Super Street Fighter 2 Turbo/O. Zangief: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 12: Line 12:
|}
|}
--[[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, nothing with outstanding priority, but in contrast they do more damage than most characters normals. He does not has many normals with cancel properties. The special cancels that are marked in cyan are the ones that O.Zangief can special cancel with but SSF2 Zangief can't.
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

ST Main Page
The Characters

Old Zangief's portrait in Super Turbo

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
Zangief-old1.gif Zangief-old2.gif

--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 OZangief stcljab1&7.png OZangief stcljab2.png OZangief stcljab3.png OZangief stcljab4.png OZangief stcljab5.png OZangief stcljab6.png OZangief stcljab1&7.png
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 OZangief stfarjab1&3.png OZangief stfarjab2.png OZangief stfarjab1&3.png
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 OZangief crjab1.png OZangief crjab2.png
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 OZangief stclstrng1 stfarstrng1.png OZangief stclstrng2 stfarstrng2.png OZangief stclstrng3 stfarstrng3.png OZangief stclstrng4 stfarstrng4.png
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 OZangief crstrng1&5 crfrc1&5.png OZangief crstrng2&4 crfrc2&4.png OZangief crstrng3.png OZangief crstrng2&4 crfrc2&4.png OZangief crstrng1&5 crfrc1&5.png
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 OZangief stclfrc1&7 stfarfrc1&7.png OZangief stclfrc2&6 stfarfrc2&6.png OZangief stclfrc3 stfarfrc3.png OZangief stclfrc4 stfarfrc4.png OZangief stclfrc5 stfarfrc5.png OZangief stclfrc2&6 stfarfrc2&6.png OZangief stclfrc1&7 stfarfrc1&7.png
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 OZangief crstrng1&5 crfrc1&5.png OZangief crstrng2&4 crfrc2&4.png OZangief crfrc3.png OZangief crstrng2&4 crfrc2&4.png OZangief crstrng1&5 crfrc1&5.png
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 OZangief stclshrt1&6.png OZangief stclshrt2.png OZangief stclshrt3.png OZangief stclshrt4.png OZangief stclshrt5.png OZangief stclshrt1&6.png
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 OZangief stfarshrt1 stfarfrwrd1&5.png OZangief stfarshrt2.png OZangief stfarshrt3.png
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 OZangief crshrt1&3 crfrwrd1&3 crrh1&4.png OZangief crshrt2.png OZangief crshrt1&3 crfrwrd1&3 crrh1&4.png
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 OZangief stclfrwrd1&5.png OZangief stclfrwrd2.png OZangief stclfrwrd3.png OZangief stclfrwrd4.png OZangief stclfrwrd1&5.png
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 OZangief stfarshrt1 stfarfrwrd1&5.png OZangief stfarfrwrd2.png OZangief stfarfrwrd3.png OZangief stfarfrwrd4.png OZangief stfarshrt1 stfarfrwrd1&5.png
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 OZangief crshrt1&3 crfrwrd1&3 crrh1&4.png OZangief crfrwrd2.png OZangief crshrt1&3 crfrwrd1&3 crrh1&4.png
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 OZangief stclrh1.png OZangief stclrh2.png OZangief stclrh3.png OZangief stclrh4.png OZangief stclrh5.png OZangief stclrh6.png
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
OZangief stclrh7.png OZangief stclrh8.png OZangief stclrh9.png OZangief stclrh10.png
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 OZangief stfarrh1&3.png OZangief stfarrh2.png OZangief stfarrh1&3.png
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 OZangief crshrt1&3 crfrwrd1&3 crrh1&4.png OZangief crrh2.png OZangief crrh3.png OZangief crshrt1&3 crfrwrd1&3 crrh1&4.png
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 OZangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png OZangief njjab2 djjab2.png OZangief njjab3.png OZangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
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 OZangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png OZangief njjab2 djjab2.png OZangief djjab3.png OZangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
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 OZangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png OZangief njstrng2 djstrng2.png OZangief njstrng3.png OZangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
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 OZangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png OZangief njstrng2 djstrng2.png OZangief djstrng3.png OZangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
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 OZangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png OZangief njfrc2.png OZangief njfrc3.png OZangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
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 OZangief djfrc1&7.png OZangief djfrc2&6.png OZangief djfrc3&5.png OZangief djfrc4.png
Stun 11~17
Stun Timer 60
Frame Count 1 3 3 7
Simplified 7 7
OZangief djfrc3&5.png OZangief djfrc2&6.png OZangief djfrc1&7.png
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 OZangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OZangief njshrt2.png
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 OZangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OZangief djshrt2 djfrwrd2.png OZangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png OZangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png OZangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png OZangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
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 OZangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OZangief njfrwrd2.png OZangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png OZangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png OZangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png OZangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Stun 5~11
Stun Timer 50
Frame Count 3 16 8 6 4
Simplified 3 16

No specific use.

  • Diagonal Jumping Forward:
Damage 19 OZangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OZangief djshrt2 djfrwrd2.png OZangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png OZangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png OZangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png OZangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
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 OZangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OZangief njrh2.png OZangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png OZangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png OZangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png OZangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
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 OZangief djrh1.png OZangief djrh2.png OZangief djrh3.png OZangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png OZangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png OZangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
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 OZangief hb1.png OZangief hb2strng.png OZangief hb3.png
Stun 21~27
28~34(JP)
Stun Timer 100
90(JP)
Frame Count 3 8
  • Fierce Version:
Damage 27 OZangief hb1.png OZangief hb2frc.png OZangief hb3.png
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 OZangief splash1.png OZangief splash2.png
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 OZangief knee1short knee1&3frwrd.png OZangief knee2shrt.png
Stun 1~7
Stun Timer 40
Frame Count 5
  • Forward Version:
Damage 21 OZangief knee1short knee1&3frwrd.png OZangief knee2frwrd.png OZangief knee1short knee1&3frwrd.png OZangief knee4frwrd.png
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 OZangief stthrowb.png OZangief stthrow.png OZangief stthrowf.png
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 OZangief stthrowb.png OZangief stthrow.png OZangief stthrowf.png
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 OZangief stthrowb.png OZangief stthrow.png OZangief stthrowf.png
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 OZangief stthrowb.png OZangief stthrow.png OZangief stthrowf.png
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 OZangief crthrow.png
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 OZangief pairthrow.png
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 OZangief kairthrow.png
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 OZangief spd0.png
Damage (Strong) 39
Damage (Fierce) 43
Stun 7~13
Stun Timer 100
Range (from axis) 111
(from throwable box) 66
  • Whiff:
OZangief whiff1&5.png OZangief whiff2&4.png OZangief whiff3.png OZangief whiff2&4.png OZangief whiff1&5.png
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)

Short Version: Forward Version: Roundhouse Version:
Damage 20+26 OZangief suplexshrt.png
Stun 7~13
Stun Timer 100
Range (from axis) 66
(from throwable box) 21
Damage 20+27 OZangief suplexfrwrd.png
Stun 7~13
Stun Timer 100
Range (from axis) 69
(from throwable box) 24
Damage 20+29 OZangief suplexrh.png
Stun 7~13
Stun Timer 100
Range (from axis) 83
(from throwable box) 38

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 OZangief run1.png OZangief run2.png OZangief run3.png OZangief run4.png OZangief run5.png OZangief run6.png
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:
OZangief whiff1&5.png OZangief whiff2&4.png OZangief whiff3.png OZangief whiff2&4.png OZangief whiff1&5.png
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 OZangief plariat1 klariat1.png OZangief plariat2 klariat2.png OZangief plariat3&7&11 klariat3&7.png OZangief plariat4 klariat4&8.png OZangief plariat5&9&13 klariat5&9.png OZangief plariat6 klariat6.png OZangief plariat3&7&11 klariat3&7.png
Stun 9~15
Stun Timer 100
Frame Count 1 6 5 5 5 5 5
OZangief plariat8.png OZangief plariat5&9&13 klariat5&9.png OZangief plariat10.png OZangief plariat3&7&11 klariat3&7.png OZangief plariat12.png OZangief plariat5&9&13 klariat5&9.png
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 OZangief plariat1 klariat1.png OZangief plariat2 klariat2.png OZangief plariat3&7&11 klariat3&7.png OZangief plariat4 klariat4&8.png OZangief plariat5&9&13 klariat5&9.png OZangief plariat6 klariat6.png OZangief plariat3&7&11 klariat3&7.png
Stun 9~15
Stun Timer 100
Frame Count 1 6 5 5 5 5 5
OZangief plariat4 klariat4&8.png OZangief plariat5&9&13 klariat5&9.png OZangief klariat10.png
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

The Basics

Advanced Strategy

Match-ups

Template:Super Turbo