Street Fighter X Tekken/Zangief: Difference between revisions

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{{SFxTCharacterHeader|Zangief|zangief|
{{SFxTCharacterHeader|Zangief|zangief|
Zangief was one of the original 8 World Warriors, representing the USSR. Known as the "Red Cyclone", Zangief is known to wrestle full grown grizzly bears for fun. Now Zangief can finally wrestle a bear in a Street Fighter game.
Anchor
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The epitome of the grappler. Slow, sluggish, lots of grabs, and dishes out tons of damage. He's not too hard to figure out how to use but it takes some creativity to use him well. He doesn't really have a good anti projectile besides the Green Hand but it isn't as reliable as, say, Law's flying kick. His grabs are 360s so they are hard to pull off and once you get in range it is tough to get them to stay still and SPD them. You've got to make some hard decisions to use 'Gief to his fullest.}}
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.
|
+HP DP has a long block stun allowing for safe tag cancels
 
+Aerial Tatsu can act as a quasi-dive kick for further offense. Additionally, it comes out quickly
and can win as an air-to-air, giving Sakura more combo opportunities. It is also +13 on block.
 
+Close normals execute quickly, allowing her to take advantage of her frame advantageous
moves to press offense
 
+ j.MP has high priority and causes a juggle state on regular hit, too for combos. Great air to air
normal.
 
+Far HK has great range and is a good tool to beat crouching medium kicks
 
+the P followup to Sakura Otoshi (dp+K) can be +5 on block, and causes ground bounce on hit.
 
+Long range on EX DP
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-Lacking on defense as her best anti-air, cr.HP, can be crossed up easily
 
-Fireball has almost no zoning capabilities
 
-Has trouble keeping opponents out
 
-Main reversal, her EX DP, has a 12-frame startup and is easy to make whiff thanks to a very
low hitbox.
 
-Lacks reliable offensive tools, relying primarily on jabs}}




Line 109: Line 153:
== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* N/A
* 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 ===
=== Hit Confirm Combos ===
* N/A
 
* 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 ===
=== Advanced Combos ===
* N/A
 
* 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 ===
=== Combos Into Supers ===

Revision as of 16:42, 26 September 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Zangief

Sfxt zangief face.jpg

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

+HP DP has a long block stun allowing for safe tag cancels

+Aerial Tatsu can act as a quasi-dive kick for further offense. Additionally, it comes out quickly and can win as an air-to-air, giving Sakura more combo opportunities. It is also +13 on block.

+Close normals execute quickly, allowing her to take advantage of her frame advantageous moves to press offense

+ j.MP has high priority and causes a juggle state on regular hit, too for combos. Great air to air normal.

+Far HK has great range and is a good tool to beat crouching medium kicks

+the P followup to Sakura Otoshi (dp+K) can be +5 on block, and causes ground bounce on hit.

+Long range on EX DP

-Lacking on defense as her best anti-air, cr.HP, can be crossed up easily

-Fireball has almost no zoning capabilities

-Has trouble keeping opponents out

-Main reversal, her EX DP, has a 12-frame startup and is easy to make whiff thanks to a very low hitbox.

-Lacks reliable offensive tools, relying primarily on jabs


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
low
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Flying Body Attack
angled jump
D.png + Hp.png
Knockdown.png vs airborne
crossup
Double Knee Drop
angled jump
D.png + Lk.png
Knockdown.png vs airborne
crossup
Headbutt
vertical jump
U.png + Mp.png or Hp.png
Groundbounce.png vs airborne
Long Kick
Df.png + Hk.png
Low.png Hardknockdown.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
Ex.png
Throw.png
Banishing Flat
Dp.png + P.png
Ex.png Projnull.png
Groundbounce.png on Ex.png
Knockdown.png vs airborne
Double Lariat
3p.png
Knockdown.png
knocks opponent Uf.png
Quick Double Lariat
3k.png
Knockdown.png
knocks opponent U.png
Flying Power Bomb
"Running Bear Grab"
far 360.png + K.png
Ex.png Chrg.png
Throw.png
gains Armored.png on Ex.png and Chrg.png
Atomic Suplex
close 360.png + K.png
Ex.png Chrg.png
Throw.png
gains Armored.png on Ex.png and Chrg.png

Super Combo

Name
Command
Notes
Final Atomic Buster
360.png + 3k.png
Throw.png Armored.png


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

Game Navigation

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Street Fighter Characters
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Zangief
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