Introducion
Pros | Cons |
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Move List
Normals
Ground Normals
s.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground, Launcher |
c.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Air Normals
j.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Command Normals
Mega Mode: B, D, DB + LK (1 level required): First introduced in MSHvSF, this transforms Zangief's skin into iron metal. During this state, Zangief can't block and his speed and agility are shot down.
Fun Facts: -Mega Mode and Double Final Atomic Buster were first introduced in MSHvSF.
Dashing Grab: Fx2
Zangief's dash as he dashes forward slightly in a grappling position.
Elbow Drop: F + MP (in air, D + MP)
Zangief does an elbow drop which can act as an overhead.
Headbutt: U + MP/HP (super jump only)
Zangief does a headbutt which can only be done in a super jump.
Body Press: D + HP (only in air)
Zangief lands down to the ground body first as a surrounding- type rushing attack.
Special Moves
Lariat: P/Kx3 Zangief spins around in a clothesline position.
Spinning Pile Driver: 360 + P
Zangief grabs the opponent as he launches him into the air in a pile driver position as he spins them around with an explosion upon impact to the ground.
Rising Powerbomb: HCF + K
Zangief walks forward in a grappling postition and when it connects, he grabs the opponent and jumps forward while landing them in a Powerbomb position.
Double Suplex: HCF + K (close only)
Zangief does two German Suplexes one after the other with the last one having incredible air time.
Rising Aerial Slam: F, D, DF + K
Zangief rises up into the air in a grabbing position and when it connects, he simply throws the opponent down to the ground.
Vodka Fire: QCF + P (Mega Mode only)
Zangief does a blue version of what resembles Dhalsim's Yoga Flame from MSHvSF.
Hyper Combos
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
Zangief does a Double Suplex, followed by a Spinning Pile Driver and ends it off with an elevated version of the Spinning Pile Driver as he launches the opponent up with great elevation. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
Level 3 only. Zangief does an extended version of his Final Atomic Buster but the grab range is incredibly crap as it must be done close only. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
Transforms into Mecha Zangief. Do this again and you will revert back to normal Zangief. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
Mecha Zangief does an extended version of his Lariat which does multiple hits as it goes vertically. |
Strategy
Basic Tips
Launchers: c.MP
Magic Series:
- Ground Magic Series: None
- Jump Magic Series: None
- Super Jump Magic Series: Weakest to Strongest
AC Finisher: HP, HK, Spinning Lariat, SPD
Advanced
Team Setups
Combos
Combo | Damage | Notes |
s.HP, Banisher | ||
s.HK, HK Air Grab | ||
j.2HP, s.HK, RAS/FAB/UFAB | ||
j.2HP, SPD | ||
j.2MP, FAB | ||
j.2HP, c.MP, sj.LP, sj.MK, Pinning Lariat, s.HK, RAS/FAB/UFAB | ||
Air Grab, j.2HP, c.LK, cancel into LK Air Grab, j.2HP |