Zangief
Zangief, while being a name impossible to render in the Russian language, is a massive Russian wrestler famed for beating bears in the yearly Hell in a Cell matches in Moscow. This generally involves trapping their heads between his legs and then sitting down, or spinning around with his arms outstretched as you used to do as a child in order to get a head rush.
In a nutshell
Zangief is a get-in-or-die-trying character. Your match will either be a painful experience at distance walking into projectiles or long range fists, or a close range glorious explosion of nearly unstoppable throwing. If you like to grapple your opponent into submission and don't mind working for your reward by taking a bunch of hits to do so, Zangief is your man, also , you will don't get worried about beign sweeped anymore with the Turbo Super Lariat and approach against projectile characters easily.
Character Specific Information
Color Options
Default | Start |
Moves List
Normal Moves
- Standing Normal Moves (st.)
- Close Standing Normal Moves (cl.)
- Crouching Normal Moves (cr.)
- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
Unique Moves
Throw Moves
Special Moves
The Basics
Zangief's main objective is to get close to his opponent and land his SPD (spinning pile driver). Getting close to people with Gief is easier said than done since he's the only non-fireball character in the game that doesn't have a quick torpedo-like move to get him across the screen. Learning to use your Lariats to avoid fireballs and sweeps, understanding your go to normal moves (standing LK, crouching LP, sweep HK), and having the ability to land your SPD on command is necessary to play Gief at a decent level. Gief is upper mid tier, usually behind Ryu/Sagat/Guile/Blanka and maybe Sim. -x64
Pros
- Quick Lariat low invencible frame
- Headbutt high stun damage guaranteed
Cons
- Easy Crossup Target
- Some New specials are Lariat counters
Advanced Strategy
SPD: In the CPS1 games (WW, CE, and HF) Gief's SPD does not have a recovery animation, which means it can be used and abused as a consequence-free negative edge/button up throw (like T-Hawk in Super Turbo). What this means is holding down a punch button, doing a tick throw SPD out of a normal or the end of a lariat, and then releasing the button as your SPD throw instead of tapping it, preferably ending in a crouching position. When you do this correctly, you ether get the SPD or you just sit there crouching while your opponent does an invincible special move that you are now in position to punish. Mastered correctly, there is absolutely no way out of an SPD loop in the corner using this method against most of the cast. Most people will use ether standing far LK or crouching LP for their ticks into SPD because both of these moves have no recovery. Used correctly as a safe meaty outside of their throw range, you can beat out every single move in the game besides a blanka ball (1st frame startup so he can't be safe jumped or safe meatied) or a competing SPD from a mirror match Gief.
Important Normals: Your far standing LK is pretty important. You can ether negative edge SPD out of a standing LK tick or link it into a crouching HK for an easy mixup. Crouching LP is very easy to chain cancel and link into couching HK sweep or standing LK. Your close standing LP isn't as good as the ST version of Gief but it still comes out fast and has a hitbox above you, which can save you in a lot of tight spots. You can tick into SPD from pretty much all of Gief's crouching normals, but you'll want to stick to the light and medium punches and kicks most of the time (you have to be very close to use HP/HK as a tick). Forward jumping HP is usually your go to jump in, but jumping MP can be used if you need something quicker with a little more height. Jumping in with any of the kick buttons (mainly LK) can set up some good SPD ticks. Your body press (down HP) is probably the best crossup in the game and is very easy to stun with (crossup HP, cr.LP,cr.LP,cr.LP,cr.HK will dizzy most of the time and is ridiculously easy to perform). Your crouching HK sweep comes out very fast and has nice length, which lets you trade or punish other low moves.
Lariat: Your Punch and Kick lariats are very important. Gief has fairly poor anti-air, so knowing that you can virtually guarantee a trade with a punch lariat from a crouching position against most jump-ins is a big deal (trading damage for a knockdown is the name of the game for Gief). Both of Geif's Lariats in HF start up on the first frame, which is why the punch lariat (better hitbox than kick lariat) works so well as a last second anti-air. Both Punch and Kick lariats can be used to go through projectiles and both of them have no recovery, which means you can block if the lariat ends and you have a meaty projectile or limb on you. Kick lariat in HF is famous for not having any leg hurtbox, which means it cannot be sweeped. What most people don't realize though is that kick lariat's arms have very poor hitboxes, which makes them fairly easy to hit out of. Learning how to mix your lariat usage is key to getting close to fireball chuckers and starting your SPD games.
-x64
Combos
Zangief had few but deadly 2-in-1 and jumping combos, but crouching Forward is a good deadly Punch Lariat cancel
-j.d.HP crossup,cr.MK x xPunch Lariat (likely will dizzy)
-j.d.HP crossup ,cr.LPx2,s.LK,c.HK (cr. LPx3 instead of "cr.LPx2, s.LK" is a bit easier for beginners)
-forward jumping HP, standing MP, crouching HK is your best frontal jump-in combo. Standing MP might miss if they are crouching depending on the character. commonly don't combo the crouching HK but is a good block mindgame
Match-ups
Vs. Balrog (boxer)
8-2 matchup. Basically you're going to spend most of the match using punch lariat hoping Balrog will dash into it knocking him down. Balrog does not have a reversal special move that can stop a safe-jump tick loop from Gief, so you should be able to end a round off of one solid sweep or lariat knockdown. Balrog's crouching HP will beat all of your non-safe jump-ins if timed right, but you don't need to jump in this matchup so don't do it unless you're going for a safe jump. Any time Balrog tries to jump in, sweep him. Good Balrogs will try to get close to you without taking too much damage and sweep your lariat with their crouching HK because that's about all they can do. This is probably your 2nd or best matchup of the game due to how hard Balrog has getting in and not getting SPD looped to death. -x64
Vs. Blanka
3-7 matchup. This is tough. There isn't much you can do against a Blanka that knows what their doing. Navigating their neutral HK or HP jumps is very hard due to their outstanding hitboxes. Your main goal is to try to knock down Blanka with a sweep or by baiting Blanka Balls with lariat or rapid crouching LP and put your opponent's reversal skills to the test. Blanka balls cannot be safe jumped due to their instant startup but they can be traded with or hit clean with the tip of your jumping HP on startup (try walking forward slightly after a SPD and going for a far meaty on their wakeup with a jumping HP, it should beat whatever they do clean). Far rapid crouching LP and your punch lariat (half of the time) will also beat horizontal blanka ball. You should only use far crouching HK sweep (max distance) or crouching LP against electricity. Never jump on electricity, you will lose. Last second Punch Lariat will trade with Vertical Ball shenanigans (remember, trading life for a knockdown is what you do!). Last second standing LP will also beat vertical ball but it is harder to time. If they are doing nothing but neutral jump attacks daring you to come at them, timing a jumping MP in between jumps should connect with practice. -x64
Vs. Chun-Li
6-4 matchup. Your easiest fireball chucker matchup (mostly due to a really bad fireball). You can easily abuse Chun's floaty jump with a well timed Punch lariat trade from a crouching position (will work best if she's going to land on top of you and not out in front of you). This will hit clean or trade and there isn't much Chun can do to stop you from safe meaty or safe jumping her to death after you get the knockdown. If she uses SBK to get out of a SPD tick, crouching MP or HP will smack her out of it for free, allowing another safe meaty attempt (that she can't reversal out of). If she is trying to use her Neckbreaker loop on you, a last second punch lariat from crouching position will trade in your favor damage-wise, but both of you will get knocked down. If you get a knockdown in a corner, doing nothing but constant Body Press HP is very difficult for Chun to deal with. Chun will spend the entire round running away from you, but all you really need is one nice knockdown to get your SPD funtime going. -x64
Vs. Dhalsim
3-7 matchup. Sim can keep you out like a mofo but like the Balrog match Sim is pretty much dead if you get one solid knockdown since he doesn't have a real reversal. Basically Sim will use his long limbs along with his fireball to constantly to poke you out. Use your punch lariat and sweep to get a trade to get in. Jumping HP and LK are going to be your most use jump-ins. Sim's sweep can anti-air every jump in you have but your body slam and his crouching LP/MP can anti-air everything. Get Sim in the corner and don't let him out. If he teleports out you should have at least enough time to walk-up sweep. Once you have a knockdown SPD loop his ass. -x64
Vs. E. Honda
2-8 matchup. Gief's eternally bad matchup. It is incredibly difficult to deal with a Honda that is doing nothing but walk back HHS charging his headbutt at the same time. Your main objective here is baiting headbutts and stopping it with a punch lariat or rapid crouching LP and start safe jumping into blockstring into SPD. Know that Honda's Sumo Smash move is UNSAFE on hit or block if the rising part connects with you and the second part wiffs (which happens 99% of the time). This is a free easy SPD or sweep. The falling part of his Sumo Smash falls very quickly, but if you have the reaction a punch lariat from a crouching position will trade, knocking him down and giving you a free safe jump opportunity. Honda's HHS can be jumped over with forward jumping HP but the timing is tight (aim for his head at the peak of the jump). If Honda is walking towards you, he is open to a jump in attack. The key here is to jump in with forward HP right at his eyes, so you'll avoid his standing HP chop anti-air. This is your hardest match. If you beat someone's Honda with Gief, it is customary to rub it in their dumb faces for at least a weeks time. -x64
Vs. Guile
3-7 matchup. Better than it was in CE but not by much. It is incredibly difficult to get past Guile's low MK and sonic boom zoning. Thankfully you have HF kick lariat now which will let you ease into his crouching MK territory without too much worry about getting low poked or sweeped. Your main objective here is to bully Guile into a corner and start your safe jump/safe meaty SPD shenanigans, usually by guess jumping a sonic boom or connecting with a sweep. Guile isn't going to be jumping at you. He'll just sit there and walk backward while throwing booms and crouching kicks, occasionally crouching to charge for flash kick. This matchup is pretty much the same throughout the entire SF2 series, so your strategies in, say, super turbo, likely apply here too. -x64
Vs. Ken
4-6 Matchup. Your main problem against the shotos boil down to their really quick sweep (which makes approaching hard, even with your kick lariat) and their jumping HP, which is incredibly difficult for you to deal with. You need to look at the hitbox diagram for Ken/Ryu's jumping HP and realize when it is best to just block (if they launch it right in front of you) or go for a trade with a crouching punch lariat (if it lands on top of you). This is important, because one good jumping HP landed by a competent shoto likely means you just lost the round (combo into dizzy). The same can be said about their jumping HK but that's a bit easier to hit with your lariat. Ken's jumping HP has a thinner hurtbox than Ryu's, which makes it harder to trade with lariat. Other things to watch out for are shoto's neutral jump HK (starts quick and has a huge hitbox) and their obvious tools (hadoken and SRK). Ken's SRK in HF is a 1f startup, which means it basically can't be safejumped or safe meatied (like, you could meaty with the no recovery standing LK or crouching LP but you aren't going to time it right 99% of the time). Something to take advantage of here is opting to air reel Ken out of a SRK or tatsu with a normal, allowing you the ability to safely meaty and negative edge SPD Ken on landing (since you can't reversal out of an air reel in HF). Shoto's ground tatsus can be hit clean with all crouching punch buttons. Punishing a ground tatsu from ether shoto with a cr.LP while holding up forward gives you a free auto-safejump (credit: golcarjack). Ken's ground tatsu can't be used as a reversal or knock down on hit like Ryu's can, so he is more easy to abuse on wakeup. His air tatsus also have recovery frames falling from the air and landing so you don't have to worry about that ether. Ken's SRK has very slightly more vertical and horizontal range than Ryu's SRK. Your main objective against both shotos are to lariat through projectiles, knock them down, and force them to deal with your standing LK into negative edge SPD like usual. You're going to block more here after getting knocked down due to both shotos possessing very easy dizzy combos, so you're going to have to pick your openings carefully. -x64
Vs. M. Bison (dictator)
8-2 matchup. Probably Gief's best matchup or tied with Balrog. HF Bison has very stubby normals, doesn't have his cheap tricks from CE, and has no reversal which is a recipe for disaster against Gief. Your main tool in this matchup is the punch lariat, which will beat psycho crusher clean (kick lariat has vulnerable arms, which crusher will hit). Punch lariat will lose to Bison's sweep and mostly trade with scissor kick. Your last second punch lariat or close standing LP will beat all of Bison's jump ins. The only thing you really have to worry about is catching Bison using headstomp with a jumping attack of your choice. One knockdown and Bison is powerless against your SPD loops. One exception is Bison's scissor kick is immediately considered off the ground in HF (thus, unthrowable) so they can use this as an anti-tick (credit: golcarjack). Ironically, by not negative edge SPD'ing in this instance all your normals that would come out here will beat scissor kick's exaggerated startup. -x64
Vs. Ryu
3-7 matchup. Ryu is a better version of Ken and arguably the best character in the game. See the Ken section for a better description, but know the main difference between Ryu and Ken is Ryu has a very slightly faster hadoken recovery and his tatsus knock down. Ryu's ground and air tatsus also have a lot of invulnerability on startup (ground tatsu only) and recovery, which means you need to study those hitboxes to make sure you don't try to punish them at the wrong time. Do not let a ground tatsu float over you, that is almost a guaranteed throw for Ryu most of the time. -x64
Vs. Sagat
2-8 matchup. This one is tough. Might be your toughest fireball match. Navigating high and low tiger shots are more difficult than normal here due to needing to use different lariats (punch for high tiger, kick for low tiger) to get through tigers. Your objective here is to bully Sagat into the corner so he can't continually walk back and throw tigers. Your main method of getting damage are jumping in with HP over a tiger shot or getting close enough to sweep. Sagat's standing HK can swat you out of the air every time (as well as using tiger uppercut) so you have to jump very carefully. Sagat's tiger uppercut is safe meaty and safe jumpable in HF, so once you get that knockdown go for repeated safe SPDs. The caveat to this is that Sagat has essentially an unblockable SRK in the CPS1 games if it is performed as a reversal, which can really mess with how you approach your tick throw setups. Watch out for tiger knee wiffs into throw and Sagat's jumping HK and HK sweep (both are hard for Gief to deal with). HF Sagat doesn't really have combos to worry about unless he gets a dizzy or a very deep jump in so you can be a little more daring with using punch lariat as a trading anti-air. -x64
Vs. Vega (claw)
5-5 matchup. Vega has the tools to keep you zoned out pretty good but flails once you get in since he doesn't have a reversal outside of backflip (which just delays Vega getting swept). Crouching jab and sweep are good anti-claw-poke pokes. Use last second standing LP, crouching HP, or punch lariat against walldive if you can't hit him trying to go off the wall. Sweep his crystal flash roll. If they like to sweep slide a lot, your jumping HP body press will hit and likely crossup, giving you a dizzy combo (Vega dizzies easily). -x64
Vs. Zangief (self)
Fun mirror. Jump in with forward HP. Foil SPD churning during blockstun by ending with a linked sweep. Use crouching punch lariat as an anti-air if they are right on top of you otherwise block and negative edge SPD. Sweep a lot. Standing MK can work as a sudo-anti-air from far away. -x64
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 | 1+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 |
Both standing LP and MP can be used as a safe poke against Sagat (hits mid, so crouching or standing). The initial hitting frames of Sagat's Tiger Uppercut will wiff against the active frames of Gief's stand LP/MP and should recover before the second (more horizontal) Tiger Upper active frames come out. This makes using positive edge SPD attempts with LP/MP viable against Sagat off a tick in HF due to not having a SPD wiff. -x64
- 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 |
One of two normals in the game that has no recovery (the other is Gief cr LP). That means you can theoretically safe meaty the entire cast outside of Blanka (0 startup blanka ball). Can link into itself. One of your best grounded ticking normals. -x64
- 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 | ||
Simplified | 1+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 |
Fairly important normal for Gief. It does low damage but since it comes out instantly (the only normal in the game that comes out first frame) it can save you in instances where a AA lariat won't reach (like Ken's jump HP). Even if you trade with this normal as an AA, it grants you an air reset that you get a guaranteed safe meaty out of. -x64
- 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 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- 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 | ∞ |
In the japanese version this move will dizzy most of the time just like in ST. If you aren't playing on the japanese version though there is zero reason to try and land this move. -x64
Flying Body Attack a.k.a. Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage | 14 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Frame Count | 5 | ∞ |
Double Knee Drop: (Jump diagonally, ↙/↓/↘ + Short)
Damage | 14 | ||
Stun | 5~11 | ||
Stun Timer | 40 | ||
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
Gief's Pile Driver throw is very strong in CE/HF since the throw can't be teched and it gives you enough time to set up an ambiguous cross up attempt. A lot of the time it is worth it to use this grab in an easy punish situation to get the crossup into easy dizzy (crossup HP splash, cr LP x4, sweep or spd if they blocked). -x64
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
Stomach Claw is very good for two reasons: You can jam on this throw from a crouching position and if you do get someone in this grab, you get a free meaty attack since the opponent will air reel out of this hold (you can't reversal out of an air reel in HF). -x64
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 | 7 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
Punch Lariat does not have any startup and hits first frame, which co-incidentally gives Gief a 50/50 unblockable if you connect with this on startup. This is your main anti-air (use from a crouching position). -x64
- Quick Double Lariat: Press all Kick Buttons
Damage | 22 | |||||||||||||
Stun | 13~19 | |||||||||||||
Stun Timer | 120 | |||||||||||||
Frame Advantage | -16 | |||||||||||||
Frame Count | 4 | 4 | 3 | 4 | 3 | 4 | 3 | 4 | 3 | 4 | 3 | 4 | 4 |
Quite a bit weaker that punch lariat (arms are fully vulnerable and initial hitting frames are almost useless). Its main use is to move forward quickly through projectiles and sweeps (no foot hurtbox). Unlike CPS2 Geif kick lariat, there is no recovery here, which means you can end in a defensive crouch even if you're getting meatied by a sweep or projectile. -x64
- Spinning Piledriver: (360 + P)
Damage | 50 | ||
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
- Standing reel:
- Standing gut reel:
- Crouching reel:
- Dizzy: