Street Fighter X Tekken/Zangief: Difference between revisions

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{{SFxTCharacterHeader|Zangief|zangief|
{{SFxTCharacterHeader|Zangief|zangief|
TBW
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.
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TBW}}
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.}}





Revision as of 08:46, 20 April 2013

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Zangief

Sfxt zangief face.jpg

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

Name
Command
Notes
Standing Light Punch
lp
rpdfire
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
speccancel
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
speccancel
Close Medium Punch
(near opponent) mp
speccancel
Close Hard Punch
(near opponent) hp
speccancel
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
speccancel
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
rpdfire
speccancel
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
low
Crouching Hard Kick
d + hk
low
hardknockdown
Neutral Jump Light Punch
u + lp
high
Neutral Jump Medium Punch
u + mp
high
Neutral Jump Hard Punch
u + hp
high
Neutral Jump Light Kick
u + lk
high
Neutral Jump Medium Kick
u + mk
high
Neutral Jump Hard Kick
u + hk
high
Angled Jump Light Punch
ub / uf + lp
high
Angled Jump Medium Punch
ub / uf + mp
high
Angled Jump Hard Punch
ub / uf + hp
high
Angled Jump Light Kick
ub / uf + lk
high
Angled Jump Medium Kick
ub / uf + mk
high
Angled Jump Hard Kick
ub / uf + hk
high


Unique Attacks

Name
Command
Notes
Flying Body Attack
angled jump
d + hp
knockdown vs airborne
crossup
Double Knee Drop
angled jump
d + lk
knockdown vs airborne
crossup
Headbutt
vertical jump
u + mp or hp
groundbounce vs airborne
Long Kick
df + hk
low hardknockdown

Throws

Name
Command
Notes
Bodyslam
f or n + lp + lk
throw
Brain Buster
b + lp + lk
throw

Special Moves

Name
Command
Notes
Spinning Piledriver
360 + p
ex
throw
Banishing Flat
dp + p
ex projnull
groundbounce on ex
knockdown vs airborne
Double Lariat
3p
knockdown
knocks opponent uf
Quick Double Lariat
3k
knockdown
knocks opponent u
Flying Power Bomb
"Running Bear Grab"
far 360 + k
ex chrg
throw
gains armored on ex and chrg
Atomic Suplex
close 360 + k
ex chrg
throw
gains armored on ex and chrg

Super Combo

Name
Command
Notes
Final Atomic Buster
360 + 3k
throw armored


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