(→Frame Data: Updated to 2012 and notes) |
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Line 133: | Line 133: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |Frame advantage based on 2nd active frame | ||
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|- | |- | ||
Line 161: | Line 161: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |On crouching opponents, -2 on hit | ||
| | | | | | ||
|- | |- | ||
Line 245: | Line 245: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |Knockdown | ||
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|- | |- | ||
Line 259: | Line 259: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |5~6f cancellable (translate) | ||
| | | | | | ||
|- | |- | ||
Line 315: | Line 315: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 371: | Line 371: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 525: | Line 525: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f legs projectile invincibility | ||
| | | | | | ||
|- | |- | ||
Line 609: | Line 609: | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 665: | Line 665: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 679: | Line 679: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 685: | Line 685: | ||
| align="center" |1.75 | | align="center" |1.75 | ||
| align="center" |180 | | align="center" |180 | ||
| align="center" | | | align="center" |150 | ||
| align="center" |40/100 | | align="center" |40/100 | ||
| align="center" |- | | align="center" |- | ||
Line 693: | Line 693: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 707: | Line 707: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 721: | Line 721: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 735: | Line 735: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Strike invincibility, Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 749: | Line 749: | ||
| 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] | ||
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|- | |- | ||
Line 763: | Line 763: | ||
| 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 777: | Line 777: | ||
| 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 EX | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | 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 791: | Line 791: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |1~13f Strike Invincible, 14~22f projectile invincible, projectile hitbox, 2nd hit can juggle, [air hit]1st hit knocks down, knockdown on [counterhit] | ||
| | | | | | ||
|- | |- | ||
Line 799: | Line 799: | ||
| 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 805: | Line 805: | ||
| 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) | ||
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|- | |- | ||
Line 813: | Line 813: | ||
| 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 819: | Line 819: | ||
| 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 833: | Line 833: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 847: | Line 847: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~? Armored, Hard Knockdown, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 861: | Line 861: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 875: | Line 875: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~? Armored, Hard Knockdown, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 889: | Line 889: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ invincible, Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 903: | Line 903: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ invincible, Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 913: | Line 913: | ||
| 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) | ||
| | | | | | ||
|- | |- |
Revision as of 01:29, 30 October 2012


Zangief
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.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
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