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An impeccable SPD motion execution is among the skills which are needed to have a good Zangief. Popular belief (and even some Capcom stickers) says that a 360 (full rotation) is needed, but this is not true. In fact, you can get a SPD with just 270-degree motion. But that is still not the "real" required motion. Precisely, you need to input the four main directions (→,↓,←,↑) in a row to get a SPD. This means that the diagonals aren't actually needed and that a 270 starting and ending in diagonals also wont work, so saying that SPD is a 270 motion isn't true. The same concept is valid for the Running Bear Grab/Suplex and also for the Super, which in that case is the 4 main directions in a row twice, resulting in a minimal of 8 directions which results in a 630, not a 720-degree motion. | An impeccable SPD motion execution is among the skills which are needed to have a good Zangief. Popular belief (and even some Capcom stickers) says that a 360 (full rotation) is needed, but this is not true. In fact, you can get a SPD with just 270-degree motion. But that is still not the "real" required motion. Precisely, you need to input the four main directions (→,↓,←,↑) in a row to get a SPD. This means that the diagonals aren't actually needed and that a 270 starting and ending in diagonals also wont work, so saying that SPD is a 270 motion isn't true. The same concept is valid for the Running Bear Grab/Suplex and also for the Super, which in that case is the 4 main directions in a row twice, resulting in a minimal of 8 directions which results in a 630, not a 720-degree motion. | ||
===Walk up SPD / Green hand=== | ====Walk up SPD / Green hand==== | ||
A lot of beginners get a green hand instead of a SPD when they try to do 360 from forward to up. | A lot of beginners get a green hand instead of a SPD when they try to do 360 from forward to up. |
Revision as of 14:00, 19 July 2011
Introduction
Competitive Overview
Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered low tier. He has a relatively large number of seriously unfavorable match-ups (3-7 or worse), and no seriously favorable ones, according to the latest Arcadia Magazine diagram. On the other hand, excluding the Honda match-up, it is still possible to win in a consistent manner, you will just need to work harder.
Some believe that there is only one "style"/way to play Zangief, but comparing the top two Zangief players from Japan, one will notice how different they play. Check these videos to better understand this: Pony's solid, classic style and Gunze's more Lariat-heavy one. Sure Zangief is not as crafty as Cammy and Fei Long, but it is still possible to create your own Zangief style.
If you're starting to play this game now or you play another character and you are somewhat interested in Zangief, then go for it. It is a hard character to learn, but when you get past a certain level you will certainly agree that he is one of the most fun characters to play with.
Strengths & Weaknesses
Strengths
- Very strong in close range. Excluding T.Hawk, who can not do anything else, all the cast must rely on keep away tactics because of how strong Zangief's close range game is.
- Lariats allow Zangief to barely ever take damage from projectiles from a distance.
- The range on SPD is amazing; it allows you to tick anyone outside of their throw range, and allows some cool walk-up grabs.
- It is the only character in the game with a crouching normal throw, which can save your life against a lot of different mix-ups.
- Hard to cross-up and has the best cross-up move in the game (Fierce splash).
- Zangief is hard to dizzy and usually takes less damage, giving him more survivability.
- Has a decent combo potential.
- Has the most damaging super in the game.
Weaknesses
- Does not have a projectile, you have to be on offense all the time or you not gonna win.
- Most normals have poor priority.
- His super has a very short range; even his normal throws have more range.
- Zangief has no invulnerable or high priority anti-air moves.
- Has a hard time against keep away tactics.
- Has the second worst match-up in the whole game, against E.Honda, and many hard ones (O.Sagat, N/O.Guile, N/O.Chun Li, Dhalsim, Fei Long).
New & Old Versions Comparison
To select O.Zangief, choose Zangief and then press ← → → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- Obvious stuff: O.Zangief can not tech throws, does not have the Fierce/Strong hops, Green Hand and Super;
- O.Zangief's empty jumps have fatter hitboxes.
- O.Zangief has some differences in some of his normals:
- cl.st.Jab is a bit worse (does not has that improved hitbox on the first active frame and the other active frames are a bit worse as well);
- cl.st.Shrt have worse priority, but this is meaningless;
- st.Frwrd has better anti-air priority, but worse ground priority and horizontal range;
- st.Rh has very poor priority;
- Most of his aerial attacks have fatter body hitboxes, including his splash and headbutts. They hardly alter the air to air priority though;
- O.Zangief has some differences in his Lariats:
- Both versions have different vulnerable hitboxes on the start-up frames, worse vertical priority, but better horizontal priority; all in all N.Zangief's Lariats are better;
- Kick version does not have the improved foot vulnerability which lets N.Zangief beat some supers and pass trough low Tiger shots. This is vital and totally compromises O.Zangief in that match-up;
In the WORLD version of the arcade ST there is a bug in O.Zangief’s Roundhouse Suplex, if done as reversal: will grab the opponent from any range if he is throwable, even from full screen away. Perhaps, if someone mastered this, it could make Zangief x Honda a fair match or something. Just think, blocked HHS -> Reversal Suplex, madness. (This is a bug, though, so you should not take this seriously)
Basically, stick to N.Zangief; only use O.Zangief for casual play. Check O.Zangief's page for his normals' hitboxes.
Color Options
Jab | Strong | Fierce | Start | Old |
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Short | Forward | RoundHouse | Hold | Old Alternative |
--Born2SPD
Move Analysis
Normal Moves
Zangief's normals are decent, nothing with outstanding priority, but in contrast they do more damage than most characters normals. He only has a few normals with cancel properties and does not has a single Super Cancel move, which is understandable since canceling into a throw does not make any sense.
Ground Normals
- Close Standing Jab:
Damage | 14/12 | ![]() |
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Stun | 0-5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Super Cancel | No | ||||
Frame Count | 1 | 2 | 2 | 2 | |
Simplified | 1 | 6 |
Damage | 14/12 | ![]() |
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Stun | 0-5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Super Cancel | No | ||||
Frame Count | 2 | 4 | 4 | 5 | |
Simplified | 15 |
Zangief does a knife hand strike from above his head until towards. The first active frame makes this move a very good anti air: when in the right range it can beat almost anything, while doing slightly more damage than when it hits grounded enemies. In that case, it is a good idea to always cancel it into a Green Hand if the Jab hits, as you will recover before the opponent lands and you will be just in range for the tick mix-up. Just to make it clear: only the two first active animations have the Special Cancel property and only the last active animation frame have the Chain Cancel property. You can also tick this into anything (including super) but against half the cast it will simply whiff if they are crouch blocking. Here is the list of characters you can tick if they are crouching: Balrog(Boxer), DeeJay, Dhalsim, FeiLong, Honda, Sagat, T.Hawk, Vega(Claw) and Zangief.
- Far Standing Jab:
Damage | 14 | ![]() |
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Stun | 0-5 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | 2 | 4 | 5 |
Zangief performs a fast straight punch that can be canceled into itself. This happens to be very damaging Jab, and it even does the strong sound when it hits. Unlike most characters' rapid fire Jabs, Gief's st.Jab should not be used to beat advance moves like Blanka's rolls or Honda's Headbutt. This move really comes into play though when facing Dhalsim and Balrog(Boxer). Against Boxer you will use it to beat his Low Rushes (which is basically your only decent option), it can also beat Cammy's Cannon Drills and Hawk's Condor Dive from specific ranges and also trade unfavorably with Bison(dictator)'s Scissor Kicks. It does beat his standing Forward kick, though, from the right range. It is also a very nice ticking move, it allows you to tick from very far (e.g., it allows you to tick Dhalsim while being safe from his BS throw range). Unfortunately, against the majority of the cast, this move will just whiff if they are crouching. Here's the list of characters you can tick if they're crouch blocking: Balrog(Boxer), Dhalsim, Sagat, T.Hawk and Zangief.
- Crouching Jab:
Damage | 6 | ![]() |
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Stun | 0-5 | ||
Stun Timer | 40 | ||
Chain Cancel | Yes | ||
Special Cancel | Yes | ||
Super Cancel | No | ||
Frame Count | 3 | 5 |
Crouching spear hand strike. The move does very low damage, but it is your most important ticking move and can also be used into combos such as cr.Jab (n times) linked into st.Short or cr.RH. It can beat a lot of different moves like Honda's Headbutt and HHS, Blanka's crouching Fierce slide, super and rolls (against his rolls it is better to use kick Lariat, and beating his super is not a good idea, unless blocking would get you killed), Bison(dictator) Scissor Kicks and some normals.
- Close/Far Standing Strong:
Damage | 21 | ![]() |
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Stun | 5-11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | 2 | 2 | 3 | 5 | |
Simplified | 4 | 3 | 5 |
Relatively fast straight punch. Doing it close or far will result in the exact same move, which is a horizontal knife hand strike. This attack is very important in combos: almost any decent combo will use this normal. Other than combos, there is not much use for it, since the hitboxes are quite similar to those of the standing Jab, the damage is not much greater but the recovery is. It can also be more easily stuffed before becoming active due to premature projected hitboxes.
- Crouching Strong:
Damage | 21 | ![]() |
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Stun | 5-11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | 3 | 3 | 8 | 4 | 5 | |
Simplified | 6 | 8 | 9 |
A crouching straight punch that hits around the stomach, with moderate recovery. It can be used used as a poke, in trade situations and to beat some moves. Sometimes I use it to tick into Suplex after a Fierce splash cross-up: it can be effective because it is a strange use for this move, your opponent can be surprised by this and fail to react accordingly. Do not overuse this tactic, though, as it is easy to be reversed.
- Close/Far Standing Fierce:
Damage | 26 | ![]() |
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Stun | 10-16 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Super Cancel | No | |||||||
Frame Count | 3 | 3 | 6 | 10 | 8 | 6 | 5 | |
Simplified | 6 | 6 | 29 |
A powerful straight punch with long recovery. Doing it close or far will result in the exactly same move. Has a nice damage/dizzy potential but can not be properly used in combos. The only decent use I can think for this is if you're going for a trade, as you can not reliably beat something using this.
- Crouching Fierce:
Damage | 26 | ![]() |
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Stun | 10-15 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | 3 | 3 | 8 | 10 | 13 | |
Simplified | 6 | 8 | 23 |
Another crouching straight punch that hits around the stomach, but with much longer recovery than cr.Strong punch. It works decently as anti-air at certain ranges, it is good in trade situations and to beat some other moves. It is good against Hawk's and Fei Long's j.Jab, Vega's (claw) dive (depending on the spacing), Ryu/Ken's tatsus and Honda's HHS by anticipation.
- Close Standing Short:
Damage | 16 | ![]() |
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Stun | 0-5 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Super Cancel | No | ||||||
Frame Count | 3 | 2 | 2 | 8 | 4 | 1 | |
Simplified | 7 | 8 | 5 |
Zangief's knee bash. Used to tick into super/suplex, it is risky, though, because it is somewhat slow and you can not mix it up, if the opponent sees it coming he can easily reversal. The reward is great though, ticking into super is always nice.
- Far Standing Short:
Damage | 16 | ![]() |
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Stun | 0-5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | 2 | 2 | 5 | |
Simplified | 4 | 5 |
Zangief performs a low kick. Your best standing tick for sure. You can also mix between tick SPD or linked sweep to give your opponent extra trouble when trying to reverse. Watch out for reversal tatsus or upkicks when using this against a knocked down opponent.
- Crouching Short:
Damage | 16 | ![]() |
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Stun | 0-5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | 3 | 4 | 7 |
Fast crouching side kick with poor priority. Has Special Cancel properties, which allows you to combo a Lariat or a Green Hand after it, but cr.Fwrd is better for this. It's also one of your tick-into-Super options, I don't like it though. You can also cancel an running grab out of it, which will usually connect but doesn't do much damage.
- Close Standing Forward:
Damage | 21 | ![]() |
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Stun | 5-11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 6 | 4 | 9 |
Does not have any specific use that I can think of. It can be used as a tick into suplex or super, but its start-up makes it unreliable.
- Far Standing Forward:
Damage | 21 | ![]() |
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Stun | 5-11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 6 | 4 | 9 |
Semi-circular middle kick. This is Zangief's main poke. Due to its long range, this attack is very good for punishing missed low pokes. It has greater range than your SPD so use it as a punish if not in range for it. It can beat Tatsus cleanly if done early. This is a key move, but know it has poor priority: do not spam it as it can be punished on prediction if it whiffs.
- Crouching Forward:
Damage | 21 | ![]() |
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Stun | 5-11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | 3 | 6 | 9 |
Crouching side kick. Better damage and priority than cr.Short, but longer recovery. It has Special Cancel properties just like cr.Short so you can cancel into Lariat, Green Hand or Running Bear Grab. Cross-up Fierce spash, cr.Forward into kick Lariat is particularly hot. It can also be used as a tick into SPD and suplex, but you have better options for these.
- Close Standing Roundhouse:
Damage | 26+4 | ![]() |
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Stun | 10-16/1-7 | ||||||
Stun Timer | 80/70 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Super Cancel | No | ||||||
Frame Count | 2 | 2 | 2 | 3 | 6 | 8 | |
Simplified | 9 | 6 | 8 |
Damage | 26+4 | ![]() |
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Stun | 10-16/1-7 | ||||
Stun Timer | 80/70 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | 8 | 10 | 8 | 5 | |
Simplified | 31 |
Weird butterfly kick that hits twice. It is a quite useless move. It can hit twice from close range and it is the most damaging normal you have, but it has long start-up and recovery. The second hit has a decent anti-air priority, but the situations where you can use it like that are limited and the use is often shadowed by cl.Jab.
- Far Standing Roundhouse:
Damage | 26 | ![]() |
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Stun | 10-15 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | 4 | 8 | 11 |
Zangief performs a high side kick. This move is a good anti-air, specially if done early. It can also be used to fake (whiff) into a SPD. The move has enough priority to beat Honda’s Headbutt cleanly (unreliable though). At any rate, would the enemy stuff this move, get your reversal SPD ready as he lands. Note that O.Gief's version of this move is pretty bad.
- Crouching Roundhouse:
Damage | 26 | ![]() |
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Stun | 6-10 | ||||
Stun Timer | 130 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | 4 | 8 | 12 | 1 | |
Simplified | 4 | 8 | 13 |
Zangief's sweep kick. Animates the same as Zangief's other crouching kicks, but with longer recovery. This is a pretty awesome move, with good recovery for a RH sweep and deceptive reach. It can be linked into well, comes out relatively fast, does good damage, has decent recovery, not to say the precious knockdown which can lead into ticking mix ups or safe jumps. This move is very important in tick mix-ups, together with far standing Short: both can be used to punished the enemy for standing up, which is often necessary for inputting invulnerable reversal moves. Always going for the SPD from max range can get predictable, so this is one of the possible mix-ups one can do.
Aerial Normals
- Neutral Jumping Jab:
Damage | 15 | ![]() |
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Stun | 1-7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
Totally outprioritized by the Strong and Fierce versions since it has the same frames but worse priority and damage.
- Diagonal Jumping Jab:
Damage | 16 | ![]() |
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Stun | 1-7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
Somewhat outprioritized by the Strong version. It has better air-to-ground priority by 1 or 2 pixels but the damage and range is a lot worse.
- Neutral Jumping Strong:
Damage | 19 | ![]() |
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Stun | 1-7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
Totally outprioritized by the Fierce version since it has the same frames but worse priority and damage.
- Diagonal Jumping Strong:
Damage | 19 | ![]() |
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Stun | 6-11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
It is your main air to air option. It is not that great at it but it can beat some moves like Blanka's j.Strong, for example.
- Neutral Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 10-16 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
Your best straight jump move. Has very good priority, enough to even beat Vega's dive and does a pretty good damage.
- Diagonal Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 11-17 | ||||
Stun Timer | 60 | ||||
Frame Count | 1 | 3 | 3 | 7 | |
Simplified | 7 | 7 |
Damage | 26 | ![]() |
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Stun | 11-17 | |||
Stun Timer | 60 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | ∞ |
Your main air to ground attack, great for jumping over fireballs and for surprise jumps. Can also be used to tick into SPD.
- Neutral Jumping Short:
Damage | 16 | ![]() |
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Stun | 1-7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ |
It is the only neutral jumping move that stays active till you land, but still I do not see much use in it...
- Diagonal Jumping Short:
Damage | 16 | ![]() |
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Stun | 1-7 | ||||||
Stun Timer | 40 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
Your main air ticking move. If your opponent starts to reversal these tick attempts (I mean after blocking this move) then you can mix it up with the Forward version (and even with the Roundhouse version) to disturb his reversal timing.
- Neutral Jumping Forward:
Damage | 19 | ![]() |
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Stun | 6-11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
No specific use.
- Diagonal Jumping Forward:
Damage | 19 | ![]() |
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Stun | 6-11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
An Ok move. It can be used for air ticking just like dj.shrt.
NOTE: You can use this move (and dj.shrt too) as a instant overhead!
Yeah, thats right, Gief has a instant overhead which can kill someone with 3 to 5 pixels of life, depending on which button you pressed and which character you are facing (heavy characters can suffer 1 pixel less damage in that situation). I recommend pianoing the 2 kick buttons to make it easier to time, they both have the same start-up time and active hitbox, the only difference is the damage. Unfortunatelly, against small characters like Cammy for example its very hard to time it right, even if you piano it.
- Neutral Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11-17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
The best neutral jump kick, has decent priority and long reach, can beat some stuff and does decent damage. It will mostly be used if you predict a jump from your opponent.
- Diagonal Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11-17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
A good trade move or when whiffing it on purpose to do a SPD exactly when you land.
--Born2SPD
Command Normals
- Hop: (On ground, ←/→ + Strong/Fierce)
- Startup:
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Frame Count | 1 | 1 | 1 | 2 | 3 | 6 |
Simplified | 14 |
- Active + Recovery:
- Strong Version:
Damage | 21 | ![]() |
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Stun | 1-7 | ||||
Stun Timer | 70 | ||||
Frame Count | 8 | 8 | 6 | 3 | |
Simplified | 8 | 17 |
- Fierce Version:
Damage | 22 | ![]() |
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Stun | 1-7 | ||||
Stun Timer | 70 | ||||
Frame Count | 10 | 6 | 9 | 3 | |
Simplified | 10 | 18 |
Gief does a stupid little hop. The move has like no range, beats just about nothing out, and is almost never used on purpose. It was probably meant as a way for Zangief to be able to hop over opponents' low normals, but it's not very good at doing that. Mostly it's just an annoyance. The Strong version has less foot invulnerability but also less recovery. It has its uses but its very limited. Super after whiffing it is priceless though and worth a try against some characters. Another interesting property of this move is that it can go over low tiger shots, not sure how useful that is though.
NOTE: With the Fierce version you can actually hop over crouched opponents!
If close enough with a crouching opponent, you can hop over them using the Fierce Hop, compare the 8º frame of both versions, notice that the fierce version's pushbox only covers his body while the strong version goes till the ground, thats why this works. Unfortunately this is only viable when they're waking up because a throw will come out when close. Remember that when your opponent is waking up holding down/down-back, the character will go to standing position first, and then crouch, this means that at that moment his pushbox will be bigger, so you have to wait a bit before the crossup hop attempt.
Here is the list of characters that this works: Blanka, Cammy, ChunLi, Dhalsim, Guile, Fei Long, Ken, M.Bison(dictator), Ryu, Sagat and Vega(claw). All the rest has a fat pushbox which does not allow you to crossup.
I do not know yet how useful this can be since i just discovered that, but i would try using this when the opponents are getting used to wait your tick before reversing, otherwise you will just eat a reversal while hoping over them.
The best followup is obviously trying to land a super, or if you does not have meter then a suplex.
- Headbutt/Stomach Crunch: (Jump straight up, ↖/↑/↗ + Strong/Fierce)
- Strong Version:
Damage | 22 | ![]() |
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Stun | 21-26 | |||
Stun Timer | 100 | |||
Frame Count | 3 | 8 | ∞ |
- Fierce Version:
Damage | 27 | ![]() |
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Stun | 21-26 | |||
Stun Timer | 100 | |||
Frame Count | 3 | 6 | ∞ |
Gief does a sort of headbutt thing. In the Japanese version it's often an instant dizzy, but in the American version it got nerfed, so it's not very useful. The Fierce version has better priority and does more damage but has less attacking frames.
- Chest Splash: (Diagonal jump, ↙/↓/↘ + Fierce)
Damage | 22 | ![]() |
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Stun | 11-17 | ||
Stun Timer | 60 | ||
Frame Count | 5 | ∞ |
The best cross-up in the game, this thing can trade or even beat reversal shoryukens if done after a crossup, has great dizzy potential and its a great start for crossup combos/ticking.
- Knee Drop: (Diagonal jump, ↙/↓/↘ + Short/Forward)
- Short Version:
Damage | 14 | ![]() |
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Stun | 1-7 | ||
Stun Timer | 40 | ||
Frame Count | 5 | ∞ |
- Forward Version:
Damage | 21 | ![]() |
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Stun | 5-11 | ||||
Stun Timer | 60 | ||||
Frame Count | 7 | 18 | 6 | ∞ | |
Simplified | 7 | 18 | ∞ |
If done with the Short button, its your main tick into super option. Isn't good to beat other moves since the Forward version is much better at it. Also its you move of choice when safejumping. If done with forward, it will have a lot better air to ground priority but less active frames. Can beat a lot of low kicks, and beat some anti air moves as well since it has a very good priority.
--Born2SPD
--UltraDavid
Normal Throws
As the prototypical grappler, Gief has the most normal throws in the game and even a couple of the best in his strong and roundhouse throws. That said, because of his excellent command grabs, his normal throws go mostly unused. It's important to note that while Gief's SPD has the biggest throw range in the game his normals throws lose in range to E.Honda's, Blanka's and Dhalsim's normal throws. Being more specific, Gief actually has more range on the normal throws than these characters i listed, but gief has less Range advantage (difference between throw box and throwable box).
- Pile Driver: (←/→ + Strong)
Damage | 32(+4) | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 69 | |
Range advantage | 24 |
Zangief sits on the opponent's head, opponent always stays in front of Zangief. Sets up a crossup fierce splash when unteched. Zangief's most commonly-used normal throw.
- Iron Claw: (←/→ + Fierce)
Damage | ? + ?*n | ![]() |
Stun | 0 | |
Stun Timer | 0 | |
Range (from axis) | 69 | |
Range advantage | 24 |
Gief does, I don't know, something to the opponent's face for multiple hits.
- Brain Buster: (←/→ + Forward)
Damage | 32(+4) | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 69 | |
Range advantage | 24 |
Zangief throws the opponent over his head, opponent always ends up behind him. Not as useful as strong because the opponent is thrown too far for a splash, but if Gief is in the corner and you want the opponent cornered, here ya go.
- Kamitsuki a.k.a. Bite: (←/→ + Roundhouse)
Damage | ? + ?*n | ![]() |
Stun | 0 | |
Stun Timer | 0 | |
Range (from axis) | 69 | |
Range advantage | 24 |
Gief bites the opponent for multiple hits. For a normal throw this does great damage, and it would be awesome for any other character, but again, if you're going to grab, the command grabs are the ways to go.
NOTE: There's some crossup trickery involving this grab:
Against the shotos, you can crossup them by simply walking if they're on "your" corner (by your i mean that if you're the Player 1 this will only work on the P1 side/if you're player 2 this will only work in the P2 side, strange but thats how it works).
Against E.Honda and Vega(Claw) this also works independent of the corner you're facing. Note that against E.Honda if you do a weak tick before grabbing you can still cross him up if you do a Green hand after the grab instead of walking, but the recovery is quite big so that is not usable.
Against Cammy and ChunLi this also works but make sure she is close but NOT in the corner. If they're in the corner a weak tick can give you the correct spacing.
I may be wrong, but from my tests, if you mash for more damage then you unfortunately may not be able to crossup. After you successfully crossup your opponent the best options would be a kick lariat or a combo that ends with a knockdown. I like to do cr.frwrd xx kick lariat, its easy, does a good damage and a full knockdown, i do not recommend tick-throw attempt because a combo is guaranteed damage in that situation, unless your opponent is familiar with the situation which i doubt, at least in the first times you use this trick.
- Stomach Claw: (↙/↓/↘ + Strong/Fierce)
Damage | ? + ?*n | ![]() |
Stun | 0 | |
Stun Timer | 0 | |
Range (from axis) | 69 | |
Range advantage | 24 |
Crouching version of the fierce throw. This sometimes comes out when you want a crouching strong poke, and that's fine because the throw does more damage, but it's rarely used on purpose. What is so great about this grab is that you do it while crouching, which can save your ass from a lot of different mixups with ease.
- Deadly Driver: (Gief and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 42(+2) | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 61 | |
Range advantage | 16 |
Zangief throws the opponent down in the direction pressed. Does more damage than the kick air throw but the follow-up game is weaker.
- Leg Throw: (Gief and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 34(+2) | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 61 | |
Range advantage | 16 |
Zangief tosses over his head in the direction pressed. This is the better air throw because it leaves the opponent closer, but it's still very rarely used.
--Born2SPD
--UltraDavid
Special Moves
All motions are listed under the assumption that Zangief is facing right.
- Spinning Pile Driver or just SPD: (360 + P)
A command throw with great range that does good damage; this is Zangief's most important move. Zangief attempts a throw and after that remains stuck on an animation so that he can not block or move. The Jab version does the worst damage and Fierce does the highest, although it does not vary all that much. All versions have the same range. If done after a tick, the opponent can only escape by doing a reversal-timed instantly-invincible attack, like a dragon punch, or a move that puts the character in the air, like Blanka's rolling attack.
NOTE: SPD can have multiple active frames, but you must earn them!
YBH affirms that SPD has 11 active frames but thats not true. The only guaranteed active frame you will ever have with a SPD is the first one (before the animation starts). You can earn more active frames on SPD by pressing/releasing the punch button while in the whiff animation, but only during the leniency time(or the rest of it, since you will probably press the punch button some frames after the last input). When you input all the directions needed for a special move, after the last direction is pressed you will have 13 frames to input the punch/kick button to actually get the special move. What happens with SPD (and other command grabs as well like T.Hawk's Typhoon and E.Honda's Oicho) is that if the game detects a punch press/release while in the move's leniency time, it will register again for the command throw, so you will have multiple frames, but again, you must earn them, its not automatic.
- Atomic Suplex: (Close, 360 + K)
- Short Version:
Damage | 20+26 | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 66 | |
Range advantage | 21 | |
Super Meter | 24 |
- Forward Version:
Damage | 20+27 | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 69 | |
Range advantage | 24 | |
Super Meter | 24 |
- Roundhouse Version:
Damage | 20+29 | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 83 | |
Range advantage | 38 | |
Super Meter | 24 |
This command throw is more damaging than SPD, but its range is much smaller. If you are right up close, go for this for more guaranteed damage. If done after a tick, the opponent can only escape by doing a reversal-timed instantly-invincible/airborne attack. If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab. Something worth mentioning is that the Rh version is Gief's only command grab which can throw as crossup before turning, see that the yellow box extends after the pushbox's back by some pixels.
- Flying Power Bomb a.k.a. Running Bear Grab: (Far, 360 + K)
- Startup + Active:
- Whiff:
Super Meter | 5 | ![]() |
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Frame Count (Shrt) | 5 | 5 | 16 | 3 | 3 | |
Simplified (Shrt) | 32 | |||||
Frame Count (Frwrd) | 5 | 5 | 18 | 3 | 3 | |
Simplified (Frwrd) | 34 | |||||
Frame Count (Rh) | 5 | 5 | 20 | 3 | 3 | |
Simplified (Rh) | 36 |
Zangief runs a certain distance, and if he gets close enough, he grabs the opponent. This does less damage than SPD and SPD's range is only a little smaller than this move's max running range, but it's still useful in some match-ups and in surprise situations. All versions have the same range. The startup time means the opponent can jump or even hit Gief out of it with a normal.
- Double Lariat a.k.a. Punch Lariat: (Jab + Strong + Fierce)
Damage | 27 | ![]() |
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Stun | 9-15 | |||||||
Stun Timer | 100 | |||||||
Super Meter | 6 | |||||||
Frame Count | 1 | 6 | 5 | 5 | 5 | 5 | 5 |
Damage | 27 | ![]() |
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Stun | 9-15 | ||||||
Stun Timer | 100 | ||||||
Super Meter | 6 | ||||||
Frame Count | 5 | 5 | 5 | 5 | 5 | 3 |
Gief spins around with hands a-flailing, with mid body invulnerability. The attack range increases with each spin. This move goes through any projectile that is not a Low Tiger shot, and also through some supers and most high- and mid- level normals. The active hitbox extends to only one of Gief's hands, so although the hand with the hitbox beats just about every non-invincible move in its range (Zangief's arm is fully invincible), the chance of that happening is a little less than 50%; as a result, while the Lariat can beat things like Honda's headbutt, it does so only occasionally.
- Quick Double Lariat a.k.a. Kick Lariat: (Short + Forward + Roundhouse)
Damage | 27 | ![]() |
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Stun | 9-15 | |||||||
Stun Timer | 100 | |||||||
Super Meter | 6 | |||||||
Frame Count | 1 | 6 | 5 | 5 | 5 | 5 | 5 |
Damage | 27 | ![]() |
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Stun | 9-15 | |||
Stun Timer | 100 | |||
Super Meter | 6 | |||
Frame Count | 5 | 5 | 1 | |
Simplified | 5 | 6 |
Like the punch Lariat, but this one has a shorter duration and range and doesn't move laterally as far. It also has better lower vulnerability hitbox, while punch Lariat beats Boxer's far standing Fierce better, kick Lariat beats Claw's crouching Strong better. This goes through Sagat's Low Tiger shots, and while it loses to moves you need to block low, it does go through a weird assortment of "lower" level normals.
- The Banishing Fist a.k.a. Green Hand: (→↘↓ + P)
- Jab Version:
Damage | 22 | ![]() |
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Stun | 0-5 | |||||
Stun Timer | 20 | |||||
Super Meter | 6 | |||||
Frame Count | 2 | 2 | 2 | 4 | 8 | |
Simplified | 6 | 12 |
Damage | 22 | ![]() |
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Stun | 0-5 | ||||
Stun Timer | 20 | ||||
Super Meter | 6 | ||||
Frame Count | 12 | 1 | 1 | 8 | |
Simplified | 22 |
- Strong/Fierce Version:
Damage | 22 | ![]() |
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Stun | 0-5 | |||||
Stun Timer | 20 | |||||
Super Meter | 6 | |||||
Frame Count | 2 | 2 | 2 | 4 | 8 | |
Simplified | 6 | 12 |
Damage | 22 | ![]() |
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Stun | 0-5 | ||||
Stun Timer | 20 | ||||
Super Meter | 6 | ||||
Frame Count | 12 | 1 | 1 | 8 | |
Simplified | 22 |
Zangief advances with a backfist, dissipating projectiles while the fist is glowing. It's used to move through projectiles, but it's generally not as good at that as the Lariat because of its start-up and recovery. You should always use the Jab version since it has better hitboxes in 3 animation frames, including the active ones, while everything else (damage, frame count, etc) is the same. The hitbox at the fist is really robust, so it beats out just about everything if timed right. The move is mainly used as a quick way to get Gief into better range after a command grab.
--Born2SPD
--UltraDavid
Super Move
- Final Atomic Buster: (720 + P)
Damage | 20+20+44 | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 64 | |
Range advantage | 19 |
The range on this thing is very crappy (draws with ryu/ken throw range), even the normal throws have more range, but it can take off up to about 60% of the opponent's life. It's used pretty rarely because you need to be so close to land it, but if you get a chance, go for it. If done after a tick, the opponent can only escape by doing a reversal-timed instantly-invincible attack. The move does the same stun as other throws, but as the animation takes a lot of time to finish, it is pretty much impossible to stun anyone with it.
--Born2SPD
--UltraDavid
The Basics
Zangief's game revolves around landing his command grabs. He wants to be up close to the opponent ticking into spd or getting a running bear grab. Gief uses his lariats and green hand to get into footsie range, where he uses his excellent crouching roundhouse, standing short, and standing forward pokes as well as lariats to get a knockdown or set up a spinning pile driver.
Ticking
Ticking is the action of following a blocked move with a throw so that the opponent is forced to take damage even though they successfully blocked your attack. Since Zangief relies heavily on ticks into his SPD, ticking is an important part of learning how to use Zangief. While Zangief can tick from almost all his moves, the following are his most common ticks and a good Zangief player should be able to do them all. The sections and the ticks in each section are roughly in order from easiest to most difficult.
Ticks from the Air
- Jumping Short/Forward/Roundhouse -> SPD
- Jumping ↓ + Short/Forward (Knee Press) -> SPD
- Jumping ↓ + Fierce (Chest Press) -> SPD
- Jumping Fierce -> SPD
Standing Ticks
- Standing Short -> SPD
- Standing Jab -> SPD
Crouching Ticks
- Crouching Forward -> SPD
- Crouching Short -> SPD
- Crouching Jab -> SPD
- Crouching Strong (Meaty) -> SPD
- Crouching Fierce (Meaty) -> SPD
These last two ticks setups really good frame advantage situations and can mess up your opponents reversal timing. This really holds true for the meaty c.fierce tick since your opponent is left in block/hit stun for so long. Depending on the character Gief is fighting against the risk/reward is pretty high: If the meaty fierce hits, you get damage from the fierce and SPD. If you mistime the meaty, gief can be left in a very large disadvantage situation where he's left open to attacks (sweeps, some specials, supers).
Effective ticking is all about learning the timing of these common ticks. If you do the tick too quickly, you will get the whiff animation for the SPD and you will be left wide open to attack. If you do the tick too slowly, your opponent will be able to either jump out of the tick or attack you. In contrast, the only way to counter a perfectly timed tick throw is to use a reversal. Learning the timing for these ticks is crucial since they are the core basics to Zangief's tick mix-up. If you have these down, then you should be able to learn his tick mix-up much more quickly.
SPD Execution
An impeccable SPD motion execution is among the skills which are needed to have a good Zangief. Popular belief (and even some Capcom stickers) says that a 360 (full rotation) is needed, but this is not true. In fact, you can get a SPD with just 270-degree motion. But that is still not the "real" required motion. Precisely, you need to input the four main directions (→,↓,←,↑) in a row to get a SPD. This means that the diagonals aren't actually needed and that a 270 starting and ending in diagonals also wont work, so saying that SPD is a 270 motion isn't true. The same concept is valid for the Running Bear Grab/Suplex and also for the Super, which in that case is the 4 main directions in a row twice, resulting in a minimal of 8 directions which results in a 630, not a 720-degree motion.
Walk up SPD / Green hand
A lot of beginners get a green hand instead of a SPD when they try to do 360 from forward to up.
In SF2, the special moves can be executed with negative edge, for example, to throw a fireball, the motion is ↓↘→P. But since the motion is so fast, a lot of people will accidentally do ↓ ↘ P down → P up. The game will still register that as a fireball special
However, since the green hand motion overlapped with SPD motion if you start from forward to up. If you press the button before you hit up, a green hand will be registered, even though you might complete the spd motion one frame later.
To avoid that, you can exaggerate the spd motion. Even though the command only requires you to finish at up. You can finish the motion at up forward, before input the punch.
Controlling the SPD's Bounce
Depending on the last input you did for the SPD motion, you can make it bounce to the left or to the right. Learning on how to control this is key in some match-ups, like against Guile and Dhalsim, since you want to push them to the nearest corner whenever possible. Basically, you must be able to execute a SPD in 2 different motions for each situation (standing, walk-in and ticking). Independent of the side you're playing, if you end the motion with ↘, → or ↗, the SPD will bounce to the right. If you end with any other direction it will bounce to the left. So if you are one of those Zangief players who learned a single way of doing the SPD, then I really recommend a bit of training on this thing, it is very important.
Most Used SPD Motions
I remember that when i was starting to play Zangief, i frequently wondered which motions the veterans used, and i sometimes saw people asking the same, so i decided to put here what works for me. Make sure you read (and understood) all the SPD execution part above. From my experience, the important points are the speed you execute, and the last direction confirmation (for the bounce direction), thats why i do not care if i input more directions than needed.
Walk in
Thats when you walk in the opponents direction and quickly performs the SPD motion, grabbing them.
- On left side that bounces forward (to the right): (→↘↓↙←↖↑↗→ + P)
Here i do a normal 360 starting and ending forward. If you're using this motion and the SPD is bouncing backwards then you're probably pressing the Punch button too early, what i recommend in this case is to add a diagonal in the end of the motion (↘) to "confirm" the direction.
- On left side that bounces backwards (to the left): (→↘↓↙←↖↑ + P)
Here i do the classic 270. Wait a bit in the ↑ before pressing a punch button or you can get a Green Hand instead. Note that when using this motion we're somewhat abusing the strange motion mechanics of the SPD (when ending a SPD in ↓/↑ the SPD will always bounce to the left), this means that the same concept does not work in the right side.
- On right side that bounces forward (to the left): (←↙↓↘→↗↑↖← + P)
Just like in the left side, just mirrored. I could use a 270 (←↙↓↘→↗↑ + P) but i like to put more directions in the motions to confirm the direction, because sometimes i press the punch button a bit earlier and in that case i would get a kara cancelled SPD (no problem), just a normal(a fierce, huge recovery, easily punished) or even a hop.
- On right side that bounces backwards (to the right): (No specific motion)
As i just said above, on the left side we had the option to abuse the SPD direction mechanic which is somewhat broken (the ↓/↑ directions should be neutral directions, they should vary depending on the direction you're facing, or something) so in this case you will not have a viable motion that starts in the walking direction. In that case i would stop walking and do the "left side that bounces forward" motion or whatever, but the fact that you have to switch directions tells that this is not very viable, but thats not a problem because walk in SPD that bounces backwards is not that important.
Standing Ticks
Going in depth is not needed here, use the walk in motions for whatever direction you want the SPD to bounce, if you want it to bounce to the left do ←↙↓↘→↗↑↖← + P, if you want it to bounce to the right do →↘↓↙←↖↑↗→ + P, you have more than enough time to switch directions while ticking so its all OK here.
Crouching ticks
After a cr.Short or cr.Jab for example. I'll be assuming that you're ticking in the defensive crouch position (down back) which is the right behavior.
- On left side that bounces forward (to the right): (→↘↓↙←↖↑↗→ + P)
You will have to switch directions, unless you're a monster and can do ↙↓↘→↗↑↖←↙↓↘ + P while confirming ↘ direction. While switching directions is not that easy, it is more viable than doing the 450º motion i just said (if it were walking it would be possible, but while crouching your jump will start a lot earlier). Doing this after a Jab mixup can be difficult.
- On left side that bounces backwards (to the left): (↙↓↘→↗↑↖←↙ + P)
This one is more simple, you're holding down back while ticking, just do a 360 ending in that same direction.
- On right side side that bounces forwards (to the left): (←↙↓↘→↗↑↖← + P)
You will have to switch directions in this case as well. That motion is the best option but you have other alternatives: you can do a 270 starting at back and ending at up, but switching from down back to back while ticking with speed can be annoying, you will often get hops instead. Another option that i just discovered recently is ↘→↗↑↖←↙↓ + P, it goes to the up directions first which may look strange, but you're ticking anyway, the directions will be pressed while the normal move is out so no problem here. You will have to press the Punch button a bit late.
- On right side that bounces backwards (to the right): (↘↓↙←↖↑↗→↘ + P)
Not much to say here, uses the same concept as the "left side that bounces backwards" motion.
Jumping ticks
Again, i do not need to explain anything here, just use whatever motion you need here to get the direction needed, you're in the air so you have time to input any motion. I personally do 360's starting and ending in ↙/↘.
Additional Notes
All that stuff regarding directions is only important for SPDs. For the Run Grab, Suplex or Super the last direction pressed means nothing.
If you're a pad warrior, the 270 motions are the way to go. Do a yoga flame motion and then go directly to up (←↙↓↘→↑ + P/ →↘↓↙←↑ + P). It is not that hard to tick and do walk in SPDs with a pad, it will lack the direction control but thats fine because you're already playing with something unsupported (ST was designed to be played in seimitsu parts or at least arcade parts).
--Born2SPD
Advanced Strategy
Safe Jumps
As the main ST article in this wiki explains, a "safe jump" is when you time your jump late enough to land without getting hit by wake-up reversals but early enough to hit if they don't reverse. This is possible because all special moves (minus Blanka rolls and Ken's Fierce DP, which all have 0 startup frames) have a few non-hiting frames in the start-up, so to do a safe jump you just need to land in that moment. If he reverses, you will just block and then will be able punish afterwards, if he fails at doing the reversal or just decides to block, then you can tick freely. Make no mistake, just jumping earlier to land before the reversal isn't a safe jump, you must jump late enough to be able to hit him as well. If he notices that your doing this way he can just throw you on his wakeup.
While its true that you can basically do this with any character, Gief and Hawk players should give this more importance, since this gives a lot more opportunities to tick throw.
There's a few things you must know before starting to practice this:
- Jump with a move that lasts the most time possible. For Zangief, the best option is the ↓ + Short (Knee Drop).
- You should always land blocking!
- There are two kinds of knockdowns, the sweep ones and the full ones. You can safe jump on both, if you got enough momentum.
- If you knocked someone in the corner you will have to jump sooner, you have to train this as well.
- You must know that the wake-up times aren't the same for all characters (example: Vega (Claw) recovers a lot faster than Ryu)
Here's a way I found to practice this:
Start a 2P game and put Ryu as a dummy. After a sweep, look at his fall animation, when he is going to touch the floor, jump with the Short knees. If you land without hitting him then you jumped too early. If you hit his head, then you jumped late. If you hit him near his knees then you timed it right. That's basically it, now you must train this a lot to make your precision higher. It's not easy to get consistent though.
With this in mind, you can begin your training. I recommend starting with Ryu since its the most used character in the game. With this stuff learned you will be able to train the same against the other characters as well (with Guile and Vega being priorities). If you find it too hard for a start then you can try against Balrog (Boxer) first, since his fastest reversal (Jab Headbutt) has 11 frames of start-up (which is pretty high) compared with Ryu's DP (4 frames), but the concept is the same. Basically you just need memorize what moment of their fall/bounce animation that you must jump.
--Born2SPD
Safe Meaties
Combos
Zangief only has a few cancelable moves, but his normals are remarkably linkable, so he still has some big combos. I'm going to put down all of his links (--) and cancels (xx) that combo and then I'll note a couple of his most-used combos. For moves that link into multiple things, I'll put the standing moves they link into first, the crouching moves second, and the special moves third.
Links
- Close standing jab -- standing jab
- Far standing jab -- standing jab
- Standing strong -- standing strong/standing fierce/standing short/standing forward
- Standing strong -- crouching fierce/crouching short/crouching forward/crouching roundhouse
- Standing strong -- green hand
- Far standing short -- standing jab/standing strong/standing fierce/standing short/standing forward/far standing roundhouse
- Far standing short -- crouching jab/crouching strong/crouching fierce/crouching forward/crouching roundhouse
- Far standing short -- green hand
- Close standing forward -- standing jab/crouching jab
- Crouching jab -- standing jab/standing strong/standing fierce/standing short/standing forward/far standing roundhouse
- Crouching jab -- crouching jab/crouching strong/crouching fierce/crouching short/crouching forward/crouching roundhouse
Cancels
- Close standing jab xx green hand/lariat
- Far standing jab xx green hand
- Crouching jab xx green hand/lariat
- Crouching short xx green hand/lariat
- Crouching forward xx green hand/lariat
Most Used Combos
- (Crossup fierce splash), crouching jab -- crouching jab -- crouching jab -- crouching roundhouse
- (Crossup fierce splash), crouching jab -- crouching jab -- far standing short -- crouching roundhouse
- (Crossup fierce splash), standing strong -- far standing short -- crouching roundhouse
- (Crossup fierce splash), standing strong -- crouching forward xx green hand
- (Crossup fierce splash), crouching forward xx lariat
- (Jumping fierce), standing strong -- crouching roundhouse
Match-ups
Matchups classified with this diagram in mind. For the old characters i guessed the positions.
--Born2SPD
Serious Advantage Match-ups
None!
Advantage Match-ups
Vs. O. Balrog (boxer):
Vs. O. Dee Jay:
Vs. O. M. Bison (dictator):
Vs. Ken:
- 6 - 4
Vs. O. Vega (claw):
Fair Match-ups
Vs. Balrog (boxer):
- 4.5 - 5.5
Vs. O. Blanka:
Vs. Dee Jay:
- 5.5 - 4.5
You will have 2 parts to this match.
Part 1.
DJ has you zoned outside of his slide range. He will continually throw maxouts and then aa you if you jump or sweep you when you try to advance with lariat. And he can even st.RH you while the lariat is recovering and as an antiair from max range. This can be very difficult to get through. What I will do is position my self just out side of his max slide range and kkk lariat his maxout. If you guess right you can then begin to smother him with j.shorts and splashes and don’t forget the d.lk in the air. It will stuff or trade with the slide. Once you get in get the sweep in or a MP throw. This will allow you to advance on him when he is down. And that leads to part 2. If you don’t get the sweep/throw you will be reset and back in part one all over again.
Part 2
When you get your knock down force DJ into the corner. DJ is then at a disadvantage you can cr.jab him on wake up and it will strop his rising dredkicks and normal dredkicks clean and set you up for a SPD. All DJ can do at this point is attempt a reversal throw or super if he as meter. But being that DJ builds meter rather slow I doubt he will have it at this time in the match. So now you are in a guessing game with DJ and Gief has the upper hand. If you predict right DJ will be dead in 2-3 rotations of this.
If gief does not get DJ cornered with a knockdown he is at a great disadvantage. I would say its 70/30 DJ. When Gief has DJ down in the corner it flips 70/30 Gief.
--CigarBoB
Vs. O. Ken:
Vs. M. Bison (dictator):
- 5.5 - 4.5
Vs. Ryu:
- 5.5 - 4.5
Vs. O. Ryu:
Vs. T. Hawk:
- 5.5 - 4.5
Vs. O. T. Hawk:
Vs. Zangief (self):
Vs. O. Zangief:
Disadvantage Match-ups
Vs. Blanka:
- 4 - 6
Vs. Cammy:
- 3.5 - 6.5
Vs. O. Cammy:
Vs. O. Dhalsim:
Vs. O. Fei Long:
Vs. Sagat:
- 4 - 6
Vs. Vega (claw):
- 3.5 - 6.5
Serious Disadvantage Match-ups
Vs. Chun-Li:
- 2.5 - 7.5
Vs. O. Chun-Li:
Vs. Dhalsim:
- 2.5 - 7.5
You want to get in, but don't feel like you need to constantly be walking or jumping toward Sim, guessing when to jump and which jumping attack to use and so forth. The number one mistake in playing against Sim with a character Sim can zone out well is thinking that you need to run at him; Sim will eat you up if you do that.
Instead, try to make Sim scared about throwing out limbs all the time by counterpoking, especially in ways that knock him down. If you think he's going to do any far crouching attack, you can beat it out and knock him down with crouching roundhouse or just hit him and maybe cancel into running bear grab if close enough with crouching forward/short or standing short. If you think he's gonna do far standing roundhouse, do your standing roundhouse, punch lariat, crouching fierce, crouching strong, or crouching jab. If you think he's gonna do far standing fierce, do kick lariat, crouching roundhouse, crouching jab, or standing short. If you think he's gonna do far standing forward, do crouching jab, crouching strong, standing roundhouse, or punch lariat. You have attacks to beat each of Sim's attacks at particular ranges and timings, so figure that out, it's all very location- and situation-specific.
You also have air attacks that beat or trade with most of Sim's antiairs and Sim has antiairs that beat or trade with your air attacks, it all just depends on the spacing. You can use any of jumping down+short, jumping short, jumping down+forward, jumping forward, jumping roundhouse, jumping fierce, and jumping fierce splash against any of Sim's standing short, standing forward, standing roundhouse, back+short, back+forward, back+jab, down-back+jab, or jump back fierce. This is less effective than grounded counterpoking because you can't get a knockdown, it doesn't help you in positioning if you just trade attacks, and some of Sim's antiairs beat all of your crap in some situations, so don't depend on this quite as much.
You win in damage with both grounded counterpokes and jumping attacks almost regardless of what's trading, even sometimes in the case of your crouching jab v Sim's far standing fierce if random damage is on your side, so don't be scared about that, just realize that it's hard to keep your damage lead and you're not likely to win unless you get in. The name of the game in this matchup is still you trying to get in.
Also be aware that one knock down from a distance is not enough for you to get all the way in on Sim, so don't depend on trying to walk up with a tick into spd after one knockdown. The Sim player will probably just jump away or antiair your jumping tick with down+back jab or back+jab or super or something. You can choose between walking up farther, blocking, walking up with another crouching roundhouse, doing a couple green hands to get closer, or if Sim is expecting an attack or something, doing running bear grab or walk-up spd. There's a guessing game here, so try to use it to your advantage.
Random other stuff:
When you have Sim cornered and want to tick him to death, just tick him with max range standing jab. This is safer because it can't be reversal thrown by Sim (since you're out of his range), he can't slide under it like he can some of your jumping ticks, and if Sim does reversal teleport you're in a position onscreen that'll let you deal better with any of Sim's teleport locations and you have more time to react than you would if you were landing from a jumping attack.
Also, whenever you attack Sim on his wakeup, whether for a knockdown or a tick, always be sure that you do it as a real meaty. Sim doesn't have a reversal super, so he has no good reversal against meaty attacks other than teleport, but if you do your attack even a frame after he wakes up he can start up his fully invincible super to do 50% if you're on the ground or 30% if it juggles you in the air. This is something you have to worry about when trying to jump at Sim in any non-meaty situation, although because of its motion and startup it's not useful for the Sim player unless he's specifically looking to use it.
Vs. E. Honda:
- 1.5 - 8.5
Vs. O. E. Honda:
Vs. Fei Long:
- 3 - 7
I am going to tell your right now, Fei gives Gief HELL. Especially NEW Fei. Your only hope is to knock him down and play wake up mind games and go for crossups whenever possible. Lariats are almost useless at midrange because Fei's chicken wing kick can counter it clean most of the time and sometimes combo into rekka punches off of it.
So you're going to have to play this one extra smart and choose your targets perfectly. Fei can't rush at you with rekka punches like he does against other fighters because your lariat can counter it clean. Once fei is on the floor he's in your world for just a few seconds but you have to fuck with their heads by mixing up your tick throws, waiting for Fei to counter with whiffed flame kicks and punish him when he misses. But thats the thing, if you face a Fei with good reversal skills it's going to make it harder for you to land a tick SPD.
If you must jump at Fei do so by using Giefs knee short or his body splash because this makes his jumps smaller and gives fei much less time to counter with a flame kick.
--Jumpsuit
Vs. Guile:
- 2 - 8