver
  • EX Banishing Flat, when it hits a grounded opponent, will no longer knock down but you will have advantage.
  • Alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.
    Forward direction can travel much further than before, so it's easier to grab backdashing opponents.
    Ground recovery on whiff has increased.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 ch/sp/su 4 6 7 -1 +2 Frame advantage based on 2nd active frame
Close Strong.gif HL 90 100 40 sp/su 5 2 14 -2 +1
Close Fierce.gif HL 140 200 60 - 7 4 20 -6 -1 On crouching opponents, -2 on hit
Close Short.gif HL 30 50 20 - 4 2 10 -1 +2
Close Forward.gif HL 90 100 40 sp/su 5 2 15 -3 0
Close Roundhouse.gif HL 140 200 60 - 7 4 21 -5 -1
Far Jab.gif HL 30 50 20 ch/sp/su 4 2 7[5] +3[+5] +6[+8] [] refers to chained version
Far Strong.gif HL 70 100 40 - 4 2 10 +2 +5
Far Fierce.gif HL 140 200 60 - 12 3 18 -3 - Knockdown
Far Short.gif HL 30 50 20 sp/su 4 2 7 +2 +5 5~6f cancellable (translate)
Far Forward.gif HL 90 100 40 - 7 6 18 -10 -7
Far Roundhouse.gif HL 140 200 60 - 11 4 16 -2 +2
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 3 6 +2 +5
Crouch Strong.gif HL 80 100 40 - 8 5 12 -3 +3 Forces stand
Crouch Fierce.gif HL 120 200 60 su 12 4 16 -2 +2
Crouch Short.gif L 40 50 20 sp/su 4 3 7 +1 +4
Crouch Forward.gif L 90 100 40 - 9 4 15 -5 -2
Crouch Roundhouse.gif L 120 200 60 - 9 5 18 -5 - Hard Knockdown
Jump Up Jab.gif H 60 50 20 - 5 5 - - -
Jump Up Strong.gif H 90 100 40 - 7 4 - - -
Jump Up Fierce.gif H 140 200 60 - 10 6 - - -
Jump Up Short.gif H 50 50 20 - 7 4 - - -
Jump Up Forward.gif H 90 100 40 - 9 5 - - -
Jump Up Roundhouse.gif H 120 200 60 - 9 6 - - -
Jump Forward Jab.gif H 60 50 20 - 6 5 - - -
Jump Forward Strong.gif H 90 100 40 - 7 3 - - -
Jump Forward Fierce.gif H 120 200 60 - 11 6 - - -
Jump Forward Short.gif H 50 50 20 - 7 4 - - -
Jump Forward Forward.gif H 80 100 40 - 9 10 - - - 1~4f legs projectile invincibility
Jump Forward Roundhouse.gif H 120 200 60 - 9 6 - - -
Down.gif+Fierce.gif(air) H 100 150 60 - 6 7 - - -
Down.gif+Short.gif(air) H 50 50 20 - 8 6 - - -
Up.gif+Strong.gif(air) H 100 500 40 - 4 6 - - -
Up.gif+Fierce.gif(air) H 120 600 60 - 6 12 - - -
Downright.gif+Roundhouse.gif L 120 200 60 - 14 7 22 -11 - Hard Knockdown
Focus Attack LVL 1 HL 90 100 20 - 10+13 5 32 -21 -21
Focus Attack LVL 2 HL 120 150 40 - 18+15 5 32 -15 -
Focus Attack LVL 3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.94 160 180 40 - 3 2 20 - - Hard Knockdown
Back Throw 0.94 160 180 40 - 3 2 20 - - Hard Knockdown
Spinning Piledriver Jab.gif 1.75 180 150 40/100 - 2 2 52 - - Hard Knockdown
Spinning Piledriver Strong.gif 1.45 200 150 40/100 - 2 2 50 - - Hard Knockdown
Spinning Piledriver Fierce.gif 1.35 250 200 40/100 - 2 2 48 - - Hard Knockdown
Spinning Piledriver EX.gif 1.35 200 150 -250/0 - 4 2 47 - - 1~5f strike and projectile invincibility, Hard Knockdown
Banishing Flat Jab.gif HL 120 100 30/30 su 11 2 21 -7 -5 6~20f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
Banishing Flat Strong.gif HL 130 150 30/30 su 13 2 22 -8 -6 8~22f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
Banishing Flat Fierce.gif HL 140 200 30/30 su 16 2 23 -9 -7 9~25f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
Banishing Flat EX.gif HL 90*50 50*50 -250/0 -*su 13 1*1 27 -9 +1 1~13f strike and projectile Invincible, 14~22f projectile invincible, projectile hitbox, 2nd hit can juggle, [air hit]1st hit knocks down, knockdown on [counterhit]
Lariat Punch.gifPunch.gifPunch.gif HL 120*140 150*200 30/40 su*- 4 2(4)7(2)7(3)9(2)8(4)3 14 -44 - 1~5f upper body strike and projectile invincible, 4~5f legs projectile invincible, 6~54f feet projectile invincible and torso projectile and strike invincible, knockdown, (additional notes)
Lariat Kick.gifKick.gifKick.gif HL 110*130 100*150 20/30 su*- 4 2(4)5(3)8(4)3 14 -22 - 1~32f legs strike and projectile invincible, knockdown, (additional notes)
Double German Suplex 1.00 220 200 30/140 - 2 2 45 - - Hard Knockdown, (additional notes)
Double German Suplex EX.gif 1.00 240 200 -250/0 - 2 2 45 - - 1~? Armored, Hard Knockdown, (additional notes)
Running Bear Grab 2.92 200 150 30/80 - 1 2 45 - - Hard Knockdown, (additional notes)
Running Bear Grab EX.gif 5.06 220 200 -250/0 - 1 2 45 - - 1~? Armored, Hard Knockdown, (additional notes)
Super Combo 1.24 450 0 -1000/0 - 1+0 2 46 - - 1f~ invincible, Hard Knockdown
Ultra Combo 1 1.44 520 0 0/0 - 1+0 2 46 - - 1f~ invincible, Hard Knockdown
Ultra Combo 2 0.95 450 0 0/0 - 0+3 Until Landing After Landing 58 - - 1f~Until Landing Invincible, Hard Knockdown, (additional notes)
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes