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{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -7/-2}} | {{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -7/-2}} | ||
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This is one of Zangief's most important moves. You can cancel this into Kara SPD or Suplex and take advantage of the maximum range. Nice Anti-Air. | |||
*<b>Standing Strong:</b> | *<b>Standing Strong:</b> | ||
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{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -8/-4}} | {{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -8/-4}} | ||
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Very good Anti-Air | |||
*<b>Crouching Fierce:</b> | *<b>Crouching Fierce:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
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= Match-ups = | = Match-ups = | ||
'''vs. V-Ryu''' | |||
5-5 | |||
'''vs. V-Ken''' | |||
4-6 | |||
'''vs. V-Chun-li''' | |||
4-6 | |||
'''vs. V-Sagat''' | |||
4-6 | |||
'''vs. V-Adon''' | |||
4-6 | |||
'''vs. V-Birdie''' | |||
8-2 | |||
'''vs A-Guy''' | |||
4-6 | |||
'''vs. V-Sodom''' | |||
2-8 | |||
'''vs. V-Charlie''' | |||
4-6 | |||
'''vs. V-Rose''' | |||
5.5-5 | |||
'''vs. A-Dictator''' | |||
5-5 | |||
'''vs. V-Akuma''' | |||
4-6 | |||
'''vs. V-Dan''' | |||
7-3 | |||
'''vs. V-Dhalsim''' | |||
3-7 | |||
'''vs. V-Zangief (Mirror Match)''' | |||
5-5 | |||
'''vs. A-Gen''' | |||
4-6 | |||
'''vs. V-Rolento''' | |||
8-2 | |||
'''vs. V-Sakura''' | |||
4-6 | |||
'''vs. A-Blanka''' | |||
6-4 | |||
'''vs. V-E.Honda''' | |||
7-3 | |||
'''vs. V-Claw''' | |||
4-6 | |||
'''vs. V-Cammy''' | |||
4-6 | |||
'''vs. V-Cody''' | |||
4-6 | |||
'''vs. A-R.Mika''' | |||
7-3 | |||
'''vs. V-Karin''' | |||
2-8 | |||
'''vs. A-Boxer''' | |||
9-1 | |||
'''vs. V-Juli''' | |||
7-3 | |||
'''vs. Juni-V''' | |||
6-4 | |||
Dhalsim, Sakura, Sodom, and Karin can be very tough match-ups | Dhalsim, Sakura, Sodom, and Karin can be very tough match-ups | ||
Line 1,007: | Line 1,120: | ||
Scott (V-Zangief) | Scott (V-Zangief) | ||
Comboman/Zangief X-ISM/MACRO_DETECTOR (V-Zangief) | Comboman/Zangief X-ISM/MACRO_DETECTOR (V-Zangief) | ||
{{Navbox-SFA3}} | {{Navbox-SFA3}} |
Latest revision as of 12:17, 9 March 2025
Introduction
Fearing the dangerous power of Shadaloo, the president of Russia sends out their national hero Zangief to combat the threat. Along the way, he befriended rivals like E. Honda and R. Mika who aided him on his journey.
Pros | Cons |
|
|
Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |
Moves List
Ground Normals
- Standing Jab:
Damage | 5,7 | ![]() |
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Stun | 0 | ||
Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | Yes | ||
Meter on whiff/hit | 0/0 | ||
Frame Count | 4/4/18 | ||
Block Stun | -8 | ||
Hit Stun/Counter Hit | -7/-2 |
This is one of Zangief's most important moves. You can cancel this into Kara SPD or Suplex and take advantage of the maximum range. Nice Anti-Air.
- Standing Strong:
Damage | 15 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/3/22 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/-1 |
- Standing Fierce:
Damage | 21 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 13/2/15 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/launch |
- Standing Short:
Damage | 8 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/0 | |
Frame Count | 7/5/15 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- standing Forward:
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 7/6/20 | |
Block Stun | -7 | |
Hit Stun/Counter Hit | -6/-2 |
- Standing Roundhouse:
Damage | 20,19 | ![]() |
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Stun | 0 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/0 | ||
Frame Count | 12/4/33 | ||
Block Stun | -14 | ||
Hit Stun/Counter Hit | -13/launch |
- Crouching Jab:
Damage | 5 | ![]() |
Stun | 0 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/0 | |
Frame Count | 4/4/16 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- Crouching Strong:
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 8/1/27 | |
Block Stun | -9 | |
Hit Stun/Counter Hit | -8/-4 |
Very good Anti-Air
- Crouching Fierce:
Damage | 18 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 12/5/23 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/launch |
- Crouching Short:
Damage | 7 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/0 | |
Frame Count | 5/4/16 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- Crouching Forward:
Damage | 13 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/2/25 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/-3 |
- Crouching Roundhouse:
Damage | 17 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/33 | |
Block Stun | -14 | |
Hit Stun/Counter Hit | - |
Air Normals
- Neutral Jump Jab:
Damage | 8 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 0/0 | |
Frame Count | 4/8/9 |
- Diagonal Jump Jab:
Damage | 8 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 0/0 | |
Frame Count | 5/8/9 |
- Neutral Jump Strong:
Damage | 13 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 6/4/17 |
- Diagonal Jump Strong:
Damage | 13 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 6/4/17 |
- Neutral Jump Fierce:
Damage | 19 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/11 |
- Diagonal Jump Fierce:
Damage | 19 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/6/7 |
- Neutral Jump Short:
Damage | 9 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 0/0 | |
Frame Count | 6/10/12 |
- Diagonal Jump Short:
Damage | 9 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 0/0 | |
Frame Count | 6/8/16 |
- Neutral Jump Forward:
Damage | 14 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 8/8/11 |
- Diagonal Jump Forward:
Damage | 14 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 8/6/11 |
- Neutral Jump Roundhouse:
Damage | 19 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/24 |
- Diagonal Jump Roundhouse:
Damage | 20 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/24 |
Command Normals
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 12/8/18 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | ?/? |
Damage | 17 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 15/8/15 | |
Block Stun | ? | |
Hit Stun/Counter Hit | ?/? |
Damage | 13 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/0 | |
Frame Count | 7/4/18 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+2 |
Damage | 17 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 9/4/20 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | - |
Damage | 13 | ![]() |
Stun | 18 | |
Meter on whiff/hit | 2/(A)3(XV)4 | |
Frame Count | 4/6/* |
Damage | 16 | ![]() |
Stun | 20 | |
Meter on whiff/hit | 2/(A)6(XV)9 | |
Frame Count | 6/4/* |
Damage | 19 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 2/0 | |
Frame Count | 7/28/* |
Damage | 9 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/0 | |
Frame Count | 7/32/* |
Damage | 14 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 2/0 | |
Frame Count | 7/32/* |
Throws
Back Drop:
Damage | 20 | ![]() |
Stun | 0 | |
Meter Gain | (A)1(XV)3 | |
Frame Count | 5/1/16 |
Kamitsuki:
Damage | 8+2x (0~9)+4*1 } | ![]() |
Stun | 0 | |
Meter on whiff/hit | (A)1(XV)3/(A)1(XV)3 | |
Frame Count | 5/1/16 |
Stomach Claw:
Damage | 8+2x (2~11)*1 | ![]() |
Stun | 0 | |
Meter on whiff/hit | (A)1(XV)3/(A)1(XV)3 | |
Frame Count | 5/1/18 |
Piledriver:
Damage | 20 | ![]() |
Stun | 0 | |
Meter on whiff/hit | (A)1(XV)3/(A)1(XV)3 | |
Frame Count | 5/1/16 |
Flying Piledriver:
Damage | 20 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/(A)1(XV)3 | |
Frame Count | 1/1/1(before landing) |
Alpha Counter
During Blockstun +
+
of same strength
- A-ISM
Damage | 4 | ![]() |
Frame Count | 25/6/15 | |
Invincibility | 0-25 |
- V-ISM
Damage | 4 | ![]() |
Frame Count | 35/4/32 | |
Invincibility | 0-35 |
Special Moves
When executing this input, depending on how it's done the range varies, ending the 360 motion without canceling any prejump frames will give you more range while doing so gives you less.
- Jab Version:
PreJump | No PreJump | ||
Damage | 20 | ![]() |
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Stun | 0 | ||
Meter Gain | 15(A)22(XV) | ||
Frame Count | 1 |
- Strong Version:
PreJump | No PreJump | ||
Damage | 24 | ![]() |
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Stun | 0 | ||
Meter Gain | 15(A)22(XV) | ||
Frame Count | 1 |
- Fierce Version:
PreJump | No PreJump | ||
Damage | 28 | ![]() |
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Stun | 0 | ||
Meter Gain | 15(A)22(XV) | ||
Frame Count | 1 |
- Whiff:
Meter Gain | 28 | ![]() |
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Frame Count(Jab) | 48 | ||||||
Frame Count(Strong) | 46 | ||||||
Frame Count(Fierce) | 44 |
Same thing applies to this move as with the SPD.
Short | Forward | Rh | PreJump | No PreJump | ||
Damage | 10 + 16 | 13 + 16 | 16 x 2 | ![]() |
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Stun | 0 | |||||
Meter on whiff/hit | 3(A)4(XV)/15(A)22(XV) | |||||
Frame Count | 1 |
Flying Powerbomb a.k.a Running Bear Grab :
+
(Far)
- Startup+Active:
- Short Version:
Damage | 19 | ![]() |
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Stun | 0 | |||||
Meter Gain | (A)9(XV)13 | |||||
Frame Count | 27 | 8 |
- Forward Version:
Damage | 20 | ![]() |
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Stun | 0 | |||||
Meter Gain | (A)9(XV)13 | |||||
Frame Count | 29 | 9 |
- Roundhouse Version:
Damage | 21 | ![]() |
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Stun | 0 | |||||
Meter Gain | (A)9(XV)13 | |||||
Frame Count | 32 | 11 |
- Whiff:
Meter Gain | (A)3(XV)4 | ![]() |
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Frame Count(Short) | 52 | ||||||
Frame Count(Forward) | 54 | ||||||
Frame Count(Roundhouse) | 56 |
- Startup:
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Frame Count | 4 |
- Active:
Initial | Follow up | ![]() |
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Damage | 14 | 12+10+8+6x6 | |||||
Stun | 0 | ||||||
Meter Gain | 4(A)6(XV)) | ||||||
Frame Count | 2 | 4 | 4 | 3 |
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Frame Count | 3 | 3 | 4 | 4 | 4 | 4 |
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Frame Count | 5 | 5 | 5 | 5 | 6 |
- Recovery:
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Frame Count | 12 |
- Startup + Active:
Initial | Follow up | ![]() |
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Damage | 12 | 10+8+6x3 | ||||||
Stun | 0 | |||||||
Meter Gain | 4(A)6(XV) | |||||||
Frame Count | 4 | 2 | 4 | 4 | 3 |
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Frame Count | 3 | 3 | 4 | 4 | 5 |
- Recovery:
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Frame Count | 15 |
Banishing Flat :
+
[A,V]
+
[X]
- Startup
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Frame Count (Jab) | 14 | ||
Frame Count (Strong) | 15 | ||
Frame Count (Fierce) | 16 |
- Active:
Jab | Strong | Fierce | Jab | Strong | Fierce | ||
Damage | 16 | 17 | 18 | ![]() |
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Stun | 0 | ||||||
Meter Gain | 4(A)7(XV) | ||||||
Block Stun | -5 | -6 | -9 | ||||
Hit Stun/Counter Hit | -4 | -5 | -8 | ||||
Frame Count | 8 | 10 | 12 |
- Recovery:
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Frame Count (Jab) | 20 | ||||
Frame Count (Strong) | 19 | ||||
Frame Count (Fierce) | 20 |
Super Moves
- Startup+Active:
Lvl 1 | Lvl 2 | Lvl 3 | ![]() |
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Damage | 12+24 | 12x2+30 | 13+12+13+31 | ||
Stun | 0 | ||||
Invincibility | 5 | ||||
Frame Count | 5 | 1 |
- Whiff:
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Frame Count | 48 |
Lvl 1 | Lvl 2 | Lvl 3 | ![]() |
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Damage | 30 | 45 | 60 | |||||||
Stun | 0 | |||||||||
Invincibility | 10 | |||||||||
Frame Count | 12 | 24 | 35 |
Miscellaneous
- Idle, Crouching, Airborne:
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Zangief's airborne hurtbox is smaller than his sprite and is shifted more to the back and doesn't extend all the way down to his feet making an empty jumping gief very deceptive. He can bait anti airs vs less experienced players easily because of this.
The Basics
Which Ism?
V-ISM. Great customs solve a lot of his issues.
A-ISM:
Solid overall. Great supers. Lack of counter activate means you can no longer abuse your amazing jump-ins against V-ISM characters with strong anti-air customs.
V-ISM:
One of the strongest characters in the game. Customs shore up many of his weaknesses and give him a reliable way to punish projectiles from almost anywhere. Comboing into command grabs during activations makes closing rounds insanely easy.
X-ISM:
Against non-V-ISM characters, is maybe the most brain dead character in the game. Splash damage becomes obscene and many characters who have difficulty anti-airing him can be overwhelmed by constantly trading or being hit by his aerials. Gains a decent CPS1 chain and an altered green hand motion. Dies for free to V-ISM unfortunately and lack of air block makes his bad match-ups even worse.
Combos
- Basic Combos:
- V-ISM Combos:
Advanced Strategy
Match-ups
vs. V-Ryu
5-5
vs. V-Ken
4-6
vs. V-Chun-li
4-6
vs. V-Sagat
4-6
vs. V-Adon
4-6
vs. V-Birdie
8-2
vs A-Guy
4-6
vs. V-Sodom
2-8
vs. V-Charlie
4-6
vs. V-Rose
5.5-5
vs. A-Dictator
5-5
vs. V-Akuma
4-6
vs. V-Dan
7-3
vs. V-Dhalsim
3-7
vs. V-Zangief (Mirror Match)
5-5
vs. A-Gen
4-6
vs. V-Rolento
8-2
vs. V-Sakura
4-6
vs. A-Blanka
6-4
vs. V-E.Honda
7-3
vs. V-Claw
4-6
vs. V-Cammy
4-6
vs. V-Cody
4-6
vs. A-R.Mika
7-3
vs. V-Karin
2-8
vs. A-Boxer
9-1
vs. V-Juli
7-3
vs. Juni-V
6-4
Dhalsim, Sakura, Sodom, and Karin can be very tough match-ups
Cody's dodge can easily be exploited by forcing his dodge and cancelling into command grabs.
Notable Players
Japan
Cantona (V-Zangief)
Chappi (V-Zangief)
Destroyer (V-Zangief)
Hani (A-Zangief)
Ino (V-Zangief)
Inoshikacyou (X-Zangief)
Ishiyama Zangi (V-Zangief)
Kayaman (V-Zangief)
Kisaku (V/A-Zangief)
Kumagaya Zangief (V-Zangief)
Kuni (A-Zangief)
Kuzure (V-Zangief)
Makoto (A/V-Zangief)
Mukai (X-Zangief)
NEO3 (V-Zangief)
Odd Step (V-Zangief)
Ryusei (V-Zangief)
S (V/A-Zangief)
Savio (V-Zangief)
SIN (V-Zangief)
Takagi (V-Zangief)
Use (V-Zangief)
Zakki (V-Zangief)
ZM (V-Zangief)
North America
Kyokuji (V-Zangief)
OCxRiDaH (V-Zangief)
Vodka Gobalsky (A/V-Zangief)
Europe
Thompsoni (V-Zangief)
Latin America
GanFleim! (V-Zangief)
Shadowonlive (V-Zangief)
Scott (V-Zangief)
Comboman/Zangief X-ISM/MACRO_DETECTOR (V-Zangief)