Introduction
Color Options
JAB | STRONG | FIERCE | HOLD PUNCH | START |
SHORT | FORWARD | ROUNDHOUSE | HOLD KICK |
O.Zangief Alternate
(Not selectable in Remix mode)
File:HDRColorZangiefO.PNG
SHORT |
--Colors captured by Jizzon.
--Blitzfu 02:29, 24 July 2010 (UTC)
Moves List
Normal Moves
Ground Normals
- Close Standing LP
- Far Standing LP
- Crouching LP
- Close/Far Standing MP
- Close/Far Standing HP
- Crouching MP
- Close/Far Standing HP
- Crouching HP
- Hop (F+HP)
- Close Standing LK
- Far Standing LK
- Crouching LK
- Close Standing MK
- Far Standing MK
- Crouching MK
- Close Standing HK
- Far Standing HK
- Crouching HK
Aerial Normals
- Neutral Jump LP
- Diagonal Jump LP
- Neutral Jump MP
- Neutral Jump (any upward direction)+MP Headbutt
- Diagonal Jump MP
- Neutral Jump HP
- Neutral Jump (any upward direction)+HP Headbutt
- Diagonal Jump HP
- Diagonal Jump (any downward direction)+HP Chest Splash
- Neutral Jump LK
- Diagonal Jump LK
- Diagonal Jump (any downward direction)+LK Knee Drop
- Neutral Jump MK
- Diagonal Jump MK
- Diagonal Jump (any downward direction)+MK Knee Drop
- Neutral Jump HK
- Diagonal Jump HK
Normal Throws
Ground Throws
- Pile Driver (F+MP or B+MP)
- Iron Claw (F+HP or B+HP)
- Brain Buster (F+MK or B+MK)
- Bite (F+HK or B+HK)
- Stomach Claw (any downward direction + MP/HP)
Air Throws
- Deadly Driver (any forward or backward direction + MP/HP)
- Leg Throw (any forward or backward direction + MK/HK)
Special Moves
- Spinning Pile Driver a.k.a. SPD
- Atomic Suplex
- Flying Power Bomb a.k.a. Running Bear Grab
- Double Lariat a.k.a. Punch Lariat
- Quick Double Lariat a.k.a. Kick Lariat
- The Banishing Fist a.k.a. Green Hand
Super
- Final Atomic Buster (FAB)
Changes From Super Turbo To HD Remix
Motion Changes
- Spinning Piledriver- HCB, (any upwards or forwards direction)+P or HCF, (any upwards or backwards direction)+P. DB,D,DF,F,UF+P or DF,D,DB,B,UB+P also work. Old 360+P works too.
- Super- HCBx2,(any upwards or forwards direction)+P or HCFx2, (any upwards or backwards direction)+P
- Green Hand- QCF+P
- Running Bear Grab/Double Suplex- HCB+K or HCF+K
- Punch Lariat- MP+MK, HP+HK, or PPP
- Kick Lariat- LP+LK or KKK
- Hop- F+HP
Move Changes
- LP Green Hand has 4 frames less recovery
- Running Bear Grab travels faster and goes farther
- Punch Lariat's first hitbox goes all the way down to the floor (can hit sweeps)
- Kick Lariat has lower body invulnerability for the first rotation and a new sound effect to help differentiate P and K Lariats
- Crouching HP's hitbox extends upwards 2 more pixels to beat Vega's wall dive
- Jumping MP's hitbox extends farther now (matches the graphics of his hand)
- F+HP is significantly faster, hops higher, and recovers much faster than before
The Basics
Combos
There are a lot of different combos out there, but I think it is best to separate them into practical combos and flashy combos. While it is sort of cool you can link jabs off of a close MK (a.k.a. sparta kick), I can't think of a reason you should.
Practical Combos
BnB's
Hitconfirms
Flashy Combos
Tick Throwing
Tick throwing is basically throwing the opponent after they get hit. The opponent is unable to be thrown during hitstun or blockstuun, but what makes tick throwing so powerful is that you can throw them immediately after hitstun or blockstun ends. This means the only way to escape a perfectly timed tick throw is to do certain moves exactly when hitstun/blockstun ends (reversal timing). Only moves that are invincible, airborne, or throw on the first frame can escape a perfectly timed tick throw. If you tick throw outside of their throw range, their options to counter you are even more limited since they will be unable to reversal throw you. The difficulty of achieving reversal timing and the threat of an SPD within blockstrings (or even combos) is what makes Zangief so dangerous at close range. Being able to tick throw off of any move is essential to top level Zangief play.
Standing Ticks
- Far LK- The most important standing tick for Zangief. It hits low, does decent damage, and can be linked into several other moves (most notably Cr.HK).
- Far LP- This move can be chain canceled to vary the number of hits before the throw. This move whiffs on most crouching characters.
- Standing MP- This attack has the highest frame advantage of all his ground moves. This move whiffs on most crouching characters.
- Green Hand- Ticks into SPD from farther away than any other move since you move closer after it hits. The only tick that does damage on block.
- Hop- If you hit them with this move instead of whiffing it, it is good to know the timing for SPD.
Crouching Ticks
- Cr.LP- The most important crouching tick for Zangief. You can vary the amount of hits before the throw. You can also link it into several other moves (most notably Cr.HK).
- Cr.MK- When you want to end a blockstring with a medium attack before doing an SPD, use this because it hits low.
- Cr.HK- This generally only works when point blank or after a crossup, but it is usually unexpected.
Air Ticks
Air ticks are somewhat trickier to learn because air attacks can have up to three different amounts of stun when it hits (standing hitstun, crouching hitstun, and blockstun). Attacks have the same hitstun and blockstun values in general, but for medium/heavy air attacks this is not true. Standing hitstun, crouching hitstun, and blockstun values are all the same for light air attacks only.
- Diagonal Jump LK- The most important air tick for Zangief. This move deals a constant 11 frames of hitstun/blockstun, which makes it much easier to time the SPD. It also leaves them within SPD range 99% of the time too.
- Splash- The best crossup attack in the game. The blockstun, standing hitstun, and crouching hitstun of this move are 20 frames, 11, frames, and 21 frames respectively. This makes it tricky to time your tick throws properly since it has 3 different stun values. If you notice them crouching when the splash hits, it is usually better to go for a combo though.
- MK Knee Drop- This is the air attack that hits the lowest. It has 16 frames of blockstun, 11 frames of standing hitstun and 16 frames of crouching hitstun. It also always leaves them within SPD range, though you may need to walk up a little bit if it's blocked low to the ground. If you notice they are crouching when you hit them, it is usually better to combo into Cr.HK than to go for a throw.
Reversals
While there is nothing inherently special about doing a move with reversal timing, Zangief has a few moves with properties that make them useful as reversals.
- Spinning Piledriver- Your go to reversal when you need to defend against tick throws or punish unsafe moves. This move has insane reach and has 0 frames of startup. This means that you go directly from hitstun/blockstun to throwing them. If you are positive they will be on the ground and next to you when you get up from a knockdown, make them pay with a reversal SPD. If you ever get hit with a jump attack and they are too high to start a combo (not too high or it will whiff since they are still in the air), you get a free reversal SPD. This is extremely useful and important because it makes jumping at you with certain attacks suicidal. If you ever block certain moves like Balrog's super or Zangief's Green Hand, you can punish them a reversal SPD.
- Kick Lariat- Your go to reversal when you need someone to get off of you. Pretty much your entire body except for your head is invincible for the first rotation and it only has one frame of startup before a hitbox comes out. It is also useful for avoiding projectile chip damage. While it is the closest thing he has to an invincible reversal, it is still vulnerable to high attacks and won't save you from tick throws.
Advanced Strategy
Option Selects
An option select is basically doing something that covers several different outcomes at the same time. The best part about option selects is how the game automatically does the best option for you. Say you are knocked down and Vega does an his rolling claw attack on you so that it will hit you right when you get up (meaty timing). In this situation you can option select kick lariat/low block. By holding down back and pressing LP+LK for the kick lariat, you either successfully do a reversal kick lariat or you block the attack even though you failed to reversal kick lariat.
Safe Jump
Safe Meaty
Negative Edge Super
Low Block/Throw OS
Throw/Lariat OS
SPD Mechanics/Techniques
Positioning
When you SPD, you can either jump forwards or backwards. Which way you jump can be the difference between winning and losing, so it is important to know how to control it and when to use each one. If you want to jump forwards, you need to end the SPD motion with a forward direction. Otherwise, you will jump backwards during the SPD. The ideal positioning after an SPD is to be near the corner, so you always want to SPD as close to the corner as possible. An SPD done mid-screen or out of the corner is often impossible to follow up on, so keeping them near the corner is necessary if you want to apply pressure.
Active Frames
The SPD actually has several active frames (frames that it can grab) during the move. The catch is that in order to utilize these extra active frames, you need to press or release the punch button you started the SPD with. Each button press or release activates the grab for one more frame. With perfect mashing you can have the SPD active for as long as the SPD is allowed to. This also means you can start the SPD slightly early and still grab them with the extra active frames. Each strength of the SPD has a different window of active frames (tested on HSF2 in kawak's).
- LP SPD- 13 frame window to grab. Only pressing or releasing LP adds an active frame.
- MP SPD- 11 frame window to grab. Only pressing or releasing MP adds an active frame.
- HP SPD- 9 frame window to grab. Only pressing or releasing HP adds an active frame.
Shenanigans
Instant Overheads
Zangief has a few jump attacks that when done immediately after jumping can hit crouching characters. Jump attacks can't be blocked while crouching, so this can be very powerful when they are one hit away from being dizzied/KO'ed. If they block it or you don't dizzy/KO them with the instant overhead, then you are open to punishment on the way down from your jump.
- Diagonal Jump LK/MK- Works on everyone except Blanka. Use MK for more damage/stun.
- Diagonal Jump HK- Works on everyone except Bison, Blanka, and Cammy.
- MK Knee Drop- Works on Balrog, Dee Jay, Dhalsim, Sagat, T. Hawk, and Zangief.
- Neutral Jump LK/MK/HK- Dee Jay only.
Corpse Hopping
Kara-Canceled Running Bear Grab
When you do RBG when someone is walking backwards, sometimes they end up moving outside the grab's reach and you get punished for it. To prevent that from happening, you cancel a normal into RBG. Canceling a normal into RBG forces them into a blocking position for the entire duration of the RBG. Now holding back will make them block instead of move backwards.