Line 173: | Line 173: | ||
{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -8/-4}} | {{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -8/-4}} | ||
|} | |} | ||
Very good Anti-Air | |||
*<b>Crouching Fierce:</b> | *<b>Crouching Fierce:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} |
Revision as of 14:15, 3 January 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
Moves List
Ground Normals
- Standing Jab:
Damage | 5,7 | ![]() |
![]() |
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 | ![]() |
![]() |
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:
- Diagonal Jump Jab:
- Neutral Jump Strong:
- Diagonal Jump Strong:
- Neutral Jump Fierce:
- Diagonal Jump Fierce:
- Neutral Jump Short:
- Diagonal Jump Short:
- Neutral Jump Forward:
- Diagonal Jump Forward:
- Neutral Jump Roundhouse:
- Diagonal Jump Roundhouse:
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 | - |
Throws
Back Drop:
Kamitsuki:
Stomach Claw:
Piledriver:
Flying Piledriver:
Alpha Counter
During Blockstun +
+
of same strength
- A-ISM
- V-ISM
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:
- Strong Version:
- Fierce Version:
- Whiff:
Same thing applies to this move as with the SPD.
Short | Forward | Rh | PreJump | No PreJump | ||
Damage | 10 + 16 | 13 + 16 | 16 x 2 | ![]() |
![]() | |
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:
- Forward Version:
- Roundhouse Version:
- Whiff:
- Startup:
- Active:
- Recovery:
- Startup + Active:
- Recovery:
Banishing Flat :
+
[A,V]
+
[X]
- Startup
- Active:
Jab | Strong | Fierce | Jab | Strong | Fierce | ||
Damage | 16 | 17 | 18 | ![]() |
![]() |
![]() | |
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:
Super Moves
- Startup+Active:
- Whiff:
Miscellaneous
- Idle, Crouching, Airborne:
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
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)