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Line 11: |
Line 11: |
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| == Moves == | | == Move List == |
| | |
| | ==== Normal Attacks ==== |
| | |
| | {{SSFIVMoveListHeader}} |
| | {{SSFIVMoveListRow | Standing Light Punch | lp | }} |
| | {{SSFIVMoveListRow | Standing Medium Punch | mp | }} |
| | {{SSFIVMoveListRow | Standing Hard Punch | hp | }} |
| | {{SSFIVMoveListRow | Standing Light Kick | lk | }} |
| | {{SSFIVMoveListRow | Standing Medium Kick | mk | }} |
| | {{SSFIVMoveListRow | Standing Hard Kick | hk | }} |
| | {{SSFIVMoveListRow | Close Light Punch | (near opponent) lp | }} |
| | {{SSFIVMoveListRow | Close Medium Punch | (near opponent) mp | }} |
| | {{SSFIVMoveListRow | Close Hard Punch | (near opponent) hp | }} |
| | {{SSFIVMoveListRow | Close Light Kick | (near opponent) lk | }} |
| | {{SSFIVMoveListRow | Close Medium Kick | (near opponent) mk | }} |
| | {{SSFIVMoveListRow | Close Hard Kick | (near opponent) hk | }} |
| | {{SSFIVMoveListRow | Crouching Light Punch | d + lp | }} |
| | {{SSFIVMoveListRow | Crouching Medium Punch | d + mp | }} |
| | {{SSFIVMoveListRow | Crouching Hard Punch | d + hp | }} |
| | {{SSFIVMoveListRow | Crouching Light Kick | d + lk | }} |
| | {{SSFIVMoveListRow | Crouching Medium Kick | d + mk | }} |
| | {{SSFIVMoveListRow | Crouching Hard Kick | d + hk | }} |
| | {{SSFIVMoveListRow | Neutral Jump Light Punch | u + lp | }} |
| | {{SSFIVMoveListRow | Neutral Jump Medium Punch | u + mp | }} |
| | {{SSFIVMoveListRow | Neutral Jump Hard Punch | u + hp | }} |
| | {{SSFIVMoveListRow | Neutral Jump Light Kick | u + lk | }} |
| | {{SSFIVMoveListRow | Neutral Jump Medium Kick | u + mk | }} |
| | {{SSFIVMoveListRow | Neutral Jump Hard Kick | u + hk | }} |
| | {{SSFIVMoveListRow | Angled Jump Light Punch | ub / uf + lp | }} |
| | {{SSFIVMoveListRow | Angled Jump Medium Punch | ub / uf + mp | }} |
| | {{SSFIVMoveListRow | Angled Jump Hard Punch | ub / uf + hp | }} |
| | {{SSFIVMoveListRow | Angled Jump Light Kick | ub / uf + lk | }} |
| | {{SSFIVMoveListRow | Angled Jump Medium Kick | ub / uf + mk | }} |
| | {{SSFIVMoveListRow | Angled Jump Hard Kick | ub / uf + hk | }} |
| | {{MoveListFooter}} |
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| ==== Unique Attacks ==== | | ==== Unique Attacks ==== |
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Line 85: |
| {{USFIVMoveListRow | Siberian Blizzard | (in air) 360 360 + 3k | airthrow }} | | {{USFIVMoveListRow | Siberian Blizzard | (in air) 360 360 + 3k | airthrow }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| ==The Basics== | | ==The Basics== |
Zangief
Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride. Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.
In a nutshell
The quintessential grappler. Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forte. He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent. While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range. He can also play footsies surprisingly well with his Lariats and sweeps. As a grappler, his only true weakness is being full-screen distance away from his opponent. Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.
Ultra SFIV Changes
Move List
Normal Attacks
Close Light Punch
(near opponent) lp
Close Medium Punch
(near opponent) mp
Close Hard Punch
(near opponent) hp
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
Crouching Medium Kick
d + mk
Crouching Hard Kick
d + hk
Neutral Jump Light Punch
u + lp
Neutral Jump Medium Punch
u + mp
Neutral Jump Hard Punch
u + hp
Neutral Jump Light Kick
u + lk
Neutral Jump Medium Kick
u + mk
Neutral Jump Hard Kick
u + hk
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Angled Jump Hard Punch
ub / uf + hp
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk
Unique Attacks
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
high
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
high
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
high
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
low
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Throws
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
throw
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
throw
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Special Moves
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
throw ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
ex version gains armor; throw ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
throw ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Super Combo
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
throw
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Ultra Combos
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
throw
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
airthrow
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
40
|
50
|
20
|
ch/sp/su
|
4
|
6
|
7
|
-1
|
+2
|
Frame advantage based on 2nd active frame
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
5
|
2
|
14
|
-2
|
+1
|
|
|
Close
|
HL
|
140
|
200
|
60
|
-
|
7
|
4
|
20
|
-6
|
-1
|
On crouching opponents, -2 on hit
|
|
Close
|
HL
|
30
|
50
|
20
|
-
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
5
|
2
|
15
|
-3
|
0
|
|
|
Close
|
HL
|
140
|
200
|
60
|
-
|
7
|
4
|
21
|
-5
|
-1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+3
|
+6
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
4
|
2
|
10
|
+2
|
+5
|
|
|
Far
|
HL
|
140
|
200
|
60
|
-
|
12
|
3
|
18
|
-3
|
+1
|
Knockdown
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
7
|
+2
|
+5
|
5~6f cancellable (translate)
|
|
Far
|
HL
|
90
|
100
|
40
|
-
|
7
|
6
|
18
|
-10
|
-7
|
|
|
Far
|
HL
|
140
|
200
|
60
|
-
|
11
|
4
|
16
|
-2
|
+2
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
3
|
6
|
+2
|
+5
|
|
|
crouch
|
HL
|
80
|
100
|
40
|
-
|
8
|
5
|
12
|
-3
|
+3
|
Forces stand
|
|
crouch
|
HL
|
120
|
200
|
60
|
su
|
12
|
4
|
16
|
-2
|
+2
|
|
|
crouch
|
L
|
40
|
50
|
20
|
sp/su
|
4
|
3
|
7
|
+1
|
+4
|
|
|
crouch
|
L
|
90
|
100
|
40
|
-
|
9
|
4
|
15
|
-5
|
-2
|
|
|
crouch
|
L
|
120
|
200
|
60
|
-
|
9
|
5
|
18
|
-5
|
-
|
Hard Knockdown
|
|
Jump up
|
H
|
60
|
50
|
20
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
140
|
200
|
60
|
-
|
10
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
9
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
120
|
200
|
60
|
-
|
9
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
60
|
50
|
20
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
100
|
40
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
120
|
200
|
60
|
-
|
11
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
9
|
10
|
-
|
-
|
-
|
1~4f legs projectile invincibility
|
|
Jump forward
|
H
|
120
|
200
|
60
|
-
|
9
|
6
|
-
|
-
|
-
|
|
|
+ (air)
|
H
|
100
|
150
|
60
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
+ (air)
|
H
|
50
|
50
|
20
|
-
|
8
|
6
|
-
|
-
|
-
|
|
|
+ (air)
|
H
|
100
|
500
|
40
|
-
|
4
|
6
|
-
|
-
|
-
|
|
|
+ (air)
|
H
|
120
|
600
|
60
|
-
|
6
|
12
|
-
|
-
|
-
|
|
|
+
|
L
|
120
|
200
|
60
|
-
|
14
|
7
|
22
|
-11
|
-
|
Hard Knockdown
|
|
Focus Attack LVL 1
|
HL
|
90
|
100
|
20
|
-
|
10+13
|
5
|
32
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
120
|
150
|
40
|
-
|
18+15
|
5
|
32
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
170
|
200
|
60
|
-
|
65
|
5
|
32
|
-
|
-
|
|
|
Forward Throw
|
0.94
|
160
|
180
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard Knockdown
|
|
Back Throw
|
0.94
|
160
|
180
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard Knockdown
|
|
Spinning Piledriver
|
1.75
|
180
|
150
|
40/100
|
-
|
2
|
2
|
52
|
-
|
-
|
Hard Knockdown
|
|
Spinning Piledriver
|
1.45
|
200
|
150
|
40/100
|
-
|
2
|
2
|
50
|
-
|
-
|
Hard Knockdown
|
|
Spinning Piledriver
|
1.35
|
250
|
200
|
40/100
|
-
|
2
|
2
|
48
|
-
|
-
|
Hard Knockdown
|
|
Spinning Piledriver EX
|
1.35
|
200
|
150
|
-250/0
|
-
|
4
|
2
|
47
|
-
|
-
|
1~5f strike and projectile invincibility, Hard Knockdown
|
|
Banishing Flat
|
HL
|
120
|
100
|
30/30
|
su
|
11
|
2
|
21
|
-7
|
-5
|
6~20f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
|
|
Banishing Flat
|
HL
|
130
|
150
|
30/30
|
su
|
13
|
2
|
22
|
-8
|
-6
|
8~22f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
|
|
Banishing Flat
|
HL
|
140
|
200
|
30/30
|
su
|
16
|
2
|
23
|
-9
|
-7
|
9~25f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
|
|
Banishing Flat EX
|
HL
|
90*50
|
50*50
|
-250/0
|
-*su
|
13
|
1*1
|
27
|
-9
|
+1
|
1~13f strike and projectile Invincible, 14~22f projectile invincible, projectile hitbox, 2nd hit can juggle, [air hit]1st hit knocks down, knockdown on [counterhit]
|
|
Lariat  
|
HL
|
120*140
|
150*200
|
30/40
|
su*-
|
4
|
2(4)7(2)7(3)9(2)8(4)3
|
14
|
-44
|
-
|
1~5f upper body strike and projectile invincible, 4~5f legs projectile invincible, 6~54f feet projectile invincible and torso projectile and strike invincible, knockdown, (additional notes)
|
|
Lariat  
|
HL
|
110*130
|
100*150
|
20/30
|
su*-
|
4
|
2(4)5(3)8(4)3
|
14
|
-22
|
-
|
1~32f legs strike and projectile invincible, knockdown, (additional notes)
|
|
Double German Suplex
|
1.00
|
220
|
200
|
30/140
|
-
|
2
|
2
|
45
|
-
|
-
|
Hard Knockdown, (additional notes)
|
|
Double German Suplex EX
|
1.00
|
240
|
200
|
-250/0
|
-
|
2
|
2
|
45
|
-
|
-
|
1~? Armored, Hard Knockdown, (additional notes)
|
|
Running Bear Grab
|
2.92
|
200
|
150
|
30/80
|
-
|
1
|
2
|
45
|
-
|
-
|
Hard Knockdown, (additional notes)
|
|
Running Bear Grab EX
|
5.06
|
220
|
200
|
-250/0
|
-
|
1
|
2
|
45
|
-
|
-
|
1~? Armored, Hard Knockdown, (additional notes)
|
|
Super Combo
|
1.24
|
450
|
0
|
-1000/0
|
-
|
1+0
|
2
|
46
|
-
|
-
|
1f~ invincible, Hard Knockdown
|
|
Ultra Combo 1
|
1.44
|
520
|
0
|
0/0
|
-
|
1+0
|
2
|
46
|
-
|
-
|
1f~ invincible, Hard Knockdown
|
|
Ultra Combo 2
|
0.95
|
450
|
0
|
0/0
|
-
|
0+3
|
Until Landing
|
After Landing 58
|
-
|
-
|
1f~Until Landing Invincible, Hard Knockdown, (additional notes)
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
|
|
|
|
|