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--[[User:Born2SPD|Born2SPD]] | --[[User:Born2SPD|Born2SPD]] | ||
===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 hurtboxes; | |||
*O.Zangief has some differences in some of his normals: | |||
**Close Standing 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); | |||
**Close/Far Standing Strong can be special canceled; | |||
**Close Standing Short have worse priority, but this is meaningless; | |||
**Far Standing Short can be special canceled; | |||
**Far Standing Forward has better anti-air priority, but worse ground priority and horizontal range; | |||
**Far Standing Roundhouse has very poor priority but can be special canceled; | |||
**Crouching Roundhouse can be special canceled, this is nice; | |||
**Most of his aerial attacks have fatter body hurtboxes, including his splash and headbutts. They hardly alter the air to air priority though; | |||
*O.Zangief Knee Drops do more damage; | |||
*O.Zangief has some differences in his Lariats: | |||
**Both versions have a different hurtbox on the start-up frames, better horizontal priority and different vertical priority; that last one allows O.Zangief to beat Shoto's Tatsus from a crouched position with 100% success while with N.Zangief you actually need to time it right or lariat will be beaten. The better horizontal priority helps against T.Hawk to counter his dives during the 7 first frames easier. All in all it's a little buff for O.Zangief in these matchups, otherwise it's basically the same; | |||
**Kick version does not have the improved foot hurtbox which lets N.Zangief beat some supers and pass through 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: [http://www.youtube.com/watch?v=pjH2X7gJMik 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) | |||
O.Zangief can special cancel some normals that N.Zangief can not, but that's it. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug. | |||
==Moves Analysis== | ==Moves Analysis== | ||
===Normal Moves=== | ===Normal Moves=== | ||
O.Zangief's normals are decent | O.Zangief's normals are decent; nothing with outstanding priority, but in contrast they do more damage than most characters' normals. He does not have many normals with cancel properties (though he has a few more than N.Zangief). The special cancels that are marked in cyan are the ones that O.Zangief can special cancel with but SSF2 Zangief can't. | ||
====Ground Normals==== | ====Ground Normals==== |
Revision as of 21:10, 18 August 2012
Introduction
Picking Old Zangief
To select O.Zangief, choose Zangief and then press ← → → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
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 hurtboxes;
- O.Zangief has some differences in some of his normals:
- Close Standing 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);
- Close/Far Standing Strong can be special canceled;
- Close Standing Short have worse priority, but this is meaningless;
- Far Standing Short can be special canceled;
- Far Standing Forward has better anti-air priority, but worse ground priority and horizontal range;
- Far Standing Roundhouse has very poor priority but can be special canceled;
- Crouching Roundhouse can be special canceled, this is nice;
- Most of his aerial attacks have fatter body hurtboxes, including his splash and headbutts. They hardly alter the air to air priority though;
- O.Zangief Knee Drops do more damage;
- O.Zangief has some differences in his Lariats:
- Both versions have a different hurtbox on the start-up frames, better horizontal priority and different vertical priority; that last one allows O.Zangief to beat Shoto's Tatsus from a crouched position with 100% success while with N.Zangief you actually need to time it right or lariat will be beaten. The better horizontal priority helps against T.Hawk to counter his dives during the 7 first frames easier. All in all it's a little buff for O.Zangief in these matchups, otherwise it's basically the same;
- Kick version does not have the improved foot hurtbox which lets N.Zangief beat some supers and pass through 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)
O.Zangief can special cancel some normals that N.Zangief can not, but that's it. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug.
Moves Analysis
Normal Moves
O.Zangief's normals are decent; nothing with outstanding priority, but in contrast they do more damage than most characters' normals. He does not have many normals with cancel properties (though he has a few more than N.Zangief). The special cancels that are marked in cyan are the ones that O.Zangief can special cancel with but SSF2 Zangief can't.
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
- Close Standing Jab:
Damage | 12/12 | ![]() |
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Stun | 0~5 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | Yes | |||||||
Special Cancel | Yes/No | |||||||
Frame Advantage | ? | |||||||
Frame Count | 2 | 2 | 2 | 2 | 4 | 4 | 5 | |
Simplified | 1 + 2 | 6 | 15 |
Zangief does a knife hand strike from above his head until towards. O.Zangief's version is not as good as N.Zangief's, but it can still be considered a viable anti air. You can also tick this into anything 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 | |||
Frame Advantage | ? | |||
Frame Count | 2 | 4 | 5 | |
Simplified | 1 + 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, Zangief'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, O.FeiLong, Sagat, T.Hawk and Zangief.
- Crouching Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | ||
Stun Timer | 40 | ||
Chain Cancel | Yes | ||
Special Cancel | Yes | ||
Frame Advantage | ? | ||
Frame Count | 3 | 5 | |
Simplified | 1 + 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 | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 2 | 3 | 5 | |
Simplified | 1 + 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. Note that only O.Zangief can special cancel this move.
- Crouching Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 8 | 4 | 5 | |
Simplified | 1 + 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 | |||||||
Frame Advantage | ? | |||||||
Frame Count | 3 | 3 | 6 | 10 | 8 | 6 | 5 | |
Simplified | 1 + 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 | 10~16 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 8 | 10 | 13 | |
Simplified | 1 + 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 | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 2 | 2 | 8 | 4 | 1 | |
Simplified | 1 + 7 | 8 | 5 |
Zangief's knee bash. Used to tick into 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.
- Far Standing Short:
Damage | 16 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | 2 | 2 | 5 | |
Simplified | 1 + 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. Note that O.Zangief can special cancel this move while N.Zangief can not.
- Crouching Short:
Damage | 16 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 7 | |
Simplified | 1 + 3 | 4 | 7 |
Fast crouching side kick with poor priority. Has Special Cancel properties, which allows you to combo a Lariat after it, but cr.Fwrd is better for this. 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 | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1 + 6 | 4 | 9 |
Does not have any specific use that I can think of. It can be linked from and into a crouched Jab but its hard to time, also it can be used as a tick, but its start-up makes it risky.
- Far Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1 + 6 | 4 | 9 |
Semi-circular middle kick. O.Zangief's version does not has good range as N.Zangief's but still can be used as a poke. It is, on the other hand, a viable option for antiair from specific ranges.
- Crouching Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 6 | 9 | |
Simplified | 1 + 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 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 | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 2 | 2 | 3 | 6 | 8 | |
Simplified | 1 + 9 | 6 | 8 |
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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 | 10~16 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | 4 | 8 | 11 | |
Simplified | 1 + 4 | 8 | 11 |
Zangief performs a high side kick. Unlike N.Zangief's version of this move, O.Zangief's can be special canceled, but its priority is pretty bad, the only use I can think for it is to fake (whiff) into a SPD.
- Crouching Roundhouse:
Damage | 26 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 130 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 4 | 8 | 12 | 1 | |
Simplified | 1 + 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. O.Zangief can actually special cancel this move!
Aerial Normals
- Neutral Jumping Jab:
Damage | 16 | ![]() |
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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. Avoid this move.
- 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. Not useful for anything really.
- 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. Also, it does a unusually low stun for a Strong attack.
- Diagonal Jumping Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||
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. Also, it has the biggest range of all of his diagonal jumping moves.
- Neutral Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
Your best straight jump move. Does good damage and has very good priority, enough to even beat Vega's dive. But you can't rely on it against his dives because he can mixup with his punch dive which will beat any aerial attack Zangief has, cleanly.
- Diagonal Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 1 | 3 | 3 | 7 | |
Simplified | 7 | 7 |
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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, OK for tick throwing.
- 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 | 5~11 | ||||||
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 | 5~11 | ||||||
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 Short.
NOTE: You can use this move (and dj.shrt too) as a instant overhead!
Yeah, thats right, Zangief 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 or even triple tapping if you got seimitsu buttons, they both have the same start-up time and active hitbox, the only difference is the damage. Unfortunately, against small characters like Cammy for example its very hard to time it right, even if you piano/triple tap 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 very 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 | ∞ |
Good when anticipating a jump from your opponent. While it's a bad move for trading (because of the extended hitbox on the first animation frame), it's good for whiffing it on purpose to do SPD exactly when you land, notice the third animation frame, Zangief's leg hurtbox is a lot smaller compared to his other aerial kicks.
--Born2SPD
Command Normals
- Headbutt/Stomach Crunch: (Jump straight up, ↖/↑/↗ + Strong/Fierce)
- Strong Version:
Damage | 22 | ![]() |
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Stun | 21~27 28~34(JP) | |||
Stun Timer | 100 90(JP) | |||
Frame Count | 3 | 8 | ∞ |
- Fierce Version:
Damage | 27 | ![]() |
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Stun | 21~27 28~34(JP) | |||
Stun Timer | 100 90(JP) | |||
Frame Count | 3 | 6 | ∞ |
Zangief 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: (Jump diagonally, ↙/↓/↘ + 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: (Jump diagonally, ↙/↓/↘ + Short/Forward)
- Short Version:
Damage | 17 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 5 | ∞ |
- Forward Version:
Damage | 21 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
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 and UltraDavid
Normal Throws
As the prototypical grappler, Zangief 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 Zangief'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, Zangief actually has more range on the normal throws than these characters I listed, but Zangief's throwable box is also bigger so he can be thrown from a bigger distance.
- Pile Driver: (←/→ + Strong)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 69 | |||
(from throwable box) | 24 |
Zangief's most commonly-used normal throw. Zangief sits on the opponent's head, opponent always stays in front of Zangief. Sets up a crossup fierce splash when unteched. Because of that, its incredibly good against Old characters (since they can't tech throws) because you can "loop" it. It works like this: after you grab them, do a Green Hand, crossup, and now you can mixup with 0~2 Cr.Jabs and then throw again.
- Iron Claw: (←/→ + Fierce)
Damage | 26 + 4*n | ![]() |
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Set amount of hits | 4 | |||
Holds do no stun | ||||
Range (from axis) | 69 | |||
(from throwable box) | 24 |
Zangief does, I don't know, something to the opponent's face for multiple hits. Should never be used on purpose.
- Brain Buster: (←/→ + Forward)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 69 | |||
(from throwable box) | 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 Zangief is in the corner and you want the opponent cornered, here ya go.
- Kamitsuki a.k.a. Bite: (←/→ + Roundhouse)
Damage | 26 + 4*n | ![]() |
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Set amount of hits | 4 | |||
Holds do no stun | ||||
Range (from axis) | 69 | |||
(from throwable box) | 24 |
Zangief 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 cross under trickery involving this grab:
Against the shotos, you can cross under 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.
Against Dhalsim a string of 2 quick crouched Jabs gives you a very specific spacing that allows you to cross under as well.
I may be wrong, but from my tests, if you mash for more damage then you unfortunately may not be able to cross under. After you successfully cross under 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, it's 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 | 26 + 4*n | ![]() |
Set amount of hits | 4 | |
Holds do no stun | ||
Range (from axis) | 69 | |
(from throwable box) | 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. 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: (Zangief and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage | 42 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 61 | |
(from throwable box) | 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: (Zangief and opponent in air, ↖/↙/←/→/↘/↗ + Forward/Roundhouse)
Damage | 34 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 61 | |
(from throwable box) | 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 and UltraDavid
Special Moves
All motions are listed under the assumption that O.Zangief is facing right.
- Spinning Pile Driver or just SPD: (360 + P)
Detailed Input: (→ [0~6f] ↓ [0~6f] ← [0~6f] ↑ [0~12/9/7/4f] Jab/Strong/Fierce/any P if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order. More explanation here)
Damage (Jab) | 36 | ![]() |
Damage (Strong) | 39 | |
Damage (Fierce) | 43 | |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 111 | |
(from throwable box) | 66 |
- Whiff:
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Frame Count (Jab) | 5 | 5 | 16 | 3 | 3 |
Simplified (Jab) | 32 | ||||
Frame Count (Strong) | 5 | 5 | 18 | 3 | 3 |
Simplified (Strong) | 34 | ||||
Frame Count (Fierce) | 5 | 5 | 20 | 3 | 3 |
Simplified (Fierce) | 36 |
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 active frames, but you must earn them!
- Atomic Suplex: (Close, 360 + K)
Detailed Input: (→ [0~6f] ↓ [0~6f] ← [0~6f] ↑ [0~12/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order. More explanation here)
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 Zangief'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)
Detailed Input: (→ [0~6f] ↓ [0~6f] ← [0~6f] ↑ [0~12/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order. More explanation here)
- Startup + Active:
Damage | 29 | ![]() |
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Stun | 7~13 | ||||||
Stun Timer | 100 | ||||||
Range (from axis) | 66 | ||||||
(from throwable box) | 21 | ||||||
Frame Count (Short) | 10 | 3 | 4 | 4 | 4 | 1 | |
Simplified (Short) | 10 | 16 | |||||
Frame Count (Forward) | 12 | 3 | 4 | 4 | 4 | 1 | |
Simplified (Forward) | 12 | 16 | |||||
Frame Count (Rh) | 14 | 3 | 4 | 4 | 4 | 1 | |
Simplified (Rh) | 14 | 16 |
- Whiff:
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Frame Count (Short) | 5 | 5 | 16 | 3 | 3 |
Simplified (Short) | 32 | ||||
Frame Count (Forward) | 5 | 5 | 18 | 3 | 3 |
Simplified (Forward) | 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 Zangief out of it with a normal.
- Double Lariat a.k.a. Punch Lariat: (Jab + Strong + Fierce)
Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible)
Damage | 26 | ![]() |
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Stun | 9~15 | |||||||
Stun Timer | 100 | |||||||
Frame Count | 1 | 6 | 5 | 5 | 5 | 5 | 5 |
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Frame Count | 5 | 5 | 5 | 5 | 5 | 3 |
Zangief 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 Zangief'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)
Detailed Input: (Can be done crouching, all buttons must be pressed on the same frame, negative edge not possible)
Damage | 26 | ![]() |
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Stun | 9~15 | |||||||
Stun Timer | 100 | |||||||
Frame Count | 1 | 6 | 5 | 5 | 5 | 5 | 5 |
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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. Unlike N.Zangief's version of this move, it has the same lower hurtbox as the punch lariat, which does not allow you to spin though Sagat's Low Tiger shots. That in my opinion makes the O.Zangief vs O.Sagat the worst matchup in the whole game, it is 1 - 9 or even 0.5 - 9.5, if you don't abuse O.Zangief's Reversal Suplex bug.
--Born2SPD and UltraDavid