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=Advanced Strategy= | =Advanced Strategy= | ||
Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver. | Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver,don't be afraid about taking damage,he can use the SPD as a counter. | ||
He can evade projectiles with Double Lariat and also can be used as a keep away anti air,but | Normal Attacks had short range but are heavy hitters,his jump is slow but had a lot of options,Headbutt is your main attack for stun damage and Body Press for crossups,use diagonal Roundhouse if you want attack projectile spammers,it had a decent range and its his most damaging jumpin attack. | ||
He can evade projectiles with Double Lariat and also can be used as a keep away anti air,but its vulnerable to sweeps and low attacks,use it wisely,but now you can 2-in-1 his crouching Short or Forward into Double Lariat or after a Cross up Body Press. | |||
Spinning Pile Driver in the American "First revision" had the World Warrior damage but is buffed in Japanese and later one,also now he jumps back and can made wake up games of crouching Roundhouse or Double Lariat pressure game. | Spinning Pile Driver in the American "First revision" had the World Warrior damage but is buffed in Japanese and later one,also now he jumps back and can made wake up games of crouching Roundhouse or Double Lariat pressure game. |
Revision as of 23:15, 7 July 2016


Introduction
Color Options
Start | Default |
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Moves List
Normal Moves
Stomach Crunch: in air, u + Hard Punch
Flying Body Attack: jump at opponent, d + Hard Punch
Powerbomb: close, b or f + Hard Kick
Brainbuster: close, b or f + Hard Punch
Pile Driver: close, b or f + Medium Punch
German Suplex: close, b or f + Medium Kick
Alley Oop: close, db or df + Hard Punch
Power Slam: close, db/df + Medium Punch
Head Bite: b or f + Hard Punch on approaching opponent
Face Pump: b or f + Medium Punch on approaching opponent
Stomach Pump: db or df + Hard Punch on approaching opponent
Special Moves
Spinning Clothesline: All three Punch buttons simultaneously
Spinning Piledriver: f, df, d, db, b, ub + Punch
The Basics
Anti Air: standing High Kick,Double Lariat
High Poke: standing Medium Kick
Low Poke: standing Low Kick,crouching High Kick
Combos
- j.d.HP,c.MK,Lariat
- j.d.HP,c.LP,c.HK
Hitboxes
Standing Normals
- Standing LP:
Damage | 12 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +6 | |||
Frame Count | 2 | 4 | 5 | |
Simplified | 2 | 4 | 5 |
- Standing MP:
Damage | 18 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +12 | ||||
Frame Count | 2 | 2 | 3 | 5 | |
Simplified | 1+4 | 3 | 5 |
- Standing HP:
Damage | ? | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -11 | |||||||
Frame Count | 3 | 3 | 6 | 10 | 8 | 6 | 5 | |
Simplified | 1+6 | 4 | 29 |
- Standing LK:
Damage | 12 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +10 | |||
Frame Count | 2 | 2 | 5 | |
Simplified | 1+4 | 5 |
- Standing MK:
Damage | 18 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1+6 | 4 | 9 |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +5 | |||
Frame Count | 4 | 8 | 11 |
Close Standing Normals
- Close Standing LP:
Damage | ? | ![]() |
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Stun | 1~7 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +3 | |||||||
Frame Count | 2 | 2 | 2 | 2 | 4 | 4 | 5 | |
Simplified | 1+2 | 4 | 15 |
- Close Standing LK:
Damage | 12 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +2 | ||||||
Frame Count | 3 | 2 | 2 | 8 | 4 | 1 | |
Simplified | 1+7 | 8 | 5 |
- Close Standing MK:
Damage | 18 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +2 | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1+6 | 4 | 9 |
- Close Standing HK:
Damage | 22+6 | ![]() |
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Stun | 10~16+1~7 | ||||||||||
Stun Timer | 80+70 | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Advantage | -17 | ||||||||||
Frame Count | 2 | 2 | 2 | 3 | 6 | 8 | 8 | 10 | 8 | 5 | |
Simplified | 1+9 | 14 | 31 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Chain Cancel | Yes | ||
Special Cancel | Yes | ||
Frame Advantage | -4 | ||
Frame Count | 3 | 5 |
- Crouching MP:
Damage | 18 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +12 | |||||
Frame Count | 3 | 3 | 8 | 4 | 5 | |
Simplified | 1+6 | 8 | 9 |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -11 | |||||
Frame Count | 3 | 3 | 8 | 10 | 13 | |
Simplified | 1+6 | 8 | 23 |
- Crouching LK:
Damage | 12 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +3 | |||
Frame Count | 3 | 4 | 7 |
- Crouching MK:
Damage | 18 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +5 | |||
Frame Count | 3 | 6 | 9 |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +1 | |||
Frame Count | 4 | 8 | 13 |
Aerial Normals
- Neutral/Diagonal Jumping LP:
Damage | 14 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Neutral Jumping MP:
Damage | 20 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping MP:
Damage | 20 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 1 | 3 | 3 | 7 | 3 | 3 | ∞ | |
Simplified | 1+7 | 4 | ∞ |
- Neutral Jumping LK:
Damage | 14 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ |
- Diagonal Jumping LK:
Damage | 16 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ | |
Simplified | 3 | ∞ |
- Neutral Jumping MK:
Damage | 20 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- Diagonal Jumping MK:
Damage | 20 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
Unique Moves
- Headbutt: (Jump straight up, ↖/↑/↗ + Strong/Fierce)
Strong
Damage | 14 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 8 | ∞ |
Fierce
Damage | 14 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 60 | |||
Frame Count | 3 | 6 | ∞ |
Flying Body Attack a.k.a. Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage | 14 | ![]() |
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Stun | 5~11 | ||
Stun Timer | 60 | ||
Frame Count | 5 | ∞ |
Throws
Standing Normal Grabs Throwboxes:
Throw | Hold | ![]() | |||
Damage | 32 | Damage | 16+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 7~13 | Stun | - | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 69 | Range (from axis) | 69 | ||
Range advantage | 24 | Range advantage | 24 |
Pile Driver (←/→ + Strong): 32
Iron Claw (←/→ + Fierce): 16,4*n
Brain Buster (←/→ + Forward): 32
Kamitsuki a.k.a. Bite (←/→ + Roundhouse): 16,4*n
Crouch Grabs Throwboxes:
Throw | Hold | ![]() | |||
Damage | 28 | Damage | 16+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 5~11 | Stun | 5~11 | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 69 | Range (from axis) | 69 | ||
Range advantage | 24 | Range advantage | 24 |
Stomach Claw (↙/↓/↘ + Strong/Fierce): 16,4*n
Deadly Driver (↙/↓/↘ + Strong): 28
Leg Throw (↙/↓/↘ + Fierce): 28
Special Moves
- Double Lariat: Press all Punch Buttons
Damage | 22 | ![]() |
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Stun | 13~19 | |||||||||||||
Stun Timer | 120 | |||||||||||||
Frame Advantage | -25 | |||||||||||||
Frame Count | 4 | 3 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
- Spinning Piledriver: (360 + P)
Damage | 44 | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Japanese and Later Revisions of Champion Edition buffs SPD's Damage
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Advanced Strategy
Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver,don't be afraid about taking damage,he can use the SPD as a counter.
Normal Attacks had short range but are heavy hitters,his jump is slow but had a lot of options,Headbutt is your main attack for stun damage and Body Press for crossups,use diagonal Roundhouse if you want attack projectile spammers,it had a decent range and its his most damaging jumpin attack.
He can evade projectiles with Double Lariat and also can be used as a keep away anti air,but its vulnerable to sweeps and low attacks,use it wisely,but now you can 2-in-1 his crouching Short or Forward into Double Lariat or after a Cross up Body Press.
Spinning Pile Driver in the American "First revision" had the World Warrior damage but is buffed in Japanese and later one,also now he jumps back and can made wake up games of crouching Roundhouse or Double Lariat pressure game.
As is a grappling character,he had varied ones and also you can use your holds for Sweep set ups,Spinning Piledriver had block traps,use it when your standing or crouching Short is blocked.
Match-Ups
Vs. Ryu
Vs. Ken
Vs. E.Honda
Vs. Chun Li
Vs. Blanka
Vs. Zangief
Vs. Guile
Vs. Dhalsim
Vs. Boxer
Vs. Claw
Vs. Sagat
Vs. Dictador
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |