Marvel vs Capcom/Zangief: Difference between revisions

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m (→‎Introduction: Added tabs for Zangief and Mechagief. Will add to the rest of the page eventually.)
 
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{{MVC1 Character Subnav|name=Zangief}}
[[File:mvc1zangief.gif|right]]
[[File:mvc1zangief.gif|right]]
{{TOClimit|3}}


= Introducion =
==Introduction==
 
Needs updated pros/cons.
= Basic Tips =
<tabber>
Launchers:
|-|Zangief=
c. SP
{{ ProConTable
 
| pros =  
Magic Series:
* High health
Ground Magic Series: None
* Excellent command grabs
Jump Magic Series: None
* Great Hyper Combo anti-air
Super Jump Magic Series: Weakest to Strongest
* Combos off of and into throws
 
* Mechagief gains hyper armor
AC Finisher:
| cons =
FP, RK, Spinning Lariat, SPD
* Technically difficult character
* Huge target
* Very slow, struggles to approach
* Almost zero magic series combos
* Non-threat Hyper Tag super
}}
|-|Mechagief=
{{ ProConTable
| pros =
* Enter Mechagief pros here
* Mechagief gains hyper armor
| cons =
* Enter Mechagief cons here
* Mechagief locked behind meter
* Mechagief also cannot block
* Worse movement
}}
</tabber>


= Move List =
= Move List =
==Normals==
===Ground Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LP
|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">s.MP</font>
into iron metal. During this state, Zangief can't block and
{{MoveData
his speed and agility are shot down.
|image=
|subtitle=
|caption=
|name=s.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HP
|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">s.LK</font>
introduced in MSHvSF.
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


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


Command Normals
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground, Launcher
|description=
}}
}}


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


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


Elbow Drop: F + MP (in air, D + MP)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Zangief does an elbow drop which can act as an overhead.
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Headbutt: U + MP/HP (super jump only)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Zangief does a headbutt which can only be done in a
===== <span class="invisible-header"></span> =====
super jump.
<font style="visibility:hidden" size="0">c.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
  |Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Body Press: D + HP (only in air)
===Air Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Zangief lands down to the ground body first as a surrounding-
===== <span class="invisible-header"></span> =====
type rushing attack.
<font style="visibility:hidden" size="0">j.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


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


Special Moves
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


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


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


Zangief grabs the opponent as he launches him into the
===Command Normals===
air in a pile driver position as he spins them around with
===== <span class="invisible-header"></span> =====
an explosion upon impact to the ground.
<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=
}}
}}


Rising Powerbomb: HCF + K
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|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=
}}
}}


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=
|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.
}}
}}


Double Suplex: HCF + K (close only)
===== <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 does two German Suplexes one after the other
===== <span class="invisible-header"></span> =====
with the last one having incredible air time.
<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.
}}
}}


Rising Aerial Slam: F, D, DF + K
===== <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 rises up into the air in a grabbing position and
===== <span class="invisible-header"></span> =====
when it connects, he simply throws the opponent down
<font style="visibility:hidden" size="0"></font>
to the ground.
{{MoveData
|image=
|subtitle=Air 6HP
|caption=
|name=Long Punch
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


Vodka Fire: QCF + P (Mega Mode only)
===== <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=
}}
}}


Zangief does a blue version of what resembles Dhalsim's
===Special Moves===
Yoga Flame from MSHvSF.
===== <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.
}}
}}


===== <span class="invisible-header"></span> =====
<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.
}}
}}


Hyper Combos
===== <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.
}}
}}


Final Atomic Buster: 360 + Px2
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{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.
}}
}}


Zangief does a Double Suplex, followed by a Spinning
===== <span class="invisible-header"></span> =====
Pile Driver and ends it off with an elevated version of
<font style="visibility:hidden" size="0"></font>
the Spinning Pile Driver as he launches the opponent
{{MoveData
up with great elevation.
|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.
}}
}}


Ultra Final Atomic Buster: 360 + Kx2 (Level 3 only)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=DP + P
|caption=
|name=Banishing Flat
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=Normal Zangief only.
}}
}}


Zangief does an extended version of his Final Atomic
===== <span class="invisible-header"></span> =====
Buster but the grab range is incredibly crap as it must
<font style="visibility:hidden" size="0"></font>
be done close only.
{{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.
}}
}}


Siberian Blizzard: 360 + Kx2 (Mega Mode only)
===Hyper Combos===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=360 + PP; Mash any button
|caption=
|name=Final Atomic Buster
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=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.
}}
}}


Zangief does an extended version of his Lariat which
===== <span class="invisible-header"></span> =====
does multiple hits as it goes vertically.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=360 + PP
|caption=
|name=Ultra Final Atomic Buster
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=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.
}}
}}


= Combos =
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=RDP + LK
|caption=
|name=Iron Body
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=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.
}}
}}


Easy Combos:
===== <span class="invisible-header"></span> =====
1) FP, cancel Banisher
<font style="visibility:hidden" size="0"></font>
A good solid two hitter that even more importantly moves you next to your
{{MoveData
opponent.
|image=
|subtitle=360 + KK
|caption=
|name=Siberian Blizzard
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=Mecha Zangief does an extended version of his Lariat which does multiple hits as it goes vertically.
}}
}}


2) RK, cancel RK Air Grab
= Strategy =
If it's in the corner, you may have to do the SK version.
==Basic Tips==
Launchers: c.MP


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


Intermediate Combos:
AC Finisher: HP, HK, Spinning Lariat (PPP), SPD (360 + P)


1) j. D FP, RK, cancel RBG/FAB/DFAB
==Advanced==
The end grab will basically grab them just as they land from the RK!  Hard to
===Super Jump Cancels===
time though but the damage is awesome!  The canceling is a bit tricky here as
<youtube>a4PyVMVmxiw</youtube>
you can't do it right away I think.


2) j. D FP, cancel SPD
==Team Setups==
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
= Combos =
This works well especially on those anti-air guys because the elbow drop (D
{| border="1em" cellpadding="3" cellMPacing="0"
SP) really messes up their anti-air timing and you hit them.  Then as you
| align="center"|'''Combo'''
both get up, do a FAB or SPD or whatever and you will usually get them as
| align="center"|'''Damage'''
long as they don't jump away as you have priority.
| align="center"|'''Notes'''
 
|-
 
|s.HP > Banisher (dp + P)
Hard Combos:
|
 
|
1) j. D FP, c. SP, sj. JP, sj. FK, cancel Spinning Lariat, RK, cancel
|-
RBG/FAB/D FAB
|s.HK > HK Air Grab (dp + HK)
A more complicated version of I. Combo #1.  The Spinning Lariat will knock
|
them into position for the RK.
|
|-
|air d + HP, s.HK > RAS (hcf + K) / FAB (360 + PP) / UFAB (360 + KK)
|
|
|-
|air d+ HP, SPD (360 + P)
|
|
|-
|air d + MP, FAB (360 + PP)
|
|
|-
|air d + HP, c.MP, sj.LP > sj.MK > Spinning Lariat (PPP), s.HK > RAS (hcf + K) / FAB (360 + PP) / UFAB (360 + KK)
|
|
|-
|Air Grab (dp + K), air d + HP, c.LK > LK Air Grab (dp + LK), air d + HP
|
|
|-
|}


2) Air Grab, j. D FP, c. SK, cancel, SK Air Grab, j. D FP
{{Navbox-MVC1}}
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]]
[[Category:Zangief]]

Latest revision as of 03:31, 1 July 2024

Mvc1zangief.gif

Introduction

Needs updated pros/cons.

Strengths Weaknesses
  • High health
  • Excellent command grabs
  • Great Hyper Combo anti-air
  • Combos off of and into throws
  • Mechagief gains hyper armor
  • Technically difficult character
  • Huge target
  • Very slow, struggles to approach
  • Almost zero magic series combos
  • Non-threat Hyper Tag super

Strengths Weaknesses
  • Enter Mechagief pros here
  • Mechagief gains hyper armor
  • Enter Mechagief cons here
  • Mechagief locked behind meter
  • Mechagief also cannot block
  • Worse movement

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 (PPP), SPD (360 + P)

Advanced

Super Jump Cancels

Team Setups

Combos

Combo Damage Notes
s.HP > Banisher (dp + P)
s.HK > HK Air Grab (dp + HK)
air d + HP, s.HK > RAS (hcf + K) / FAB (360 + PP) / UFAB (360 + KK)
air d+ HP, SPD (360 + P)
air d + MP, FAB (360 + PP)
air d + HP, c.MP, sj.LP > sj.MK > Spinning Lariat (PPP), s.HK > RAS (hcf + K) / FAB (360 + PP) / UFAB (360 + KK)
Air Grab (dp + K), air d + HP, c.LK > LK Air Grab (dp + LK), air d + HP

Game Navigation

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