Introduction
Fearing the dangerous power of Shadaloo, the president of Russia sends out their national hero Zangief to combat the threat. Along the way, he befriended rivals like E. Honda and R. Mika who aided him on his journey.
Pros | Cons |
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Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |
Moves List
Ground Normals
- Standing Jab:
Damage | 5,7 | ![]() |
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Stun | 0 | ||
Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | Yes | ||
Meter on whiff/hit | 0/0 | ||
Frame Count | 4/4/18 | ||
Block Stun | -8 | ||
Hit Stun/Counter Hit | -7/-2 |
- Standing Strong:
Damage | 15 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/3/22 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/-1 |
- Standing Fierce:
Damage | 21 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 13/2/15 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/launch |
- Standing Short:
Damage | 8 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/0 | |
Frame Count | 7/5/15 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- standing Forward:
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 7/6/20 | |
Block Stun | -7 | |
Hit Stun/Counter Hit | -6/-2 |
- Standing Roundhouse:
Damage | 20,19 | ![]() |
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Stun | 0 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/0 | ||
Frame Count | 12/4/33 | ||
Block Stun | -14 | ||
Hit Stun/Counter Hit | -13/launch |
- Crouching Jab:
Damage | 5 | ![]() |
Stun | 0 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/0 | |
Frame Count | 4/4/16 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- Crouching Strong:
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 8/1/27 | |
Block Stun | -9 | |
Hit Stun/Counter Hit | -8/-4 |
- Crouching Fierce:
Damage | 18 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 12/5/23 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/launch |
- Crouching Short:
Damage | 7 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/0 | |
Frame Count | 5/4/16 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- Crouching Forward:
Damage | 13 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/2/25 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/-3 |
- Crouching Roundhouse:
Damage | 17 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/33 | |
Block Stun | -14 | |
Hit Stun/Counter Hit | - |
Air Normals
- Neutral Jump Jab:
Damage | 8 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 0/0 | |
Frame Count | 4/8/9 |
- Diagonal Jump Jab:
Damage | 8 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 0/0 | |
Frame Count | 5/8/9 |
- Neutral Jump Strong:
Damage | 13 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 6/4/17 |
- Diagonal Jump Strong:
Damage | 13 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 6/4/17 |
- Neutral Jump Fierce:
Damage | 19 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/11 |
- Diagonal Jump Fierce:
Damage | 19 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/6/7 |
- Neutral Jump Short:
Damage | 9 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 0/0 | |
Frame Count | 6/10/12 |
- Diagonal Jump Short:
Damage | 9 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 0/0 | |
Frame Count | 6/8/16 |
- Neutral Jump Forward:
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 8/8/11 |
- Diagonal Jump Forward:
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 8/6/11 |
- Neutral Jump Roundhouse:
Damage | 19 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/24 |
- Diagonal Jump Roundhouse:
Damage | 20 | ![]() |
Stun | 0 | |
Chain Cancel | no | |
Special Cancel | no | |
Super Cancel | no | |
Meter on whiff/hit | 1/0 | |
Frame Count | 10/4/24 |
Command Normals
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 12/8/18 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | ?/? |
Damage | 17 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 15/8/15 | |
Block Stun | ? | |
Hit Stun/Counter Hit | ?/? |
Damage | 13 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/0 | |
Frame Count | 7/4/18 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+2 |
Damage | 17 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 9/4/20 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | - |
Damage | 13 | ![]() |
Stun | 18 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/(A)3(XV)4 | |
Frame Count | 4/6/* |
Damage | 16 | ![]() |
Stun | 20 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/(A)6(XV)9 | |
Frame Count | 6/4/* |
Damage | 19 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/0 | |
Frame Count | 7/28/* |
Damage | 9 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 7/32/* |
Damage | 14 | ![]() |
Stun | 0 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 2/0 | |
Frame Count | 7/32/* |
Throws
Back Drop:
Damage | 20 | ![]() |
Stun | 0 | |
Meter Gain | (A)1(XV)3 | |
Frame Count | 5/1/16 |
Kamitsuki:
Damage | 8+2x (0~9)+4*1 } | ![]() |
Stun | 0 | |
Meter on whiff/hit | (A)1(XV)3/(A)1(XV)3 | |
Frame Count | 5/1/16 |
Stomach Claw:
Damage | 8+2x (2~11)*1 | ![]() |
Stun | 0 | |
Meter on whiff/hit | (A)1(XV)3/(A)1(XV)3 | |
Frame Count | 5/1/18 |
Piledriver:
Damage | 20 | ![]() |
Stun | 0 | |
Meter on whiff/hit | (A)1(XV)3/(A)1(XV)3 | |
Frame Count | 5/1/16 |
Flying Piledriver:
Damage | 20 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1/(A)1(XV)3 | |
Frame Count | 1/1/1(before landing) |
Special Moves
When executing this input, depending on how it's done the range varies, ending the 360 motion without canceling any prejump frames will give you more range while doing so gives you less.
- Jab Version:
PreJump | No PreJump | ||
Damage | 20 | ![]() |
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Stun | 0 | ||
Meter Gain | 15(A)22(XV) | ||
Frame Count | 1 |
- Strong Version:
PreJump | No PreJump | ||
Damage | 24 | ![]() |
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Stun | 0 | ||
Meter Gain | 15(A)22(XV) | ||
Frame Count | 1 |
- Fierce Version:
PreJump | No PreJump | ||
Damage | 28 | ![]() |
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Stun | 0 | ||
Meter Gain | 15(A)22(XV) | ||
Frame Count | 1 |
- Whiff:
Meter Gain | 28 | ![]() |
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Frame Count(Jab) | 48 | ||||||
Frame Count(Strong) | 46 | ||||||
Frame Count(Fierce) | 44 |
Same thing applies to this move as with the SPD.
Short | Forward | Rh | PreJump | No PreJump | ||
Damage | 10 + 16 | 13 + 16 | 16 x 2 | ![]() |
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Stun | 0 | |||||
Meter on whiff/hit | 3(A)4(XV)/15(A)22(XV) | |||||
Frame Count | 1 |
Flying Powerbomb a.k.a Running Bear Grab:
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(Far)
- Startup+Active:
- Short Version:
Damage | 19 | ![]() |
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Stun | 0 | |||||
Meter Gain | (A)9(XV)13 | |||||
Frame Count | 27 | 8 |
- Forward Version:
Damage | 20 | ![]() |
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Stun | 0 | |||||
Meter Gain | (A)9(XV)13 | |||||
Frame Count | 29 | 9 |
- Roundhouse Version:
Damage | 21 | ![]() |
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Stun | 0 | |||||
Meter Gain | (A)9(XV)13 | |||||
Frame Count | 32 | 11 |
- Whiff:
Meter Gain | (A)3(XV)4 | ![]() |
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Frame Count(Short) | 52 | ||||||
Frame Count(Forward) | 54 | ||||||
Frame Count(Roundhouse) | 56 |
- Startup + Active:
Initial | Follow up | ![]() |
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Damage | 14 | 12+10+8+6x6 | |||||||
Stun | 0 | ||||||||
Meter Gain | 4(A)6(XV)) | ||||||||
Frame Count | 4 | 2 | 4 | 4 | 3 |
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Frame Count | 3 | 3 | 4 | 4 | 4 | 4 |
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Frame Count | 5 | 5 | 5 | 5 | 6 |
- Recovery:
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Frame Count | 12 |
- Startup + Active:
Initial | Follow up | ![]() |
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Damage | 12 | 10+8+6x3 | ||||||
Stun | 0 | |||||||
Meter Gain | 4(A)6(XV) | |||||||
Frame Count | 4 | 2 | 4 | 4 | 3 |
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Frame Count | 3 | 3 | 4 | 4 | 5 |
- Recovery:
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Frame Count | 15 |
- Startup
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Frame Count (Jab) | 14 | ||
Frame Count (Strong) | 15 | ||
Frame Count (Fierce) | 16 |
- Active:
Jab | Strong | Fierce | Jab | Strong | Fierce | |||||
Damage | 16 | 17 | 18 | ![]() |
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Stun | 0 | |||||||||
Meter Gain | 4(A)7(XV) | |||||||||
Block Stun | -5 | -6 | -9 | |||||||
Hit Stun/Counter Hit | -4 | -5 | -8 | |||||||
Frame Count | 8 | 10 | 12 |
- Recovery:
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Frame Count (Jab) | 20 | ||||
Frame Count (Strong) | 19 | ||||
Frame Count (Fierce) | 20 |
Super Moves
- Startup+Active
Lvl 1 | Lvl 2 | Lvl 3 | ![]() |
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Damage | 12+24 | 12x2+30 | 13+12+13+31 | ||
Stun | 0 | ||||
Invincibility | 5 | ||||
Frame Count | 5 | 1 |
- Whiff
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Frame Count | 48 |
Lvl 1 | Lvl 2 | Lvl 3 | ![]() |
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Damage | 30 | 45 | 60 | |||||||
Stun | 0 | |||||||||
Invincibility | 10 | |||||||||
Frame Count | 12 | 24 | 35 |
Which Ism?
You always want to run V on Claw, he has good conversions and guard crush/chip strings with CC.
A-Ism
Solid overall. Great supers. Lack of counter activate means you can no longer abuse your amazing jump-ins against V-ISM characters with strong anti-air customs.
V-Ism
One of the strongest characters in the game. Customs shore up many of his weaknesses and give him a reliable way to punish projectiles from almost anywhere. Comboing into command grabs during activations makes closing rounds insanely easy.
X-Ism
Against non-V-ISM characters, is maybe the most brain dead character in the game. Splash damage becomes obscene and many characters who have difficulty anti-airing him can be overwhelmed by constantly trading or being hit by his aerials. Dies for free to V-ISM unfortunately and lack of air block makes his bad match-ups even worse.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Dhalsim, Sakura, Sodom, and Karin can be very tough match-ups
Cody's dodge can easily be exploited by forcing his dodge and cancelling into command grabs.