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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | speccancel }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel }} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low}} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | low}} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Flying Body Attack | angled jump <br> d + hp | knockdown vs airborne <br> crossup }} | {{SFxTMoveListRow | Flying Body Attack | angled jump <br> {{d}} + {{hp}} | {{knockdown}} vs airborne <br> crossup }} | ||
{{SFxTMoveListRow | Double Knee Drop | angled jump <br> d + lk | knockdown vs airborne <br> crossup }} | {{SFxTMoveListRow | Double Knee Drop | angled jump <br> {{d}} + {{lk}} | {{knockdown}} vs airborne <br> crossup }} | ||
{{SFxTMoveListRow | Headbutt | vertical jump <br> u + mp or hp | groundbounce vs airborne }} | {{SFxTMoveListRow | Headbutt | vertical jump <br> {{u}} + {{mp}} or {{hp}} | {{groundbounce}} vs airborne }} | ||
{{SFxTMoveListRow | Long Kick | df + hk | low hardknockdown }} | {{SFxTMoveListRow | Long Kick | {{df}} + {{hk}} | {{low}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Bodyslam | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Bodyslam | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Brain Buster | b + lp + lk | throw }} | {{SFxTMoveListRow | Brain Buster | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Spinning Piledriver | 360 + p | ex <br> throw }} | {{SFxTMoveListRow | Spinning Piledriver | {{360}} + {{p}} | {{ex}} <br> {{throw}} }} | ||
{{SFxTMoveListRow | Banishing Flat | dp + p | ex projnull <br> groundbounce on ex <br> knockdown vs airborne }} | {{SFxTMoveListRow | Banishing Flat | {{dp}} + {{p}} | {{ex}} {{projnull}} <br> {{groundbounce}} on {{ex}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Double Lariat | 3p | knockdown <br> knocks opponent uf }} | {{SFxTMoveListRow | Double Lariat | {{3p}} | {{knockdown}} <br> knocks opponent {{uf}} }} | ||
{{SFxTMoveListRow | Quick Double Lariat | 3k | knockdown <br> knocks opponent u }} | {{SFxTMoveListRow | Quick Double Lariat | {{3k}} | {{knockdown}} <br> knocks opponent {{u}} }} | ||
{{SFxTMoveListRow | Flying Power Bomb <br> "Running Bear Grab" | far 360 + k | ex chrg <br> throw <br> gains armored on ex and chrg }} | {{SFxTMoveListRow | Flying Power Bomb <br> "Running Bear Grab" | far {{360}} + {{k}} | {{ex}} {{chrg}} <br> {{throw}} <br> gains {{armored}} on {{ex}} and {{chrg}} }} | ||
{{SFxTMoveListRow | Atomic Suplex | close 360 + k | ex chrg <br> throw <br> gains armored on ex and chrg }} | {{SFxTMoveListRow | Atomic Suplex | close {{360}} + {{k}} | {{ex}} {{chrg}} <br> {{throw}} <br> gains {{armored}} on {{ex}} and {{chrg}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Final Atomic Buster | 360 + 3k | throw armored }} | {{SFxTMoveListRow | Final Atomic Buster | {{360}} + {{3k}} | {{throw}} {{armored}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:05, 9 December 2020


Zangief
Ideal Team Position: 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.
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.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks















































































Unique Attacks



crossup



crossup








Throws









Special Moves













knocks opponent



knocks opponent

"Running Bear Grab"





gains








gains



Super Combo




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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A