Introduction
The legendary Red Cyclone from Soviet Union Russia and also a cossack dancer and bear killer. Zangief competes in the World Warrior tournament to... to... well, just because he wants to dance with Mikhail Gorbachev.
Zangief is the most powerful char in the game. He does more damage than the others and, of course, takes less damage from opponent's attacks. His Double Lariat is near perfect now that you can move forward/backward and also his Spinning Piledriver is more dangerous than it was in WW (altough less prone to tick throw habits). Now Zangief's only problem will be sweeps.
However, he can be crossuped easily and its a cliche of the Power Grappler Fighting Game Character that he created, well, this isn't the best version of the character,Hyper Fighting with his Double Lariat buffs, and Alpha 2 and 3 with V-ISM and "green glove" and new throws of ST are the games where he is god-alike.
Color Options
Start | Default |
Moves List
Normal Moves
- Stomach Crunch: in air, u + Hard Punch
- Flying Body Attack: jump at opponent, d + Hard Punch
- Powerbomb: close, b or f + Hard Kick
- Brainbuster: close, b or f + Hard Punch
- Pile Driver: close, b or f + Medium Punch
- German Suplex: close, b or f + Medium Kick
- Alley Oop: close, db or df + Hard Punch
- Power Slam: close, db/df + Medium Punch
- Head Bite: b or f + Hard Punch on approaching opponent
- Face Pump: b or f + Medium Punch on approaching opponent
- Stomach Pump: db or df + Hard Punch on approaching opponent
Special Moves
- Spinning Clothesline: All three Punch buttons simultaneously
- Spinning Piledriver: f, df, d, db, b, ub + Punch
The Basics
- Anti Air: standing High Kick,Double Lariat
- High Poke: standing Medium Kick
- Low Poke: standing Low Kick,crouching High Kick
Pros
- Buffed Lariat
- Lot of Throws and Holds
Cons
- Piledriver damage varies on revisions
- Easy Crossup target
Combos
- j.d.HP,c.MK,Lariat
- j.d.HP,c.LP,c.HK
Hitboxes
Standing Normals
- Standing LP:
Damage | 12 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +6 | |||
Frame Count | 2 | 4 | 5 | |
Simplified | 2 | 4 | 5 |
- Standing MP:
Damage | 18 | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +12 | ||||
Frame Count | 2 | 2 | 3 | 5 | |
Simplified | 1+4 | 3 | 5 |
- Standing HP:
Damage | ? | |||||||
Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -11 | |||||||
Frame Count | 3 | 3 | 6 | 10 | 8 | 6 | 5 | |
Simplified | 1+6 | 4 | 29 |
- Standing LK:
Damage | 12 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +10 | |||
Frame Count | 2 | 2 | 5 | |
Simplified | 1+4 | 5 |
- Standing MK:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1+6 | 4 | 9 |
- Standing HK:
Damage | 22 | |||
Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +5 | |||
Frame Count | 4 | 8 | 11 |
Close Standing Normals
- Close Standing LP:
Damage | ? | |||||||
Stun | 1~7 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +3 | |||||||
Frame Count | 2 | 2 | 2 | 2 | 4 | 4 | 5 | |
Simplified | 1+2 | 4 | 15 |
- Close Standing LK:
Damage | 12 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +2 | ||||||
Frame Count | 3 | 2 | 2 | 8 | 4 | 1 | |
Simplified | 1+7 | 8 | 5 |
- Close Standing MK:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +2 | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1+6 | 4 | 9 |
- Close Standing HK:
Damage | 22+6 | ||||||||||
Stun | 10~16+1~7 | ||||||||||
Stun Timer | 80+70 | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Advantage | -17 | ||||||||||
Frame Count | 2 | 2 | 2 | 3 | 6 | 8 | 8 | 10 | 8 | 5 | |
Simplified | 1+9 | 14 | 31 |
Crouching Normals
- Crouching LP:
Damage | 6 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Chain Cancel | Yes | ||
Special Cancel | Yes | ||
Frame Advantage | -4 | ||
Frame Count | 3 | 5 |
- Crouching MP:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +12 | |||||
Frame Count | 3 | 3 | 8 | 4 | 5 | |
Simplified | 1+6 | 8 | 9 |
- Crouching HP:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -11 | |||||
Frame Count | 3 | 3 | 8 | 10 | 13 | |
Simplified | 1+6 | 8 | 23 |
- Crouching LK:
Damage | 12 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +3 | |||
Frame Count | 3 | 4 | 7 |
- Crouching MK:
Damage | 18 | |||
Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +5 | |||
Frame Count | 3 | 6 | 9 |
- Crouching HK:
Damage | 22 | |||
Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +1 | |||
Frame Count | 4 | 8 | 13 |
Aerial Normals
- Neutral/Diagonal Jumping LP:
Damage | 14 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Neutral Jumping MP:
Damage | 20 | ||||
Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping MP:
Damage | 20 | ||||
Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ||||
Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 1 | 3 | 3 | 7 | 3 | 3 | ∞ | |
Simplified | 1+7 | 4 | ∞ |
- Neutral Jumping LK:
Damage | 14 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ |
- Diagonal Jumping LK:
Damage | 16 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ | |
Simplified | 3 | ∞ |
- Neutral Jumping MK:
Damage | 20 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- Diagonal Jumping MK:
Damage | 20 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
Unique Moves
- Headbutt: (Jump straight up, ↖/↑/↗ + Strong/Fierce)
Strong
Damage | 14 | |||
Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 8 | ∞ |
Fierce
Damage | 14 | |||
Stun | 11~17 | |||
Stun Timer | 60 | |||
Frame Count | 3 | 6 | ∞ |
Flying Body Attack a.k.a. Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage | 14 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Frame Count | 5 | ∞ |
Throws
Standing Normal Grabs Throwboxes:
Throw | Hold | ||||
Damage | 32 | Damage | 16+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 7~13 | Stun | - | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 69 | Range (from axis) | 69 | ||
Range advantage | 24 | Range advantage | 24 |
Pile Driver (←/→ + Strong): 32
Iron Claw (←/→ + Fierce): 16,4*n
Brain Buster (←/→ + Forward): 32
Kamitsuki a.k.a. Bite (←/→ + Roundhouse): 16,4*n
Crouch Grabs Throwboxes:
Throw | Hold | ||||
Damage | 28 | Damage | 16+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 5~11 | Stun | 5~11 | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 69 | Range (from axis) | 69 | ||
Range advantage | 24 | Range advantage | 24 |
Stomach Claw (↙/↓/↘ + Strong/Fierce): 16,4*n
Deadly Driver (↙/↓/↘ + Strong): 28
Leg Throw (↙/↓/↘ + Fierce): 28
Special Moves
- Double Lariat: Press all Punch Buttons
Damage | 22 | |||||||||||||
Stun | 13~19 | |||||||||||||
Stun Timer | 120 | |||||||||||||
Frame Advantage | -25 | |||||||||||||
Frame Count | 4 | 3 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
The initial startup frames here are wrong. Gief's lariat in CE starts with it's active frames on startup, which allows him to use it as a trade anti-air just like he would in HF. --x64
- Spinning Piledriver: (360 + P)
Damage | 44 | ||
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Japanese and Later Revisions of Champion Edition buffs SPD's Damage
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
- Standing reel:
- Standing gut reel:
- Crouching reel:
- Dizzy:
Advanced Strategy
Zangief is a close combat grappler character,his objetive is about to get closer to the opponent using his now movable Double Lariat in medium-long rage combat and then made a Spinning Pile Driver,don't be afraid about taking damage,he can use the SPD as a counter.
Normal Attacks had short range but are heavy hitters,his jump is slow but had a lot of options,Headbutt is your main attack for stun damage and Body Press for crossups,use diagonal Roundhouse if you want attack projectile spammers,it had a decent range and its his most damaging jumpin attack.
He can evade projectiles with Double Lariat and also can be used as a keep away anti air,but its vulnerable to sweeps and low attacks,use it wisely,but now you can 2-in-1 his crouching Short or Forward into Double Lariat or after a Cross up Body Press.
Spinning Pile Driver in the American "First revision" had the World Warrior damage but is buffed in Japanese and later one,also now he jumps back and can made wake up games of crouching Roundhouse or Double Lariat pressure game.
As is a grappling character,he had varied ones and also you can use your holds for Sweep set ups,Spinning Piledriver had block traps,use it when your standing or crouching Short is blocked.
Far range combat can be your main problem , you main only option is to use the forward moving Double Lariat as a pressure tool.
Match-Ups
Zangief's match-ups according the "official" SF2CE Tier List:
- against Ryu: 5
- against Ken: 5
- against Chun Li: 6
- against E. Honda: 3
- against Zangief: 5
- against Blanka: 5
- against Dhalsim: 4
- against Guile: 3
- against Balrog: 7
- against Vega: 5
- against Sagat: 3
- against M. Bison: 6
Vs. Ryu
Your main worry in fighting Ryu is his foot sweeps. He can knock you out of anything except the 360 with his jab kicks and his roundhouse sweep has a very deceptive range. If your opponent uses lots of jab kicks it is best to try to execute a 360 from maximum range, or if this is hard for you to time, try using the air-plane punch to inch in closer and then 360 just as the airplane punch wears off. This tactic also works good against an opponent who throws lots of spiritballs and then walks in behind them and foot sweeps. A good way out of his lethal helicopter kick is to either 1- block the hits and 360 him as he lands, or 2- duck under it and just after he goes over you and the computer turns you around use the fierce punch, a guaranteed hit.
Vs. Ken
Fight much as you would Ryu but watch his dragonpunch and jump in terminator combo that not only stuns but takes off massive damage. Except for that he is almost identical to Ryu as far as Zan is concerned. Finally and this also goes for Ryu don't try 360's to often, break them up with some of your foot sweeps, this will keep them guessing.
Vs. E.Honda
Honda's massive sweep range is Zan's only problem here. You can however counter his sweep with yours ( you both get hit ) or you can jump over it and most likely execute a 360. When you jump in over the sweep make sure that you are as close to the max of his sweep range. Any closer and he will most likely fierce chop you before you land. You can knock him out of his headbutt if you execute the air-plane punch right as he hits you (about 1/2 inch away). Your best defense if he jumps in is the air-plane punch or take his hit (it is difficult to combo with Honda) and 360 him. If you get him down use combo 1 or 2 .
Vs. Chun Li
Her forward sweep and good ground game are Zan's worst problem. Walk in 360's are the key here as they are with most characters. Don't be afraid to jump attack her for she isn't that capable as far as air defense goes, and even if she does hit you it does very little damage. Zan's 360 can override her fake throwing skill if you execute it correctly. (when she jumps over don't bother to turn around just walk under her and do the 360 motion as she starts to land behind you. Do the motion as if she were in front of you, this will save time that turning around takes.) Your air-plane punch is also a very effective air defense as far as she goes ( only the headstomp hits) and if she does head stomp it is simply a matter of walking in behind her and 360ing. Lastly you can easily knock her out of the neck kick with a head butt.
Vs. Blanka
Blanka is one of Zangief's hardest opponents to stop chiefly because of his speed and effective combos. A famous Blanka pattern is to use fierce punches and forward kicks to keep you back and ball you if you jump. The bestÔbehind his fierce punch and 360. If you are at a large distance (1\2 the screen or so you can foot sweep him out of his ducking fierce punch. You have to time it so that you boot only goes under his fist as he extends his arm. Graphically your limbs won't touch but the computer gives you a sweep. You can knock him out of the ball with a well timed airplane punch just as you do Honda (sometimes you both take damage but he losses more) If he use the straight up jump and roundhouse kick style use your jab punch (jump towards and use jab swat attack this hits him out of everything) and it also gets you close. When you jump in on him try to do so from far away and aim your kicks so you barely hit his face. Up close the body press will work well.
Vs. Zangief
The key to beating another Zangief player is not to rely to heavily on the 360. Use lots of foot sweeps and defense to stop your opponent cold. If they jump in on you as you stand or any time for that matter the airplane punch is very effective. The jump in punch attack also works well. All in all don't to hard to force a 360, this could be your downfall.
Vs. Guile
This with the exception of Dhalsim is Zangief's hardest opponent. His sonic boom forward kick pattern is very hard to stop. Your best beat is to try and back him into the corner so he doesn't have room to run. This can be achieved by timing his footsweeps and using your roundhouse sweep( this will not only take off more damage but will knock him down and send him closer the corner. Another pattern to watch out for is his sonic boom roundhouse as you jump over, try to avoid falling into this for it is very hard to stop. Another thing that works well is learning to 360 him just as he starts to throw a sonic boom. Once you are on him don't let up. Use combo 2 for it is very effective and can sometimes counter his axe. Finally try not to use the airplane punch through sonic booms for he will probably kick you and you will get hit by both. One good time to use the airplane punch however is if you are within his foot sweep range and he throws a sonic boom. If you airplane punch he will most likely footsweep and you will get hit by this if not by the sonic boom as well but this will leave you close enough to 360 him, a more than fair exchange.
Vs. Dhalsim
Without a doubt this is Zangief's hardest opponent. Dhalsim's range and fireball kick pattern is almost unstoppable. Try to lure him into throwing out his low fierce punch for you can foot sweep him out of it. You can also ducking punch him out of any of his standing kicks. The best advice if fighting Dhalsim is to 360 him any time he makes a mistake and lets you get near. The best opportunity is when he jumps, walk in take the hit and hopefully you will be close enough to start to use combos, #2 is best. One attack that seems to work quit well in general when jumping in is the body press. (Pull down on the joystick and press fierce. This will almost always grant you a double hit with him taking more.
Vs. Boxer
Balrog can be either very easy or very hard to stop. If he attacks a lot he can be knocked out of any charging punch with the air-plane punch( this also works on the super punch if you hit him before he extends. When jumping in your fierce punch attack is best. If he plays defensive he can be a problem.Your best chance is to handle him like a Blanka. Get the timing of his ducking roundhouse and walk in behind it much as you would on Ryu.
Vs. Claw
A non stop ground attack with occasional jump attacks is best here. Your airplane punch is perfect for knocking him out of his claw attack at close range as well as his roll. The only problem with relaying on this to much is it leaves you open for foot sweeps. You can also knock him out of his stabs with standing punches (jab is best) if you just barely hit his claw. When he comes of the wall your head butt (up and strong punch while holding up) works wonders. Be careful not to stay to close as he stands up or he might slam you.A good counter to his air attacks is the jumping jab punch that works so good against Blanka.
Vs. Sagat
This is another unfair matchup for Zangief, Sagat's standing fierce punch and low tigers make him a most annoying foe. The best way to stop his main high attacks such as tigers.)
The key to jumping over his low tigers without getting uppercuted is to jump from a good distance (2 or 3 body lengths) and roundhouse kick just as you near the ground. You can airplane punch through the high tigers or if you are close enough duck under them and 360 Sagat as he recovers.
Once inside on him treat him much as you would Dhalsim.
If he starts jumping up and down and roundhousing you as he comes down the best counter is to just lariat if he tries to cross up you, or walk into the hit and 360 him.
Vs. Dictador
A great match for him,Psycho Crusher and Special Stomp can be defeated with your Double Lariat and Double Knee Press can be countered with a crouching jab,Dictador players main game will be poking you and to evade Spinning Piledriver,be careful about use your Double Lariat to push your opponent,Dictador crouching kicks can counter you easily.