Psychoblue (talk | contribs) (Updated frame data for v2013) |
Psychoblue (talk | contribs) (updated strengths and weaknesses) |
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game. | game. | ||
| | | | ||
+ | +Lariat is an excellent anti-air that can hit opponents coming from the front or back, and has an | ||
invulnerability window where he can use it as a reversal | |||
+ | +Has the farther-reaching command grab in the game with LP SPD, and the completed SPD | ||
places him in perfect position to pressure opponent on knockdown | |||
+ | +Possesses several fast, far-reaching pokes that reach far enough to easily convert into links | ||
for boost combos | |||
| | | | ||
- | -Slow walkspeed | ||
- | -Jump has a high ceiling but is very shallow, further limiting his forward movement | ||
- | -Struggles with clock management due to difficulty advancing quickly and long animations on | ||
his most damaging options. | |||
- | -Limited tag synergy}} | ||
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|- | |- | ||
| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 32 || switch || -12 || - || 3 || - || - || 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | | Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 32 || switch || -12 || - || 3 || - || - || 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | ||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || H || 30 || 4 || 2 || 10 || +5 || +1 || - || Rapid fire cancelable into light normal attacks | |||
|- | |||
| Far MP || H || 56 || 5 || 2 || 24 || -5 || -9 || - || - | |||
|- | |||
| Far HP || H || 84 || 12 || 4 || 35 || -14 || -19 || - || - | |||
|- | |||
| Far LK **LC || H || 40 || 4 || 2 || 12 || +3 || -1 || - || - | |||
|- | |||
| Far MK || H || 56 || 7 || 7 || 22 || -8 || -12 || - || - | |||
|- | |||
| Far HK || H || 84 || 11 || 4 || 30 || -9 || -14 || - || Whiffs on crouching opponent | |||
|- | |||
| Close LP || H || 40 || 4 || 6 || 7 || +4 || 0 || - || Rapid fire cancelable into light normal attacks | |||
|- | |||
| Close MP || H || 56 || 5 || 2 || 24 || -5 || -9 || EX,SA,CA || - | |||
|- | |||
| Close HP || H || 84 || 7 || 4 || 26 || -4 || -10 || - || Forces standing | |||
|- | |||
| Close LK || H || 40 || 4 || 2 || 9 || +6 || +2 || - || - | |||
|- | |||
| Close MK **LC || H || 56 || 4 || 2 || 25 || -6 || -10 || EX,SA,CA || - | |||
|- | |||
| Close HK || H || 84 || 7 || 5 || 30 || -9 || -15 || - || Forces standing | |||
|- | |||
| Crouch LP || H || 30 || 4 || 3 || 10 || +4 || 0 || - || Rapid fire cancelable into light normal attacks | |||
|- | |||
| Crouch MP || H || 49 || 8 || 5 || 17 || -1 || -5 || - || - | |||
|- | |||
| Crouch HP || H || 84 || 12 || 4 || 29 || -7 || -13 || - || Forces standing | |||
|- | |||
| Crouch LK || L || 40 || 5 || 3 || 9 || +5 || +1 || - || - | |||
|- | |||
| Crouch MK || L || 56 || 9 || 4 || 22 || -5 || -9 || - || - | |||
|- | |||
| Crouch HK || L || 84 || 9 || 5 || 32 || hard knockdown || -17 || - || - | |||
|} | |} | ||
Latest revision as of 20:09, 13 November 2023


Zangief
Ideal Team Position: Anchor
Zangief is the archetypical grappler, on a brave quest to press forward towards his enemy with a large body and above-average health bar so that he can get close enough to slam them into the ground with devastating command throws. As the years have passed, he has learned new methods of attack to supplement his wrestling ways, adding a plethora of strikes and movement options that can bring him closer to the opponent quickly as well as deliver hit-based combos should the situation call for it. In Street Fighter x Tekken, Zangief benefits greatly from the Cross Rush system, using his fast, long-reaching crouching jab to link into devastating combos to bring his partner in for full damage. Furthermore, his SPD upon successful completion lands the opponent in a hard knockdown a perfect distance away for Zangief to easily react to whatever the opponent tries to do next. If they stand still, Zangief can continue his advance. If they try to roll forward, they’re just far enough away where Zangief can easily react with a normal throw to kill their red health and place them in yet another hard knockdown position. Despite all of this, he still struggles with closing large gaps of distance in a reasonable amount of time, and this weakness can prove fatal thanks to how important clock management is in this game. When looking to play Zangief, let his partner make his way in and then set up a situation where Zangief doesn’t have to travel as far to press forward and make the opponent play his game.
Strengths | Weaknesses |
---|---|
+Lariat is an excellent anti-air that can hit opponents coming from the front or back, and has an invulnerability window where he can use it as a reversal +Has the farther-reaching command grab in the game with LP SPD, and the completed SPD places him in perfect position to pressure opponent on knockdown +Possesses several fast, far-reaching pokes that reach far enough to easily convert into links for boost combos |
-Slow walkspeed -Jump has a high ceiling but is very shallow, further limiting his forward movement -Struggles with clock management due to difficulty advancing quickly and long animations on his most damaging options. -Limited tag synergy |
Moves
Normal Attacks















































































Unique Attacks



crossup



crossup








Throws









Special Moves













knocks opponent



knocks opponent

"Running Bear Grab"





gains








gains



Super Combo




Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Far MP | H | 80 | 5 | 2 | 14 | +5 | +1 | - | 2 | 1 | 1 | - | |
Far HP | H | 120 | 12 | 4 | 24 | -3 | -8 | - | 3 | 1 | 1 | - | |
Far LK **LC | H | 40 | 5 | 2 | 12 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MK | H | 80 | 7 | 7 | 17 | -3 | -7 | - | 2 | 1 | 1 | - | |
Far HK | H | 120 | 11 | 4 | 21 | 0 | -5 | - | 3 | 1 | 1 | Whiffs on crouching opponent | |
Close LP | H | 40 | 4 | 6 | 7 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Close MP | H | 80 | 5 | 2 | 14 | +5 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP **LC | H | 120 | 7 | 4 | 17 | +5 | -1 | - | 3 | 1 | 1 | Forces standing | |
Close LK | H | 40 | 4 | 2 | 9 | +6 | +2 | - | 1 | 1 | 1 | - | |
Close MK **LC | H | 80 | 4 | 2 | 16 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 120 | 7 | 5 | 21 | 0 | -6 | - | 3 | 1 | 1 | Forces standing | |
Crouch LP | H | 30 | 4 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Crouch MP | H | 70 | 8 | 5 | 12 | +4 | 0 | - | 2 | 1 | 1 | - | |
Crouch HP | H | 120 | 14 | 4 | 15 | +7 | +1 | - | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 40 | 5 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 80 | 9 | 4 | 14 | +3 | -1 | - | 2 | 1 | 1 | - | |
Crouch HK | L | 120 | 9 | 5 | 23 | hard knockdown | -8 | - | 3 | 1 | - | - | |
Jump Up LP | M | 50 | 5 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 90 | 7 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 130 | 11 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 50 | 7 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 90 | 9 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 130 | 9 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 50 | 6 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 90 | 7 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 130 | 10 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 50 | 7 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 90 | 9 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 130 | 9 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 130 | 15 | 2 | 26 | hard knockdown | -12 | - | - | - | - | Invulnerability frames 1-16, Resembles HP Banishing Flat |
Body Slam | LP+LK | throw | 150 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Kirinshu | b+LP+LK | throw | 150 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Flying Body Attack | d+HP during diagonal jump | M | 100 | 6 | 7 | until ground+4 | +17 | +5 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Double Knee Drop | d+LK during diagonal jump | M | 70 | 7 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 0 | Knockdown on airborne opponent |
MP Headbutt | u+MP during vertical jump | M | 110 | 4 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 0 | Knockdown on airborne opponent, Ground bounce on grounded counter hit |
HP Headbutt | u+HP during vertical jump | M | 90 | 6 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 0 | Ground bounce on airborne opponent |
Long Kick | df+HK | L | 150 | 14 | 7 | 21 | hard knockdown | -8 | - | 3 | 1 | - | - |
Spinning Piledriver LP | f,df,d,db,b,ub+LP | throw | 200 | 5 | 2 | 52 | hard knockdown | - | - | - | - | - | - |
Spinning Piledriver MP | f,df,d,db,b,ub+MP | throw | 220 | 7 | 2 | 49 | hard knockdown | - | - | - | - | - | - |
Spinning Piledriver HP | f,df,d,db,b,ub+HP | throw | 240 | 9 | 2 | 47 | hard knockdown | - | - | - | - | - | - |
Spinning Piledriver EX | f,df,d,db,b,ub+PP | throw | 230 | 5 | 2 | 47 | hard knockdown | - | - | - | - | - | Strike and projectile invulnerability frames 1-5 |
Banishing Flat LP | f,d,df+LP | H | 110 | 12 | 7 | 20 | -2 | -4 | - | 3 | 3 | 0 | Front half of body projectile invulnerability frames 6-18, Hit counts as projectile, Knockdown on airborne opponent |
Banishing Flat MP | f,d,df+MP | H | 110 | 14 | 10 | 20 | -6 | -8 | - | 3 | 3 | 0 | Front half of body projectile invulnerability frames 8-23, Hit counts as projectile, Knockdown on airborne opponent |
Banishing Flat HP | f,d,df+HP | H | 110 | 17 | 7 | 20 | -4 | -6 | - | 3 | 3 | 0 | Front half of body projectile invulnerability frames 8-23, Hit counts as projectile, Knockdown on airborne opponent |
Banishing Flat EX | f,d,df+PP | H | 60x2 | 14 | 2 | 17 | ground bounce | -4 | - | 3,3 | 3,3 | 0 | Projectile invulnerability frames 1-15, Hits count as projectile, Knockdown on airborne opponent |
Double Lariat **LC | PPP | H | 100(120) | 5 | 2(4)7(2)7(3)9(2)8(4)3 | 14 | knockdown | -17 | - | 3 | 4 | 0 | Upper body invulnerability frames 1-6, Mid body invulnerability frames 7-55, Projectile invulnerability frames 7-55, On block: -43 on crouching opponent |
Quick Lariat | KKK | H | 100 | 5 | 5(3)8(4)3 | 11 | float | +8 | - | 3 | 4 | 0 | Lower body invulnerability frames 1-33, On block: -18 on crouching opponent |
Flying Power Bomb LK | f,df,d,db,b,ub+LK | throw | 200 | 10-52 | 2 | 46 | hard knockdown | - | - | - | - | - | Chargeable: 51F for EX Version and 100F for Super Art, Throw hitbox triggers when near opponent, 1 point of armor during frames 28-52 |
Flying Power Bomb MK | f,df,d,db,b,ub+MK | throw | 200 | 10-54 | 2 | 46 | hard knockdown | - | - | - | - | - | Chargeable: 51F for EX Version and 100F for Super Art, Throw hitbox triggers when near opponent, 1 point of armor during frames 28-54 |
Flying Power Bomb HK | f,df,d,db,b,ub+HK | throw | 200 | 10-61 | 2 | 46 | hard knockdown | - | - | - | - | - | Chargeable: 51F for EX Version and 100F for Super Art, Throw hitbox triggers when near opponent, 1 point of armor during frames 28-60 |
Flying Power Bomb EX | f,df,d,db,b,ub+KK | throw | 200 | 5-65 | 2 | 46 | hard knockdown | - | - | - | - | - | Chargeable: 51F for Super Art, 1 point of armor during frames 1-64, Throw hitbox triggers when near opponent |
Atomic Suplex | f,df,d,db,b,ub+LK | throw | 230 | 8 | 2 | - | hard knockdown | - | - | - | - | - | Chargeable: 51F for EX Version and 100F for Super Art |
Atomic Suplex EX | f,df,d,db,b,ub+KK | throw | 250 | 3 | 2 | - | hard knockdown | - | - | - | - | - | Chargeable: 51F for Super Art, 1 point of armor |
Final Atomic Buster | f,df,d,db,b,ub+KKK | throw | 340 | 0 | 2(1-36)2 | 46 | hard knockdown | - | - | - | - | - | 84 frames cinematic freeze before attack begins, 1 point of armor during frames 1-38, 2nd active frames trigger near opponent |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 32 | switch | -12 | - | 3 | - | - | 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 4 | 2 | 10 | +5 | +1 | - | Rapid fire cancelable into light normal attacks |
Far MP | H | 56 | 5 | 2 | 24 | -5 | -9 | - | - |
Far HP | H | 84 | 12 | 4 | 35 | -14 | -19 | - | - |
Far LK **LC | H | 40 | 4 | 2 | 12 | +3 | -1 | - | - |
Far MK | H | 56 | 7 | 7 | 22 | -8 | -12 | - | - |
Far HK | H | 84 | 11 | 4 | 30 | -9 | -14 | - | Whiffs on crouching opponent |
Close LP | H | 40 | 4 | 6 | 7 | +4 | 0 | - | Rapid fire cancelable into light normal attacks |
Close MP | H | 56 | 5 | 2 | 24 | -5 | -9 | EX,SA,CA | - |
Close HP | H | 84 | 7 | 4 | 26 | -4 | -10 | - | Forces standing |
Close LK | H | 40 | 4 | 2 | 9 | +6 | +2 | - | - |
Close MK **LC | H | 56 | 4 | 2 | 25 | -6 | -10 | EX,SA,CA | - |
Close HK | H | 84 | 7 | 5 | 30 | -9 | -15 | - | Forces standing |
Crouch LP | H | 30 | 4 | 3 | 10 | +4 | 0 | - | Rapid fire cancelable into light normal attacks |
Crouch MP | H | 49 | 8 | 5 | 17 | -1 | -5 | - | - |
Crouch HP | H | 84 | 12 | 4 | 29 | -7 | -13 | - | Forces standing |
Crouch LK | L | 40 | 5 | 3 | 9 | +5 | +1 | - | - |
Crouch MK | L | 56 | 9 | 4 | 22 | -5 | -9 | - | - |
Crouch HK | L | 84 | 9 | 5 | 32 | hard knockdown | -17 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.MP, st.MP~st.HP~HP_HK
(0bar, xrush, close, hard)
- cl.HP, st. LK x dp+HP
(0bar, close, medium)
Hit Confirm Combos
- cr.LP xx cr.LP xx st.LK~st.MK~st.HP~HP_HK
(0bar, xrush, easy)
Post-launch Combos =
- cl.HP, st.LK xx dp+P
(0bar, medium)
- cl.MP, st.MP, st.MK~st.HK
(0bar, easy)
- cl.HP, cl.MP, cl.MP xx dp+P
(0bar, corner, hard)
- cl.MP, cl.MP, cl.MP xx KKK (or PPP)
(0bar, corner, easy)
Advanced Combos
- cl.HP, st.LK xx dp+PP, cr.HP, st.LK xx dp+P
(1bar, close, hard)
- cl.HP, st.LK xx dp+PP, cr.MK, cl.MP, cl.MP xx KKK (or PPP)
(1bar, close, corner, medium)
- cl.HP, st.LK xx dp+PP, cr.MK, cl.MK, st.MK~st.HK
(1bar, close, medium)
Combos Into Supers
- N/A