User:ReckyDaGuy/sandbox: Difference between revisions

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{{Infobox Character SSF2T
{{Infobox Character SSF2T
|name=E. Honda
|name=Zangief
|image = EHonda.png
|image = Zangief.png
|fwalk = 38
|dmgscal = 22/32
|bwalk = 26
|fwalk = 40
|prejump = 5
|bwalk = 24
|njumpdr = 45
|prejump = 4
|fjumpdr = 44
|njumpdr = 38
|bjumpdr = 45
|fjumpdr = 38
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|bjumpdr = 39
|jumpa = 71
|landing = {{Tooltip | text=8* | hovertext = Last 7 frames can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|fjumpdt = 121
|jumpa = 73
|bjumpdt = 129
|fjumpdt = 89
|skdr = 37
|bjumpdt = 99
|hkdr = 72
|skdr = 42
|hkdr = 76
}}
}}
{{TOClimit|3}}
{{TOClimit|3}}
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<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].


===Far Normals===
===Standing Normals===


==== <span class="invisible-header">frlp</span> ====
===== <span class="invisible-header">cl.lp</span> =====
{{MoveData
{{MoveData
| name    = Far Jab
| name    = Close Jab
| input    = 5LP
| input    = 5LP / cl.{{lp}}
| subtitle = fr.{{Icon-Capcom|lp}}
| subtitle = Close Light Punch
| image    = EHonda_stfarjab3.png
| image    = Zangief_stcljab2.png
| imageSize = 149x91px
| imageSize = 106x136px
| image2    = Zangief_stcljab3.png
| imageSize2 = 134x119px
| image3    =Zangief_stcljab4.png
| imageSize3 = 144x101px
| caption  =  
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 20[1]
  |damage = {{tooltip|text=16[1] / 14[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 0~5
  |dizzy= 0~5
  |dizzytime= 40
  |dizzytime= 40
  |cancel = None
  |cancel = Chain, {{tooltip|text=Special*|hovertext=First 2 hitboxes only.}}
  |guard = Mid
  |guard = Mid
  |startup= 6
  |startup= 2
  |active= 4
  |active= 6
  |recovery= 5
  |recovery= 15
  |total = 15
  |total = 23
  |frameAdv = +4
  |frameAdv = -8/-6/-4
|invul = N/A
  |actrange = 0-48
  |actrange = 33+
|juggle = No
  |meter = 2/1
  |meter = 2/1
  |description= A far-reaching thrust.
  |description= Zangief does a knife hand strike from over his head.
*Good priority makes it a great way to deal with "rushing" moves (Blanka Rolls, Hawk Dives, Honda Headbutts, etc.
*The first part of this move does slightly more damage.
*Also a decent anti-air.
*Beats most pokes.
*The best attack to start a Fierce HHS from due to the startup, but this adds to the move's execution.
*Hits every crouching opponent except Blanka, so it can be used as a safe meaty on most knockdowns.
*Especially handy against Shoto wakeup jab Shoryuukens (Harder to do against Ken since his Shoryuken has more horizontal range than Ryu's).
}}
}}


<span class="mw-customtoggle-frlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
'''General Strategies'''
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlp">


{{STDiagramHeader}}
*The first and second parts make this move an incredible anti-air, able to beat almost anything thanks to incredible priority and a 2 frame startup.
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | EHonda_stfarjab2&4.png}} |{{STDiagramImageCell| 1 | EHonda_stfarjab3.png}} |{{STDiagramImageCell| 1 | EHonda_stfarjab2&4.png}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}}
*The second part is Zangief's only response to Ken's Jumping Fierce.
|-
*The third part isn't particularly useful and leaves Zangief at disadvantage, so limit this move's use to anti-airs.
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 1}}
*If you manage to anti-air with this move, you can cancel into Banishing Flat, allowing you to recover before your opponent lands and be just in range for the tick mixup.
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|}


</div>
==== <span class="invisible-header">frmp</span> ====
{{MoveData
| name    = Far Strong
| input    = 5MP
| subtitle = fr.{{Icon-Capcom|mp}}
| image    = EHonda_stfarstrng4.png
| imageSize = 148x88px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =24[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|startup= 7
|active= 4
|recovery= 6
|total = 17
|frameAdv = +8
|actrange = 33+
|meter = 4/3
|description= Similar to far st.jab with more range.
*Another great way to mask a Fierce HHS.
*Can be used to stuff/trade with the startup of projectiles.
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-frmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
 
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmp">
<span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | EHonda_stcljab2&5_stclstrng2&5_stfarstrng2&6.png}} |{{STDiagramImageCell| 1 | EHonda_stfarstrng3&5.png}} |{{STDiagramImageCell| 1 | EHonda_stfarstrng4.png}} |{{STDiagramImageCell| 1 | EHonda_stfarstrng3&5.png}} |{{STDiagramImageCell| 1 | EHonda_stcljab2&5_stclstrng2&5_stfarstrng2&6.png}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stcljab1&8.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab2.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab3.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab4.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab5.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab6.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab7.png}} |{{STDiagramImageCell| 1 | Zangief_stcljab1&8.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 6}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 6}} |{{STDiagramCellColSpan| 4 | 15}}
|}
|}


</div>
</div>


 
==== <span class="invisible-header">frlp</span> ====
==== <span class="invisible-header">frhp</span> ====
{{MoveData
{{MoveData
| name    = Far Fierce
| name    = Far Jab
| input    = 5HP
| input    = 5LP / cl.{{lp}}
| subtitle = fr.{{Icon-Capcom|hp}}
| subtitle = Far Light Punch
| image    = EHonda_stfarfrc3.png
| image    = Zangief_stfarjab2.png
| imageSize = 159x67px
| imageSize = 145x106px
| caption  = This isn't a sweep, more like a light dusting.
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage =30[2]
  |damage = {{tooltip|text=16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 10~16
  |dizzy= 0~5
  |dizzytime= 80
  |dizzytime= 40
  |cancel = None
  |cancel = Chain, Special
  |guard = Mid
  |guard = Mid
  |startup= 8
  |startup= 3
  |active= 4
  |active= 4
  |recovery= 18
  |recovery= 5
  |total = 30
  |total = 12
  |frameAdv = 0
  |frameAdv = +4
  |actrange = 49+
  |actrange = 49+
  |meter = 5/4
  |meter = 2/1
  |description= A low punch that doesn't hit low.
  |description= A fast straight punch that can be canceled into itself.
*Usually what you get for mistiming close Fierce or incorrectly mashing out a Fierce HHS.
*A very damaging Jab, even doing the strong sound when it hits.
*Severely nerfed from his Old version, where it hit low, was faster, and could be Special canceled.
*Will whiff on most crouching characters, the exceptions being Boxer, Dhalsim, Old Fei Long, Sagat, T.Hawk, another Zangief, and in rare cases, Dee Jay.
*Tends to leave you wide open
*Not very useful outside of a particular combo.
}}
}}
<span class="mw-customtoggle-frhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhp">
 
*'''Startup/Active'''
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc2.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc3.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 4}}
|}
 
 
 
*'''Recovery'''
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc4&6.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc5.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc4&6.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc7.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc8.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc9_stfarshrt7_stfarfrwrd7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 6 | 18}}
|}


</div>


'''General Strategies'''


 
*Unlike most far jabs, this shouldn't be used to beat advancing moves like Blanka's rolls or Honda's headbutts due to the protruding hurtbox. It's still important against Boxer, as this is his only reliable way to deal with his low Rush Punches.
==== <span class="invisible-header">frlk</span> ====
*Also beats Cammy's Roundhouse Cannon Drills and trades with Dictator's Scissor Kicks.
{{MoveData
*Better suited as a counter poke (e.g. beats Claw's crouching Jab/Strong and Dictator's standing Forward from the right range) or as a tick (e.g. allows you to tick Dhalsim from a more comfortable range).
| name    = Far Short
*Can also be whiffed in footsies to [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Proximity_Blocking_Abuse force the opponent to get stuck in the block animation], allowing you to attempt a walk in SPD or, with the use of a glitch, to jump at the opponent without allowing them to walk back, leaving them stuck in their blocking animation (this is especially useful against charge characters).
| input    = 5LK
| subtitle = fr.{{Icon-Capcom|lk}}
| image    = EHonda_stfarshrt4.png
| imageSize = 146x73px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 18[1]
|dizzy= 0~5
|dizzytime= 40
|cancel =
|guard = Low
|startup= 10
|active= 3
|recovery= 7
|total = 20
|frameAdv = +3
|actrange = 12+
|meter = 2/1
|description= A strange, high-ish kick.
*Not very useful overall.
*A faster alternative to far st.forward, but that is also not a very good move.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-frlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 |EHonda_stfarshrt2&6_stfarfrwrd2&6.png}} |{{STDiagramImageCell| 1 | EHonda_stfarshrt3&5_stfarfrwrd5.png}} |{{STDiagramImageCell| 1 | EHonda_stfarshrt4.png}} |{{STDiagramImageCell| 1 | EHonda_stfarshrt3&5_stfarfrwrd5.png}} |{{STDiagramImageCell| 1 | EHonda_stfarshrt2&6_stfarfrwrd2&6.png}} |{{STDiagramImageCell| 1 | EHonda_stfarfrc9_stfarshrt7_stfarfrwrd7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stfarjab1&3.png}} |{{STDiagramImageCell| 1 |Zangief_stfarjab2.png}} |{{STDiagramImageCell| 1 | Zangief_stfarjab1&3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 10}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 3 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}


</div>
</div>


==== <span class="invisible-header">frmk</span> ====
 
==== <span class="invisible-header">cl.mp</span> ====
{{MoveData
{{MoveData
| name    = Far Forward
| name    = Standing Strong
| input    = 5MK
| input    = 5MP / st.{{mp}}
| subtitle = fr.{{Icon-Capcom|mk}}
| subtitle = Standing Medium Punch
| image    = Ken_stfarfrwrd3.png
| image    = Zangief_stclstrng3_stfarstrng3.png
| imageSize = 118x102px
| imageSize = 153x109px
| caption  =  
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 22[1]
  |damage ={{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 5~11
  |dizzytime= 60
  |dizzytime= 60
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup= 8
  |startup= 5
  |active= 8
  |active= 3
  |recovery= 7
  |recovery= 5
  |total = 23
  |total = 18
  |frameAdv = +3
  |frameAdv = +10
  |actrange = 33+
  |actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description= A high side kick.  
  |description= A relatively fast horizontal knife strike. This move doesn't change when you're close or far away.
*Good priority, but very slow start-up.  
*Used in most of Zangief's combos thanks to the solid damage and fairly good frame advantage, allowing Zangief to link into most of his normals.
*Also a good anti-air if you can press the button fast enough.
*Can also be used as a poke similar to Far Standing Jab, as their hitboxes are similar alongside added damage and stun, but keep in mind this move has a slower startup and has premature projected hurtboxes, making it easily stuffable.
*Whiffs on most crouching characters, with the exceptions being Boxer, Dhalsim, Old Fei Long, Sagat, T.Hawk, himself, and Dee Jay (in Dee Jay's case, he leans back while crouch blocking, requiring you to be poing blank. As such, save this strategy for crossup combos/strings).
*Old Zangief's version of this move is a little better since he can special cancel it, you don't have to worry about accidentally using Hop as Old Zangief, and it does a little more random damage.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-frmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-stmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-stmp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd5.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stclstrng1_stfarstrng1.png}} |{{STDiagramImageCell| 1 | Zangief_stclstrng2_stfarstrng2.png}} |{{STDiagramImageCell| 1 | Zangief_stclstrng3_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Zangief_stclstrng4_stfarstrng4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}}
|}
|}


Line 255: Line 173:




==== <span class="invisible-header">frhk</span> ====
==== <span class="invisible-header">clhp</span> ====
{{MoveData
{{MoveData
| name    = Roundhouse
| name    = Standing Fierce
| input    = 5HK
| input    = 5HP / {{hp}}
| subtitle = fr.{{Icon-Capcom|hk}}
| subtitle = Heavy Punch
| image   = Ken_stclrh5_stfarrh5.png
| image   = Zangief_stclfrc3_stfarfrc3.png
| imageSize = 125x101px
| imageSize = 159x106px
| caption  = This move doesn't change depending on distance, but it's listed twice for consistency.
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 26[2]
  |damage ={{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 10~16
  |dizzy= 10~16
  |dizzytime= 80
  |dizzytime= 80
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup = 9
  |startup= 7
  |active = 5
  |active= 6
  |recovery= 21
  |recovery= 29
  |total = 35
  |total = 42
  |frameAdv = -4
  |frameAdv = -13
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Ken's spinning kick.
  |description= A powerful straight punch with very long recovery. Does not change based on distance from your opponent.
*Moves ken forward a little.
*Nice damage and dizzy potential.
*Can work well as a poke/punish in some matchups.
*Can be linked from a standing Strong for dizzy combos.
*Be careful, since it has a long recovery on whiff and is more than reactable.
*Can also be used as a trade anti-air.
*Avoid this move in most cases however, since the exaggerated recovery kills any viable use.
*Old Zangief does a little more random damage with this move.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-frhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-hp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hp">
 
 


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclrh1_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ken_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ken_stclrh3_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ken_stclrh4_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ken_stclrh5_stfarrh5.png}} |{{STDiagramImageCell| 1 | Ken_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | Ken_stclrh7_stfarrh7.png}} |{{STDiagramImageCell| 1 | Ken_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Ken_stclrh9_stfarrh9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stclfrc1&7_stfarfrc1&7.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrc2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrc3_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrc4_stfarfrc4.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrc5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrc2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrc1&7_stfarfrc1&7.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 4 | 21}}  
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell | 6}} |{{STDiagramCellColSpan|4|29}}
|}
|}
</div>
</div>


 
==== <span class="invisible-header">cllk</span> ====
 
===Close Normals===
 
 
 
===== <span class="invisible-header">cl.lp</span> =====
{{MoveData
{{MoveData
| name    = Close Jab
| name    = Close Short
| input    = 5LP
| input    = 5LK / cl.{{lk}}
| subtitle = cl.{{Icon-Capcom|lp}}
| subtitle = Close Light Kick
| image    = Ken_stcljab2.png
| image    = Zangief_stclshrt4.png
| imageSize = 82x99px
| imageSize = 130x125px
| caption  =  
| caption  = Ticking for dummies.
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 4[6]
  |damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 0~5
  |dizzy= 0~5
  |dizzytime= 40
  |dizzytime= 40
  |cancel = Special, Super
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup= 3
  |startup= 8
  |active= 4
  |active= 8
  |recovery= 5
  |recovery= 5
  |total = 12
  |total = 21
  |frameAdv = +4
  |frameAdv = 0
  |actrange = 0-25
  |actrange = 0-32
  |meter = 2/1
  |meter = 2/1
  |description= A quick elbow smash in front and above Ken's head.  
  |description= Zangief jumps and does a weak knee drop on the way down.
*Fast start-up.  
*By far his easiest move to use as a tick due to the fairly long duration.
*Works as an anti-air if you're close enough.  
*Leaves him at optimal range to tick into Super.
*OK priority.
*Since this move is 0 on block, it's a good move to tick into Atomic Suplex (i.e. if you don't time this as a meaty then a Flying Power Bomb will always come out).
*Zangief has better moves though, and you should use this move less and less as you get better at ticking.
 
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-cllp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stcljab2.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stclshrt1&6.png}} |{{STDiagramImageCell| 1 | Zangief_stclshrt2.png}} |{{STDiagramImageCell| 1 | Zangief_stclshrt3.png}} |{{STDiagramImageCell| 1 | Zangief_stclshrt4.png}} |{{STDiagramImageCell| 1 | Zangief_stclshrt5.png}} |{{STDiagramImageCell| 1 | Zangief_stclshrt1&6.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 5}}
|}
|}


</div>
</div>


 
==== <span class="invisible-header">frlk</span> ====
 
==== <span class="invisible-header">clmp</span> ====
{{MoveData
{{MoveData
| name    = Close Strong
| name    = Far Short
| input    = 5MP
| input    = 5LK / fr.{{lk}}
| subtitle = cl.{{Icon-Capcom|mp}}
| subtitle = Far Light Kick
| image    = Ken_stclstrng3.png
| image    = Zangief_stfarshrt3.png
| imageSize = 97x98px
| imageSize = 157x110px
| caption  =
| caption  = Trip 'em and tick 'em.
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage =22[0]
  |damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 0~5
  |dizzytime= 60
  |dizzytime= 40
  |cancel = Special, Super
  |cancel = None
  |guard = Mid
  |guard = Low
  |startup= 4
  |startup= 5
  |active= 2
  |active= 5
  |recovery= 17
  |recovery= 0
  |total = 23
  |total = 10
  |frameAdv = -1
  |frameAdv = +8
  |actrange = 0-31
  |actrange = 33+
  |meter = 4/3
  |meter = 2/1
  |description= Ken performs a hook, then another one that doesn't hit for some reason.  
  |description= A low hitting kick with no recovery.
*Terrible recovery, so try canceling this into a special like a Hadoken.
*Zangief's best standing tick, and one of his most important normals.
*When hitting this on wakeup, you can mix between tick into SPD or a linked sweep to give your opponent extra trouble when trying to do a reversal.
*This move's lack of recovery frames allows use as a [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Safe_Ticks.2FMeaties safe tick/meaty].
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-clmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng3.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng4.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng5.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stfarshrt1_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 1 |Zangief_stfarshrt2.png}} |{{STDiagramImageCell| 1 | Zangief_stfarshrt3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 5}}
|}
|}


Line 388: Line 305:




 
==== <span class="invisible-header">clmk</span> ====
==== <span class="invisible-header">clhp</span> ====
{{MoveData
{{MoveData
| name    = Close Fierce
| name    = Close Forward
| input    = 5HP
| input    = 5MK / cl.{{mk}}
| subtitle = cl.{{Icon-Capcom|hp}}
| subtitle = Close Medium Kick
| image    = Ken_stclfrc2.png
| image    = Zangief_stclfrwrd3.png
| imageSize = 104x98px
| imageSize = 145x115px
| caption  = First Hitbox
| caption  =  
| image2    = Ken_stclfrc3.png
| imageSize2 = 94x115px
| caption2  = Second Hitbox. Ken got the short end of the stick here.
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage =28[7]
  |damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 3~9/10~16
  |dizzy= 5~11
  |dizzytime= 40/80
  |dizzytime= 60
  |cancel = Special, Super/None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup= 4
  |startup= 7
  |active= 8 (2/6)
  |active= 4
  |recovery= 23
  |recovery= 9
  |total = 35
  |total = 20
  |frameAdv = -9
  |frameAdv = +5
  |actrange = 0-41
  |actrange = 0-56
  |meter = 5/4
  |meter = 4/3 x 2
  |description= A close uppercut.  
  |description= A front kick with moderate startup and recovery.
*If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
*Semi-useful against Ken's Jumping Fierce: you can make this move whiff (or at the very least make it hit late enough so he can't cancel into Air Tatsu, which you can then counter with an SAC SPD) by timing your move so his punch is active during the 7f window in which Zangief doesn't have an active head hurtbox.
*Decent priority anti air if your opponent is up close.
*However, most of the time you're better off just using close Standing Jab instead, since that's much more safer and consistent unless you're too far away to use it.
*Has a noticeably smaller hitbox compared to the other shotos, so it's more vulnerable to crossups.
*Too slow to be used in combos, with the only practical normal to link into it being far Standing Jab, and that move whiffs against most of the cast while crouching.
*Also too fast to be used as a tick into Atomic Suplex. It can be used as a tick into SPD, but you'll probably want to use crouching Forward as a medium hitstun/damage option instead since it might do more damage against a standing opponent.
*You may also use this as a tick into Super, but [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Safe_Super_Setups have to do it like a Sako Tick] since Final Atomic Buster has a very small throw range.
 
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-clhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclfrc1.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc2.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc3.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc4.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc5.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrwrd2.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Zangief_stclfrwrd1&5.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
|}
|}


</div>
</div>


 
==== <span class="invisible-header">frmk</span> ====
 
==== <span class="invisible-header">cllk</span> ====
{{MoveData
{{MoveData
| name    = Close Short
| name    = Far Forward
| input    = 5LK
| input    = 5MK / fr.{{mk}}
| subtitle = cl.{{Icon-Capcom|lk}}
| subtitle = Far Medium Kick
| image    = Ken_stclshrt3.png
| image    = Zangief_stfarfrwrd3.png
| imageSize = 115x98px
| imageSize = 173x112px
| caption  = Hits low because Ken says so.
| caption  =
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 12[0]
  |damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 0~5
  |dizzy= 5~11
  |dizzytime= 40
  |dizzytime= 60
  |cancel = Chain, Super
  |cancel = None
  |guard = Low
  |guard = Mid
  |startup= 6
  |startup= 7
  |active= 2
  |active= 4
  |recovery= 8
  |recovery= 9
  |total = 16
  |total = 20
  |frameAdv = +3
  |frameAdv = +5
  |actrange = 0
  |actrange = 57+
  |meter = 2/1
  |meter = 4/3
  |description= A low kick.  
  |description= A semi-circular middle kick, and Zangief's main poke.
*Can be canceled into another standing Short or crouching Short.  
*Very good for punishing missed low pokes due to its long range.
*This move must be blocked low, which can be used as a simple knowledge check.
*Also hits the entire cast even while crouching.
*Has a little more range than your SPD, so use it as a punish if you're too far for it.
*Can beat Tatsus clearly if done early.
*Can also be used as a [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Safe_Ticks.2FMeaties safe meaty].
*Has poor priority, so refrain from spamming this move since it can be punished on prediction if it whiffs.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-cllk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt3.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt4.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stfarshrt1_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 1 |Zangief_stfarfrwrd2.png}} |{{STDiagramImageCell| 1 | Zangief_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Zangief_stfarfrwrd4.png}} |{{STDiagramImageCell| 1 | Zangief_stfarshrt1_stfarfrwrd1&5.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 9}}
|}
|}


Line 478: Line 396:




 
==== <span class="invisible-header">cl.hk</span> ====
==== <span class="invisible-header">clmk</span> ====
{{MoveData
{{MoveData
| name    = Close Forward
| name    = Close Roundhouse
| input    = 5MK
| input    = 5HK / {{hk}}
| subtitle = cl.{{Icon-Capcom|mk}}
| subtitle = Close Heavy Kick
| image   = Ken_stclfrwrd3.png
| image   = Zangief_stclrh5.png
| imageSize = 84x125px
| imageSize = 140x106px
| caption  = Today on moves that are nigh objectively worse when used up close...
| caption  =  
| image2  = Zangief_stclrh6.png
| imageSize2 = 155x122px
| caption2  =
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 22[6]
  |damage = {{tooltip|text=30[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 10~16 + 1~7
  |dizzytime= 60
  |dizzytime= 80 + 70
  |cancel = Special, Super
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup= 8
  |startup = 10
  |active= 8
  |active = 14 (6+8)
  |recovery= 11
  |recovery= 31
  |total = 27
  |total = 39
  |frameAdv = -1
  |frameAdv = -23/-17(-18)
  |actrange = 0-32
  |actrange = N/A
  |meter = 4/3
  |meter = 5/4
  |description= A very flexible split kick.
  |description= A weird butterfly kick that hits twice.
*Pretty similar to the far version with worse vertical priority and worse recovery.
*Quite useless.
*Also triggers from farther away than most other close normals of its ilk, so it's harder to activate the Far version.
*Can hit twice from close range and is themost damaging normal Zangief has, but it has a long startup and recovery.
*Reaches higher than the far version, but the extended hurtbox gives the move significantly worse priority.
*The second hit has decent anti-air priority, but the situations where you can use it like that are limited and use is often overshadowed by close Jab anyway (i.e. worse startup, does less damage and has worse priority).
*At least it hits straight up.
*Old Zangief does a little more random damage with this move.
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-clhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhk">


<span class="mw-customtoggle-clmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
*'''Startup/Active''':
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stclfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stclrh1.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh2.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh3.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh4.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh5.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh6.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell | 3}} |{{STDiagramCell| 6}} |{{STDiagramCell | 8}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 11}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCell | 8}}
|}
|}


*'''Recovery''':
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stclrh7.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh8.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh9.png}} |{{STDiagramImageCell| 1 | Zangief_stclrh10.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 31}}
|}
</div>
</div>


 
==== <span class="invisible-header">fr.hk</span> ====
 
==== <span class="invisible-header">clhk</span> ====
{{MoveData
{{MoveData
| name    = Roundhouse
| name    = Far Roundhouse
| input    = 5HK
| input    = 5HK / {{hk}}
| subtitle = fr.{{Icon-Capcom|hk}}
| subtitle = Far Heavy Kick
| image  = Ken_stclrh5_stfarrh5.png
| image  = Zangief_stfarrh2.png
| imageSize = 125x101px
| imageSize = 148x115px
| caption  = This move doesn't change depending on distance, but it's listed twice for consistency.
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 26[2]
  |damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 10~16
  |dizzy= 10~16
  |dizzytime= 80
  |dizzytime= 80
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup = 9
  |startup = 5
  |active = 5
  |active = 8
  |recovery= 21
  |recovery= 11
  |total = 35
  |total = 24
  |frameAdv = -4
  |frameAdv = +3
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Ken's spinning kick.
  |description= Zangief performs a high side kick.
*Moves ken forward a little.
*This move is a good anti-air, especially if done early. If your enemy manages to stuff this move, [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#SAC_SPDs get your reversal SPD ready as they land].
*Can work well as a poke/punish in some matchups.
*Also good for shenanigans: whiff it into SPD after your opponent wakes up from a knockdown.
*Be careful, since it has a long recovery on whiff and is more than reactable.
*It can beat Honda's Headbutts since it has just enough priority, is a fast move in general, stays active for a sufficient amount of time and does solid damge.
*Also his only decent counter to New Chun-Li's neutral jumping Roundhouse: if spaced at round start distance it will beat it cleanly. The range for this is very specific though, if you're too far way it'll whiff and if you're too close you might get a trade, but in this case you'll always get beat if she does her kick early enough.
*Old Zangief can special cancel this move, but in exchange for it having pretty bad priority. It also does a little more random damage with him.
  }}
  }}
  }}
  }}
 
<span class="mw-customtoggle-hk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<span class="mw-customtoggle-frhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclrh1_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ken_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ken_stclrh3_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ken_stclrh4_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ken_stclrh5_stfarrh5.png}} |{{STDiagramImageCell| 1 | Ken_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | Ken_stclrh7_stfarrh7.png}} |{{STDiagramImageCell| 1 | Ken_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Ken_stclrh9_stfarrh9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_stfarrh1&3.png}} |{{STDiagramImageCell| 1 | Zangief_stfarrh2.png}} |{{STDiagramImageCell| 1 | Zangief_stfarrh1&3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 4 | 21}}  
{{STDiagramCell| Simplified} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|}
|}


</div>
</div>


===Crouching Normals===
===Crouching Normals===
Line 575: Line 502:
{{MoveData
{{MoveData
| name    = Crouching Jab
| name    = Crouching Jab
| input    = 2LP
| input    = 2LP / {{d}}+{{lp}}
| subtitle = cr.{{Icon-Capcom|lp}}
| subtitle = Crouching Light Punch
| image    = Ken_crjab2.png
| image    = Zangief_crjab2.png
| imageSize = 100x65px
| imageSize = 139x84px
| caption  =  
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 4[1]
  |damage = {{tooltip|text=4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 0~5
  |dizzy= 0~5
  |dizzytime= 40
  |dizzytime= 40
  |cancel = Chain, Special, Super
  |cancel = Chain, Special
  |guard = Mid
  |guard =Mid
  |startup= 3
  |startup= 4
  |active= 4
  |active= 5
  |recovery= 5
  |recovery= 0
  |total = 12
  |total = 9
  |frameAdv = +4
  |frameAdv = +8
  |actrange = N/A
  |actrange = N/A
  |meter = 2/1
  |meter = 2/1
  |description= Another jab.  
  |description= A crouching spear hand strike.
*Average reach and very good priority.
*Though it does very low damage, this is your most important ticking move.
*Can be used into hit confirm combos such as Crouching Jab (n times) linked into Standing Short or Crouching Roundhouse.
*Can beat a lot of different moves like Honda's Headbutts and HHS, Blanka's rolls and River Run slide, Dictator's Scissor Kicks and various other normals.
*This move has no recovery frames, allowing it to be used as a [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Safe_Ticks.2FMeaties safe tick/meaty].
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-crlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ken_crjab2.png}} |{{STDiagramImageCell| 1 | Ken_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_crjab1.png}} |{{STDiagramImageCell| 1 | Zangief_crjab2.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}


</div>
</div>


==== <span class="invisible-header">crmp</span> ====
==== <span class="invisible-header">crmp</span> ====
{{MoveData
{{MoveData
| name    = Crouching Strong
| name    = Crouching Strong
| input    = 2MP
| input    = 2MP / {{d}}+{{mp}}
| subtitle = cr.{{Icon-Capcom|mp}}
| subtitle = Crouching Medium Punch
| image    = Ken_crstrng3.png
| image    = Zangief_crstrng3.png
| imageSize = 110x65px
| imageSize = 141x87px
| caption  = And you thought Alpha 2 Rose's Cr.MP had good priority.
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage =22[1]
  |damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 5~11
  |dizzytime= 60
  |dizzytime= 60
  |cancel = Special, Super
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup= 4
  |startup= 7
  |active= 4
  |active= 8
  |recovery= 7
  |recovery= 9
  |total = 15
  |total = 24
  |frameAdv = +7
  |frameAdv = +1
  |actrange = N/A
  |actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description=Ken does a crouching straight.
  |description= A crouching straight punch that hits around the stomach, with moderate recovery.
*Good damage, stun, recovery and priority.
*Can be used as a poke or to trade with some moves.
*This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.
*Excels as a tick into Atomic Suplex for two reasons: it leaves Zangief at a perfect range (outside most characters normal throw ranges, but inside Roundhouse Atomic Suplex range) and it leaves Zangief at onme frame of advantage (or 0 if you use this as the last hit of a block string), minimizing the chances of a Running Bear Grab coming out.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-crmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-crmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ken_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ken_crstrng3.png}} |{{STDiagramImageCell| 1 | Ken_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ken_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_crstrng1%265_crfrc1%265.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng2&4_crfrc2&4.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng3.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng2&4_crfrc2&4.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng1%265_crfrc1%265.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 9}}
|}
|}


Line 660: Line 588:
{{MoveData
{{MoveData
| name    = Crouching Fierce
| name    = Crouching Fierce
| input    = 2HP
| input    = 2HP / {{d}}+{{hp}}
| subtitle = cr.{{Icon-Capcom|hp}}
| subtitle = Crouching Heavy Punch
| image    = Ken_crfrc2.png
| image    = Zangief_crfrc3.png
| imageSize = 95x98px
| imageSize = 174x84px
| caption  = First Hitbox
| caption  =  
| image2    = Ken_crfrc3.png
| imageSize2 = 85x127px
| caption2  = Second Hitbox. <br> Close Fierce isn't as good on New Ken, so this is an actual alternative now.
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage =28[2]/22[2]
  |damage ={{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 3~9/10~16
  |dizzy= 10~16
  |dizzytime= 40/80
  |dizzytime= 80
  |cancel = Special, Super/None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup= 4
  |startup= 7
  |active= 11 (3/8)
  |active= 8
  |recovery= 23
  |recovery= 23
  |total = 37
  |total = 38
  |frameAdv = -12
  |frameAdv = -9
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Ken begins an uppercut from crouching position.
  |description= Similar to crouching Strong with a slightly longer hitbox and MUCH longer recovery.
*Good damage and has a deceptively long horizontal reach.
*Works decently as an anti-air against certain moves (e.g. T.Hawk's jumping Jab, Fei Long's jumping Jab, Blanka's jumping Jab and Strong and Claw's Dive).
*Average to low priority and quite long recovery.
*Also works decently as a trade move against Honda's HHS or Shoto's Tatsus, but not as a poke due to the long recovery.
*Mainly used in combos.
*Old Zangief does a little more random damage with this move.
*Works as an anti-air as an alternative to Shoryuken.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-crhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ken_crfrc2.png}} |{{STDiagramImageCell| 1 | Ken_crfrc3.png}} |{{STDiagramImageCell| 1 | Ken_crfrc4.png}} |{{STDiagramImageCell| 1 | Ken_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ken_crfrc6.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_crstrng1%265_crfrc1%265.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng2&4_crfrc2&4.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng3.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng2&4_crfrc2&4.png}} |{{STDiagramImageCell| 1 | Zangief_crstrng1%265_crfrc1%265.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 23}}
|}
|}


Line 705: Line 629:




===== <span class="invisible-header">crlk</span> =====
==== <span class="invisible-header">crlk</span> ====
{{MoveData
{{MoveData
| name    = Crouching Short
| name    = Crouching Short
| input    = 2LK
| input    = 2LK / {{d}}+{{lk}}
| subtitle = cr.{{Icon-Capcom|lk}}
| subtitle = Crouching Light Kick
| image    = Ken_crshrt2.png
| image    = Zangief_crshrt2.png
| imageSize = 119x65px
| imageSize = 159x93px
| caption  =  
| caption  = All of his crouching kicks share the same animation.
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 4[1]
  |damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 0~5
  |dizzytime= 40
  |dizzytime= 40
  |cancel = Chain, Special, Super
  |cancel = Special
  |guard = Low
  |guard = Low
  |startup= 4
  |startup= 4
  |active= 4
  |active= 4
  |recovery= 5
  |recovery= 7
  |total = 13
  |total = 15
  |frameAdv = +4
  |frameAdv = +2
  |actrange = N/A
  |actrange = N/A
  |meter = 2/1
  |meter = 2/1
  |description= Crouching low kick.  
  |description= A crouching sidekick, the first of 3.
*Mediocre priority but good reach.  
*Zangief's best ground move to tick into Super, despite poor priority.
*Great for simple combos.
*Also OK as a tick into his other grabs.
*Special Cancel properties allow you to cancel this into a Lariat or Banishing Flat, but crouching Forward is better suited for that.
*You can also cancel a Running Bear Grab out of this, which will usually connect but won't do much damage.
*A useful footsies tool once in a while to lure your opponent into trying to punish a crouching Roundhouse, since it animates the same but recovers much quicker.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-crlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crshrt2.png}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_crshrt1&3_crfrwrd1&3_crrh1&4.png}} |{{STDiagramImageCell| 1 | Zangief_crshrt2.png}} |{{STDiagramImageCell| 1 | Zangief_crshrt1&3_crfrwrd1&3_crrh1&4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}}
|}
|}


Line 748: Line 675:




===== <span class="invisible-header">frmk</span> =====
==== <span class="invisible-header">crmk</span> ====
{{MoveData
{{MoveData
| name    = Crouching Forward
| name    = Crouching Forward
| input    = 2MK
| input    = 2MK / {{d}}+{{mk}}
| subtitle = cr.{{Icon-Capcom|mk}}
| subtitle = Crouching Medium Kick
| image    = Ken_crfrwrd3.png
| image    = Zangief_crfrwrd2.png
| imageSize = 146x65px
| imageSize = 159x93px
| caption  = Why not cancel this into a Hadouken? You earned it.
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 22[1]
  |damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 5~11
  |dizzytime= 60
  |dizzytime= 60
  |cancel = Special, Super
  |cancel = Special
  |guard = Low
  |guard = Low
  |startup= 4
  |startup= 4
Line 770: Line 697:
  |actrange = N/A
  |actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description= *Crouching side kick.  
  |description= Another crouching side kick.
*Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active.  
*Better damage and priority than crouching Short, but longer recovery.
*An important tool when closing the gap on the enemy as it can be canceled into Hadokens.  
*Has Special Cancel properties just like the former so you can cancel into Lariat, Banishing Flat, or Running Bear Grab. Cross-up fierce Body Press, crouching Forward into Quick Lariat is a particularly hot combo.
*Also used in bread and butter combos.
*Can also be used as a tick into SPD or Atomic Suplex, but you usually have better options for that, unless you're looking for the medium blockstun.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-crmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_crshrt1&3_crfrwrd1&3_crrh1&4.png}} |{{STDiagramImageCell| 1 | Zangief_crfrwrd2.png}} |{{STDiagramImageCell| 1 | Zangief_crshrt1&3_crfrwrd1&3_crrh1&4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9}}
|}
|}


Line 792: Line 719:




===== <span class="invisible-header">crhk</span> =====
==== <span class="invisible-header">crhk</span> ====
{{MoveData
{{MoveData
| name    = Crouching Roundhouse
| name    = Crouching Roundhouse
| input    = 2HK
| input    = 2HK / {{d}}+{{hk}}
| subtitle = cr.{{Icon-Capcom|hk}}
| subtitle = Crouching Heavy Kick
| image    = Ken_crrh2.png
| image    = Zangief_crrh2.png
| imageSize = 134x65px
| imageSize = 165x93px
| caption  =  
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 26[2]
  |damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 5~11
  |dizzytime= 130
  |dizzytime= 130
  |cancel = Special, Super
  |cancel = None
  |guard = Low
  |guard = Low
  |startup = 4
  |startup = 5
  |active = 6
  |active = 8
  |recovery = 25
  |recovery = 13
  |total = 34
  |total = 26
  |frameAdv = -7/Soft Knockdown
  |frameAdv = +1/Down
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Ken's sweep kick.  
  |description= Zangief's sweep, same animation as his crouching Short and Roundhouse but with longer recovery.
*Soft knockdown on hit.
*A pretty awesome move, with good recovery for a sweep and deceptive reach.
*Good range and the priority is such that it beats or trades with a number of moves.  
*Can be linked into well, recovers fairly quickly, does good damage, has decent recovery, not to mention the knockdown on hit which can lead into ticking mix-ups or safe jumps.
*Very long recovery however, so good players will often bait and punish this move.  
*Very important in tick mix-ups alongside far standing Short: Both can be used to punish the enemy for standing up, which is often necessary for inputting invincible reversal specials.
*Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
*Always going for an SPD at max range can get predicable, so this is a good mix-up.
*Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.  
*Old Zangief can Special Cancel this move, which is a gimmick at best. He also does a little more random damage.
*Tied with Ryu for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.
  }}
  }}
  }}
  }}
Line 828: Line 754:


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crrh1.png}} |{{STDiagramImageCell| 1 | Ken_crrh2.png}} |{{STDiagramImageCell| 1 | Ken_crrh3.png}} |{{STDiagramImageCell| 1 | Ken_crrh4.png}} |{{STDiagramImageCell| 1 | Ken_crrh5.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_crshrt1&3_crfrwrd1&3_crrh1&4.png}} |{{STDiagramImageCell| 1 | Zangief_crrh2.png}} |{{STDiagramImageCell| 1 | Zangief_crrh3.png}} |{{STDiagramImageCell| 1 | Zangief_crshrt1&3_crfrwrd1&3_crrh1&4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}}  
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 13}}
|}
|}
</div>
</div>


 
===Jumping Normals===
 
===Neutral Jump Normals===


===== <span class="invisible-header">njlp</span> =====
===== <span class="invisible-header">njlp</span> =====
{{MoveData
{{MoveData
| name    = Neutral Jumping Jab
| name    = Jumping Jab
| input    = 8LP
| input    = 8LP / {{u}}+{{lp}}
| subtitle = nj.{{Icon-Capcom|lp}}
| subtitle = Jumping Light Punch
| image    = Ken_njjab2.png
| image    = Zangief_njjab2_djjab2.png
| imageSize = 82x110px
| imageSize = 126x140px
| caption  =  
| caption  = First hitbox
| image2    = Zangief_njjab3.png
| imageSize2 = 158x114px
| caption2  = Second hitbox (Neutral Jump ver.)
| image3    = Zangief_djjab3.png
| imageSize3 = 158x114px
| caption3  = Second hitbox (Diagonal Jump ver.)
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 12[2]
  |damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 1~7(-2)
  |dizzy= 1~7(-2)
  |dizzytime= 40
  |dizzytime= 40
  |cancel = Special
  |cancel = None
  |guard = High
  |guard = High
  |startup = 2
  |startup = 2
  |active =
  |active = 11 (3/8)
  |recovery = N/A
  |recovery =
  |total = 2+∞
  |total = 13+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 2/1
  |meter = 2/1
  |description= Ken performs a jumping jab that is active throughout the whole jump.  
  |description= An aerial knife hand strike. The neutral and diagonal jump versions are the same, but with slightly different hitboxes.
*Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.  
*Avoid the neutral jump version, since the Strong and Fierce versions are the same attack but with better damage and priority.
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
*The diagonal jump version has its uses, having better vertical priority than diagonal Strong by 2 pixels, but the damage and horizontal priority/range is a lot worse, so favor Strong for air to airs.
*The diagonal version can set up ticks into SPD from a little farther than diagonal jumping Short. It doesn't hit as low though, which makes it whiff vs. crouching characters (with Dee Jay being the only exception, but since he leans back during his crouch block animation it's harder to hit than Short).
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-njlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-jlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jlp">
 
'''Neutral Jump Version:'''
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njjab1_djjab1_njstrng1_djstrng1_njfrc1.png}} |{{STDiagramImageCell| 1 | Zangief_njjab2_djjab2.png}} |{{STDiagramImageCell| 1 | Zangief_njjab3.png}} |{{STDiagramImageCell| 1 | Zangief_njjab4_djjab4_njstrng4_djstrng4_njfrc4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| ∞}}
|}
 
'''Diagonal Jump Version:'''


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njjab2.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njjab1_djjab1_njstrng1_djstrng1_njfrc1.png}} |{{STDiagramImageCell| 1 | Zangief_njjab2_djjab2.png}} |{{STDiagramImageCell| 1 | Zangief_djjab3.png}} |{{STDiagramImageCell| 1 | Zangief_njjab4_djjab4_njstrng4_djstrng4_njfrc4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| ∞}}  
|}
|}


Line 883: Line 827:
===== <span class="invisible-header">njmp</span> =====
===== <span class="invisible-header">njmp</span> =====
{{MoveData
{{MoveData
| name    = Neutral Jumping Strong
| name    = Jumping Strong
| input    = 8MP
| input    = 8MP / {{u}}+{{mp}}
| subtitle = nj.{{Icon-Capcom|mp}}
| subtitle = Jumping Medium Punch
| image    = Ken_njstrng3_djstrng3.png
| image    = Zangief_njstrng2_djstrng2.png
| imageSize = 96x110px
| imageSize = 126x145px
| caption  = First hitbox
| image2    = Zangief_njstrng3.png
| imageSize2 = 158x114px
| caption2  = Second hitbox (Neutral Jump ver.)
| image3    = Zangief_djstrng3.png
| imageSize3 = 158x114px
| caption3  = Second hitbox (Diagonal Jump ver.)
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 22[2]
|version = Neutral Jump
  |damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 2
|active = 11 (3/8)
|recovery = ∞
|total = 13+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= <br>
}}
{{AttackData-SSF2T
|version = Diagonal Jump
|damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 5~11
  |dizzytime= 50
  |dizzytime= 50(+10)
  |cancel = Special
  |cancel = None
  |guard = High
  |guard = High
  |startup = 4
  |startup = 2
  |active = 20
  |active = 11 (3/8)
  |recovery = ∞
  |recovery = ∞
  |total = 24+∞
  |total = 13+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description= An aerial punch that stays active for a while.  
  |description= <br>Another aerial knife hand strike. The neutral and diagonal jump versions are again the same, but with slightly different hitboxes and stun values.
*Very good horizontal reach and priority.  
*Once again, avoid the neutral jump version, since the Fierce version is the same attack but with better damage and priority.
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
*The diagonal jump version is Zangief's main air-to-air option, mainly due to it being his diagonal jumping normal with the longest horizontal reach.
*This attack does not hit crouching opponents.
*It's not that great, but it can beat some low priority moves like Blanka's jumping Strong, or it can be used against Claw's wall dives by anticipation, though that's very risky.
*The diagonal version is the same, but with less active frames.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-njmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-jmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jmp">
 
'''Neutral Jump Version:'''
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njjab1_djjab1_njstrng1_djstrng1_njfrc1.png}} |{{STDiagramImageCell| 1 | Zangief_njstrng2_djstrng2.png}} |{{STDiagramImageCell| 1 | Zangief_njstrng3.png}} |{{STDiagramImageCell| 1 | Zangief_njjab4_djjab4_njstrng4_djstrng4_njfrc4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| ∞}}
|}
 
'''Diagonal Jump Version:'''


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 1 |Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njjab1_djjab1_njstrng1_djstrng1_njfrc1.png}} |{{STDiagramImageCell| 1 | Zangief_njstrng2_djstrng2.png}} |{{STDiagramImageCell| 1 | Zangief_djstrng3.png}} |{{STDiagramImageCell| 1 | Zangief_njjab4_djjab4_njstrng4_djstrng4_njfrc4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}  
{{STDiagramCell | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| ∞}}  
|}
|}


</div>
</div>


===== <span class="invisible-header">njhp</span> =====
===== <span class="invisible-header">njhp</span> =====
{{MoveData
{{MoveData
| name    = Neutral Jumping Fierce
| name    = Neutral Jumping Fierce
| input    = 8HP
| input    = 8HP / {{u}}+{{hp}}
| subtitle = nj.{{Icon-Capcom|hp}}
| subtitle = Neutral Jumping Heavy Punch
| image    = Ken_njfrc3.png
| image    = Zangief_njfrc2.png
| imageSize = 99x110px
| imageSize = 126x146px
| caption  =
| image2    = Zangief_njfrc3.png
| imageSize2 = 165x114px
| caption2  =
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 24[2]
  |damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 11~17(-1)
  |dizzy= 11~17(-1)
  |dizzytime= 60(+20)
  |dizzytime= 60(+20)
  |cancel = Special
  |cancel = None
  |guard = High
  |guard = High
  |startup = 4
  |startup = 2
  |active = 20
  |active = 11 (3/8)
  |recovery = ∞
  |recovery = ∞
  |total = 24+∞
  |total = 13+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Ken's strongest jumping punch.
  |description= Zangief's best aerial hand knife strike.
*Stays out for an unusually long amount of time.
*Has the best damage and priority with the same frame data as his other neutral jumping punches.
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.  
*Good enough to beat Claw's Wall Dive (it may trade if Claw does it late) and Cammy's Cannon Spike (if done from far enough).
*The Diagonal Jump version stays out shorter, but has better air to ground priority.
*Old Zangief does a little more random damage with this move.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-njhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-njhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhp">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njfrc3.png}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njjab1_djjab1_njstrng1_djstrng1_njfrc1.png}} |{{STDiagramImageCell| 1 | Zangief_njfrc2.png}} |{{STDiagramImageCell| 1 | Zangief_njfrc3.png}} |{{STDiagramImageCell| 1 | Zangief_njjab4_djjab4_njstrng4_djstrng4_njfrc4.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}  
{{STDiagramCell | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| ∞}}  
|}
|}


</div>
</div>


===== <span class="invisible-header">njlk</span> =====
===== <span class="invisible-header">djhp</span> =====
{{MoveData
{{MoveData
| name    = Neutral Jumping Short
| name    = Diagonal Jumping Fierce
| input    = 8LK
| input    = 7 or 9 HP<br>{{ub}} or {{uf}}+{{hp}}
| subtitle = nj.{{Icon-Capcom|lk}}
| subtitle = Diagonal Jumping Heavy Punch
| image    = Ken_njshrt2.png
| image    = Zangief_djfrc4.png
| imageSize = 79x110px
| imageSize = 182x105px
| caption  =
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 14[2]
  |damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = High
|startup = 7
|active = 7
|recovery = ∞
|total = 14+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= An aerial long punch.
*Zangief's main air to ground attack: great at jumping over fireballs (except against Low Tiger Shots, use diagonal Roundhouse for those), at surprise jumps and as a combo starter.
*You you know your opponent will take the hit (i.e. you just jumped over a fireball) you can follow into an SPD for massive damage, or if you believe they'll block it you can walk up and SPD. If they don't expect this it can be very hard to escape, due to this move's long blockstun.
*Old Zangief does a little more random damage with this move.
}}
}}
<span class="mw-customtoggle-djhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_djfrc1&7.png}} |{{STDiagramImageCell| 1 | Zangief_djfrc2&6.png}} |{{STDiagramImageCell| 1 | Zangief_djfrc3&5.png}} |{{STDiagramImageCell| 1 |  |{{STDiagramImageCell| 1 | Zangief_djfrc4.png}}}} |{{STDiagramImageCell| 1 | Zangief_djfrc3&5.png}} |{{STDiagramImageCell| 1 | Zangief_djfrc2&6.png}} |{{STDiagramImageCell| 1 | Zangief_djfrc1&7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 7}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 3 | ∞}}
|}
 
 
</div>
 
 
===== <span class="invisible-header">jlk</span> =====
{{MoveData
| name    = Jumping Short
| input    = 8LK / {{u}}+{{lk}}
| subtitle = Jumping Light Kick
| image    = Zangief_njshrt2.png
| imageSize = 179x112px
| caption = Neutral Jump version
| image2    = Zangief_djshrt2_djfrwrd2.png
| imageSize2 = 179x112px
| caption2 = Diagonal Jump version
| data  =
{{AttackData-SSF2T
|version = Neutral Jump
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 3
|active = ∞
|recovery = N/A
|total = 3+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= <br>
}}
{{AttackData-SSF2T
|version = Diagonal Jump
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 1~7(-2)
  |dizzy= 1~7(-2)
  |dizzytime= 40
  |dizzytime= 40
  |cancel = Special
  |cancel = None
  |guard = High
  |guard = High
  |startup = 3
  |startup = 3
  |active = 40
  |active = 16
  |recovery = ∞
  |recovery = ∞
  |total = 43+∞
  |total = 19+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 2/1
  |meter = 2/1
  |description= A jumping split kick.
  |description= Zangief does a weak two foot kick. The neutral jump version lasts the whole jump and has worse vertical priority.
*Stays active for a while, but has a pitiful reach.
*The neutral jump version is OK for tick throwing if you ever find yourself within range and with enough momentum, but this is a rare occurence.
*Mostly useless.
*The diagonal jump version is Zangief's main air tick move, with good range and great SPD timing (it's the same whether or not the move hits or is blocked since aerial lights have equal blockstun and hitstun).
*If your opponent can consistently reverse these tick attempts, use Forward or Roundhouse instead, since they animate the same it'll be hard to tell the difference until it hits. Keep in mind this is only effective if your opponent actually blocks it (remember: aerial blockstun is gradual but aerial hitstun is constant).
*Also the best move to be used on safe jumps and can be used as an instant overhead.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-njlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-jlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jlk">
 
*'''Neutral Jump Version''':


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_njshrt2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njshrt1_djshrt1_njfrwrd1_djfrwrd1_njrh1.png}} |{{STDiagramImageCell| 1 | Zangief_njshrt2.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}}|{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|}
|}


*'''Diagonal Jump Version''':
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njshrt1_djshrt1_njfrwrd1_djfrwrd1_njrh1.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt2_djfrwrd2.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt3_njfrwrd3_djfrwrd3_njrh3.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt5_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt6_njfrwrd6_djfrwrd6_njrh6_djrh6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
</div>
</div>


===== <span class="invisible-header">njmk</span> =====
===== <span class="invisible-header">njmk</span> =====
{{MoveData
{{MoveData
| name    = Neutral Jumping Forward
| name    = Jumping Forward
| input    = 8MK
| input    = 8MK<br>{{u}}+{{mk}}
| subtitle = nj.{{Icon-Capcom|mk}}
| subtitle = Jumping Medium Kick
| image    = Ken_njfrwrd2.png
| image    = Zangief_njfrwrd2.png
| imageSize = 90x110px
| imageSize = 182x112px
| caption = Neutral Jump version
| image2    = Zangief_djshrt2_djfrwrd2.png
| imageSize2 = 179x112px
| caption2 = Diagonal Jump version
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 22[2]
  |damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 5~11
  |dizzytime= 50
  |dizzytime= 50(+10)
  |cancel = None
  |cancel = None
  |guard = High
  |guard = High
  |startup = 5
  |startup = 3
  |active = 13
  |active = 16
  |recovery = ∞
  |recovery = ∞
  |total = 18+∞
  |total = 19+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description= A slightly better jumping split kick.
  |description= Another two foot aerial kick.
*Stays active for some time.  
*The neutral jump version is again outclassed by neutral jump Roundhouse.
*Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.
*The diagonal jump version has the same animation and hurtboxes as the Short version, with more damage and stun.
*Can be used as a mix-up when air ticking with the Short version, but it's not as efficient due to the difference on hit and block stuns (i.e. you will have to know beforehand if it will hit or be blocked).
*Also his best move as an [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Instant_Overheads instant overhead].
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-njmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-jmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jmk">
 
*'''Neutral Jump Version''':


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njshrt1_djshrt1_njfrwrd1_djfrwrd1_njrh1.png}} |{{STDiagramImageCell| 1 | Zangief_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt3_njfrwrd3_djfrwrd3_njrh3.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt5_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt6_njfrwrd6_djfrwrd6_njrh6_djrh6.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}}  
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
 
*'''Diagonal Jump Version''':
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njshrt1_djshrt1_njfrwrd1_djfrwrd1_njrh1.png}} |{{STDiagramImageCell| 1 | Zangief_djfrwrd2.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt3_njfrwrd3_djfrwrd3_njrh3.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt5_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt6_njfrwrd6_djfrwrd6_njrh6_djrh6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}}  
|}
|}


Line 1,043: Line 1,123:




===== <span class="invisible-header">njhk</span> =====
===== <span class="invisible-header">jhk</span> =====
{{MoveData
{{MoveData
| name    = Neutral Jumping Roundhouse
| name    = Jumping Roundhouse
| input    = 8HK
| input    = 8HK / {{u}}+{{hk}}
| subtitle = nj.{{Icon-Capcom|hk}}
| subtitle = Jumping Heavy Kick
| image    = Ken_njrh2.png
| image    = Zangief_njrh2.png
| imageSize = 73x115px
| imageSize = 198x112px
| caption = First Hitbox
| caption = Neutral Jump ver.
| image2    = Ken_njrh3.png
| image2    = Zangief_djrh2.png
| imageSize2 = 102x111px
| imageSize2 = 181x112px
| caption2 = Second Hitbox
| caption2 = Diagonal Jump ver.
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 26[2]
  |damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 11~17(-1)
  |dizzy= 11~17 (-1)
  |dizzytime= 60(+20)
  |dizzytime= 60(+20)
  |cancel = Special/None
  |cancel = None
  |guard = High
  |guard = Mid
  |startup = 2
  |startup = 3
  |active = 8 (4/4)
  |active = 8
  |recovery = ∞
  |recovery = ∞
  |total = 10+∞
  |total = 11+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Neutral spin kick.  
  |description= One more two foot aerial kick.
*The first active part becomes active very fast, saving you from some troublesome situations.
*The neutral jump version has awesome range compared to neutral jump Short and Forward, making it his best neutral jump kick.
*It can also be special canceled for some reason.
*Has about the same range as neutral jump Fierce with less priority, but it hits lower which allows Zangief to beat some low moves (e.g. Blanka's slide).
*The second part has good reach, making it an effective normal to keep your opponent away.
*His startup hurtboxes are a lot smaller compared to his hurtboxes during his active frames, making this very good for trading.
 
*The diagonal jump version may be a bad move for trading (due to the premature projected hurtbox during startup) it's great for ''shenanigans'': whiff it on purpose and do an SPD right when Zangief lands. This technique is known as the ''diet screw'' in Japan, and it only works with Roundhouse since his hurtbox during the first recovery animation is much smaller than his other jumping kicks.
*This version can also be used as an [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Instant_Overheads instant overhead], but the timing is much more strict than the other kicks and it's impossible to perform against a significant chunk of the cast, so it's not very practical. You should only favor it over Forward when fighting Dee Jay, since he has the tallest crouching hurtbox in the game, making Roundhouse much more viable.
*Note that this move has 2px less horizontal range than diagonal jumping Fierce, but it also hits 7px lower, making it the best move to use against Low Tiger Shot. Against other projectiles, favor diagonal jumping Fierce.
 
*Both versions are very good moves for anticipating jump ins thanks to the fast startup.
*Old Zangief does a little more random damage with both versions.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-njhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">
*'''Neutral Jump Version''':
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njshrt1_djshrt1_njfrwrd1_djfrwrd1_njrh1.png}} |{{STDiagramImageCell| 1 | Zangief_njrh2.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt3_njfrwrd3_djfrwrd3_njrh3.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt5_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt6_njfrwrd6_djfrwrd6_njrh6_djrh6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
*'''Diagonal Jump Version''':


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njrh1.png}} |{{STDiagramImageCell| 1 | Ken_njrh2.png}} |{{STDiagramImageCell| 1 | Ken_njrh3.png}} |{{STDiagramImageCell| 1 | Ken_njrh4.png}} |{{STDiagramImageCell| 1 | Ken_njrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_djrh1.png}} |{{STDiagramImageCell| 1 | Zangief_djrh2.png}} |{{STDiagramImageCell| 1 | Zangief_djrh3.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt4_njfrwrd4_djfrwrd4_njrh4_djrh4.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt5_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 1 | Zangief_djshrt6_njfrwrd6_djfrwrd6_njrh6_djrh6.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}  |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|}
|}


</div>
</div>


===Diagonal Jump Normals===


===== <span class="invisible-header">djlp</span> =====
 
===Command Normals===
 
 
 
===== <span class="invisible-header">Headbutt</span> =====
{{MoveData
{{MoveData
| name    = Diagonal Jumping Jab
| name    = Headbutt
| input    = 7LP/9LP
| input    ={{b}} or {{f}} + {{mp}} or {{hp}}<br>4 or 6 + MP or HP
| subtitle = dj.{{Icon-Capcom|lp}}
| subtitle = Hop
| image    = Ken_djjab2.png
| image    = Zangief_hop7.png
| imageSize = 82x110px
| imageSize = 127x115px
| caption =  
| caption =  
| data  =  
| data  =
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 12[0]
|version = {{mp}}
  |dizzy= 1~7(-2)
  |damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
  |dizzytime= 40
  |dizzy= 1~7
  |cancel = Special
  |dizzytime= 70
  |guard = High
  |cancel = None
  |guard = Mid
|startup = 15
|active = 8
|recovery = 17
|total = 40
|frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |startup = 2
|meter = 4/3
  |active =
|description= <br>
  |recovery = N/A
}}
  |total = 2+∞
{{AttackData-SSF2T
|version = {{hp}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7
|dizzytime= 70
|cancel = None
|guard = Mid
  |startup = 15
  |active = 10
  |recovery = 18
  |total = 43
  |frameAdv = Dependent
  |frameAdv = Dependent
  |meter = 2/1
|actrange = N/A
  |description= Ken performs a jumping jab that is active throughout the whole jump.  
  |meter = 5/4
*Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.  
  |description= Zangief does a stupid little hop into a headbutt.
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
*Has no range, beats just about nothing and has a long recovery, making it just about useless, often coming out when you mistime a strong throw or try to use standing Strong as a poke.
*Beats Zangief's Lariats from the right distance and still hits him if he crouches.
*Was likely meant to be a way for Zangief to hop over lows, but it's not very good at that. It can avoid Shoto's crouching Roundhouse and Honda's long range sweep reliably though.
*The strong version has less attacking frames and momentum, but also less recovery. If you're going to try to use this move in footsies, against all odds, use the Strong version, since Fierce's recovery makes it pretty much unusable.
*If you somehow happen to land the Strong version, do a command grab right when Zangief lands.
*The only real use for this move is an easy and fast way to land a Super against a dizzied opponent.
*This move also has two interesting properties: It can be used to hop over Low Tiger Shots, but it's not really usable (i.e. the timing is quite strict, and it only really works against the fast ones) and you can use it to [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Corpse_Hopping hop over certain characters if they are crouching]. Against New Ryu, if he has Super and you knocked him down, a Fierce Headbutt from point blank and with meaty timing can avoid his reversal super in the same fashion as Claw's crouching Jab. As a plus, if he just wakes up crouching, Zangief will simply land on the other side, allowing for a command throw.
 
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-djlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
 
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlp">
<span class="mw-customtoggle-headbutt" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-headbutt">
 
*'''Strong Version''':


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djjab1.png}} |{{STDiagramImageCell| 1 | Ken_djjab2.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_hop1&3&10.png}} |{{STDiagramImageCell| 1 | Zangief_hop2.png}} |{{STDiagramImageCell| 1 | Zangief_hop1&3&10.png}} |{{STDiagramImageCell| 1 | Zangief_hop4.png}} |{{STDiagramImageCell| 1 | Zangief_hop5.png}} |{{STDiagramImageCell| 1 | Zangief_hop6.png}} |{{STDiagramImageCell| 1 | Zangief_hop7.png}} |{{STDiagramImageCell| 1 | Zangief_hop8strng.png}} |{{STDiagramImageCell| 1 | Zangief_hop9.png}} |{{STDiagramImageCell| 1 | Zangief_hop1&3&10.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| }}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 15}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 17}}
|}
 
*'''Fierce Version''':
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_hop1&3&10.png}} |{{STDiagramImageCell| 1 | Zangief_hop2.png}} |{{STDiagramImageCell| 1 | Zangief_hop1&3&10.png}} |{{STDiagramImageCell| 1 | Zangief_hop4.png}} |{{STDiagramImageCell| 1 | Zangief_hop5.png}} |{{STDiagramImageCell| 1 | Zangief_hop6.png}} |{{STDiagramImageCell| 1 | Zangief_hop7.png}} |{{STDiagramImageCell| 1 | Zangief_hop8frc.png}} |{{STDiagramImageCell| 1 | Zangief_hop9.png}} |{{STDiagramImageCell| 1 | Zangief_hop1&3&10.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 15}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 3 | 18}}
|}
|}


</div>
</div>


===== <span class="invisible-header">djmp</span> =====
===== <span class="invisible-header">Air Headbutt</span> =====
{{MoveData
{{MoveData
| name    = Diagonal Jumping Strong
| name    = Air Headbutt
| input    = 7MP/9MP
| input    = During Neutral Jump<br>{{u}} + {{mp}} or {{hp}}<br> 8 MP or HP
| subtitle = dj.{{Icon-Capcom|mp}}
| subtitle =
| image    = Ken_njstrng3_djstrng3.png
| image    = Zangief_hb2strng.png
| imageSize = 96x110px
| imageSize = 127x127px
| caption = Strong Version
| image2    = Zangief_hb2frc.png
| imageSize2 = 127x135px
| caption2 = Fierce Version
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 22[2]
|version = {{mp}}
  |dizzy= 5~11
  |damage = {{tooltip|text=26[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
  |dizzytime= 50
  |dizzy= 21~27 (World)<br>28~34 (JP)
  |cancel = Special
  |dizzytime= 100 (World)<br>90 (JP)
  |cancel = None
  |guard = High
  |guard = High
|actrange = N/A
  |startup = 3
  |startup = 4
  |active = 8
  |active = 8
  |recovery = ∞
  |recovery = ∞
  |total = 12+∞
  |total = 11+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
|actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description= An aerial punch, similar to the neutral jump version.
  |description= <br>
*Very good horizontal reach and priority.
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
*This attack does not hit crouching opponents.
*The neutral version is the same, but with more active frames.
  }}
  }}
{{AttackData-SSF2T
|version = {{hp}}
|damage = {{tooltip|text=32[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 21~27 (World)<br>28~34 (JP)
|dizzytime= 100 (World)<br>90 (JP)
|cancel = None
|guard = High
|startup = 3
|active = 6
|recovery = ∞
|total = 9+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Zangief does a headbutt midair. One of the hardest moves to land in the game, likely on purpose.
*This move does differing stun depending on the region your game is in. The Japanese version gives you enough stun to usually stun your opponent in 1 hit, while every other region still does a respectable amount of stun, but can't 1 hit stun.
*The Fierce version has better priority and damage in exchange for less attacking frames.
*If you want that instant dizy, train yourself to punish badly whiffed specials (like non jab Shoryukens and the like).
*Feeling brave? Try this against Dhalsim at max range to hit his limbs.
  }}
  }}
}}
<span class="mw-customtoggle-airbutt" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-airbutt">


<span class="mw-customtoggle-njmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
*'''Strong Version''':
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmp">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 1 |Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_hb1.png}} |{{STDiagramImageCell| 1 | Zangief_hb2strng.png}} |{{STDiagramImageCell| 1 | Zangief_hb3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| }}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| }}
|}
 
*'''Fierce Version''':
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_hb1.png}} |{{STDiagramImageCell| 1 | Zangief_hb2frc.png}} |{{STDiagramImageCell| 1 | Zangief_hb3.png}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|}
|}


</div>
</div>


===== <span class="invisible-header">djhp</span> =====
 
===== <span class="invisible-header">Flying Body Press</span> =====
{{MoveData
{{MoveData
| name    = Diagonal Jumping Fierce
| name    = Flying Body Press
| input    = 7HP/9HP
| input    = During Diagonal Jump<br>{{d}} + {{hp}} <br> 2HP
| subtitle = dj.{{Icon-Capcom|hp}}
| subtitle = Chest Splash
| image    = Ken_djfrc3.png
| image    = Zangief_splash2.png
| imageSize = 99x110px
| imageSize = 176x108px
| caption =  
| caption =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 24[1]
  |damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 3~9
  |dizzy= 11~17(-1)
  |dizzytime= 40
  |dizzytime= 60(+20)
  |cancel = Special
  |cancel = None
  |guard = High
  |guard = High
  |startup = 4
  |startup = 5
  |active = 8
  |active =
  |recovery =
  |recovery = N/A
  |total = 12+∞
  |total = 5+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 5/4
  |meter = 5/4
  |description= Ken's strongest jumping punch.
  |description= Zangief does a body press with his hairy chest.
*Very good air to ground priority.  
*His only crossup move, and for that reason a vital tool in his kit. It's very important in cross-up combos or block strings into ticking.
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.  
*Damage is a little low for a Fierce move but the priority compensates for it.
*The Neutral Jump version has more stun and active frames.
*Does a poor job in air to airs, but for air to ground it does OK against some of the worse anti-airs.
*Zangief's legs are invulnerable during this move, great for crossups since he can use it while being safe from certain specials (e.g. Shoryukens) when he's landing on the opposite side.
*There's some funny uses for this move: against New Ryu, if he's about to die and you can anticipate a reversal, you can jump and do it late, causing the move to trade with a reversal Shoryuken for the win. It can also beat Sagat's Tiger Uppercuts if timed to hit right after the invulnerable part. Don't rely on these tactics though, as an experienced player can just delay their reversal, hitting Zangief cleanly for big damage.
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-djhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
 
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhp">
<span class="mw-customtoggle-press" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-press">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djfrc1.png}} |{{STDiagramImageCell| 1 | Ken_djfrc2.png}} |{{STDiagramImageCell| 1 | Ken_djfrc3.png}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_splash1.png}} |{{STDiagramImageCell| 1 | Zangief_splash2.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| ∞}}
|}
|}


</div>
</div>


===== <span class="invisible-header">djlk</span> =====
===== <span class="invisible-header">Double Knee Drop</span> =====
{{MoveData
{{MoveData
| name    = Diagonal Jumping Short
| name    = Double Knee Drop
| input    = 7LK/9LK
| input    = During Diagonal Jump<br>{{d}} + {{lk}} or {{mk}}<br> 2 LK or MK
| subtitle = dj.{{Icon-Capcom|lk}}
| subtitle =
| image    = Ken_djshrt3.png
| image    = Zangief_knee2shrt.png
| imageSize = 77x110px
| imageSize = 117x119px
| caption = His hurtbox gets a bit bigger after 10 frames.
| caption = Short Version
| image2    = Zangief_knee2frwrd.png
| imageSize2 = 116x119px
| caption2 = Forward Version
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 12[2]
|version = {{lk}}
  |damage = {{tooltip|text=16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 1~7(-2)
  |dizzy= 1~7(-2)
  |dizzytime= 40
  |dizzytime= 40
Line 1,230: Line 1,404:
  |active = ∞
  |active = ∞
  |recovery = N/A
  |recovery = N/A
  |total = 5+∞
  |total = +∞
  |frameAdv = Dependent
  |frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
  |meter = 2/1
  |meter = 2/1
  |description= Ken's jumping knee.
  |description= <br>
*Stays out for quite some time, but safe jumps aside, this does not have many uses.
*Its main downside is the short reach.
}}
  }}
  }}
<span class="mw-customtoggle-djlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlk">
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djshrt1.png}} |{{STDiagramImageCell| 1 | Ken_djshrt2.png}} |{{STDiagramImageCell| 1 | Ken_djshrt3.png}} |{{STDiagramImageCell| 1 | Ken_djshrt4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}}  |{{STDiagramCellColSpan| 2 | ∞}}
|}
</div>
===== <span class="invisible-header">djmk</span> =====
{{MoveData
| name    = Diagonal Jumping Forward
| input    = 7MK/9MK
| subtitle = dj.{{Icon-Capcom|mk}}
| image    = Ken_djfrwrd4.png
| imageSize = 110x110px
| caption  = First hitbox. The crossup part.
| image2    = Ken_djfrwrd5.png
| imageSize2 = 110x110px
| caption2  = Second hitbox. How the hitbox shifts is one of life's greatest mysteries.
| data  =
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = First Hitbox
  |version = {{mk}}
  |damage = 26[2]/22[2]
  |damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 3~9/5~11
  |dizzy= 1~7(-2)
  |dizzytime= 40/50(+10)
  |dizzytime= 40
  |cancel = None
  |cancel = None
  |guard = High
  |guard = High
|actrange = N/A
  |startup = 7
  |startup = 5
  |active = 18
  |active = 13 (5/8)
  |recovery = ∞
  |recovery = ∞
  |total = 18+∞
  |total = 25+∞
  |frameAdv = Dependent
  |frameAdv = Dependent
|actrange = N/A
  |meter = 4/3
  |meter = 4/3
  |description= Ken brings his knee down, then his leg realizes it needs to put its hurtbox out.
  |description= Zangief does a double knee attack in the air.
*His main crossup, alongside Air Tatsu.
*The short version has two main uses: It's perfect as a [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Safe_Jumps safe jump] attack since it's light attack that stays active the whole jump (light attacks have the same hit/blockstun) and as a tick into Super.
*Unsuitable as an air to air due to the huge startup.
*It's a good idea to mix it up with diagonal Short when going for Super just to make thenm think that you're going to tick into SPD or whatnot. When folks know that Zangief is going for a Super they may counter throw, and they tend to be successful since Zangief's Super has mediocre throw range.
 
*The forward version is better as an air to ground tool thanks to its amazing vertical priority. It's very good against low hitting kicks and some other anti airs if timed right. Emphasis on the right timing: It's active for 18 frames, and the recovery has hurtboxes projected out of place which makes it easily punishable.
*You can also use this to beat E.Honda's Headbutt, but keep in mind you will have to land on top of Honda or it will be beaten, cleanly.
*This can also be used as an [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Instant_Overheads instant overhead] against some characters, but Zangief has better options for that.
*Zangief inflicts very low dizzy with this move, so limit use for when you actually need its "anti-anti-air" priorities.
 
*Old Zangief does more damage with both versions, for some reason.
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-djmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
 
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmk">
<span class="mw-customtoggle-kneedrop" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-kneedrop">
 
*'''Short Version''':


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd4.png}} |{{STDiagramImageCell| 1 |Ken_djfrwrd5.png}} |{{STDiagramImageCell| 1 |Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 1 |Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 |Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_knee1short_knee1&3frwrd.png }} |{{STDiagramImageCell| 1 | Zangief_knee2shrt.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| }}
|}
 
*'''Forward Version''':


{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_knee1short_knee1&3frwrd.png }} |{{STDiagramImageCell| 1 | Zangief_knee2frwrd.png}} |{{STDiagramImageCell| 1 | Zangief_knee1short_knee1&3frwrd.png }} |{{STDiagramImageCell| 1 | Zangief_knee4frwrd.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 7}} |{{STDiagramCell| 18}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 5}} |{{STDiagramCellColSpan | 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}}  
{{STDiagramCell| Simplified}} |{{STDiagramCell| 7}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}


</div>
</div>
==Throws==
Zangief can perform throws/holds with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}} and {{Icon-Capcom|hk}}. He can also perform a throw while crouching using {{Icon-Capcom|mp}} or {{Icon-Capcom|hp}}. He even has two air throws with {{Icon-Capcom|mp}}/{{Icon-Capcom|hp}} or {{Icon-Capcom|mk}}/{{Icon-Capcom|hk}}.


===== <span class="invisible-header">djhk</span> =====
{{MoveData
{{MoveData
| name    = Diagonal Jumping Roundhouse
| name    = Stomach Claw
| input    = 7HK/9HK
| input    = Close<br> {{d}} + {{mp}} or {{hp}}<br>2 MP/HP
| subtitle = dj.{{Icon-Capcom|hk}}
| subtitle =  
| image    = Ken_djrh3.png
| image    = zangief_stomclaw.png
| imageSize = 123x110px
| imageSize = 154x114px
| caption  =  
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 26[2]
  |damage = 26 + 4*n
  |dizzy= 3~9
  |dizzy= 0
  |dizzytime= 40
  |dizzytime= 0
  |cancel = None
  |cancel = None
  |guard = High
  |guard = Grab
  |startup = 5
  |startup = 1
  |active = 7
  |active = 1
  |recovery =
  |recovery = Dependent
  |total = 12+∞
  |total = 2
  |frameAdv = Dependent
  |frameAdv = N/A
|actrange = N/A
  |actrange = 69 (from axis)<br>24 (from throwable box)
  |meter = 5/4
  |description= Zangief's unique crouching hold, a variation of his standing Fierce grab.
  |description= A full power kick.
*Sometimes comes out when you're trying to do a crouching Strong opke, and that's fine since this hold does more damage. It's still mediocre for a hold (Long startup on the first hit, usually hits 2 to 3 times), but it's still a great defensive move, making Zangief practically immune to low/grab mixups, since you can do both while crouching.
*Can't be used as a crossup due to the nerfed hitbox.
*Also very good on the Dee Jay matchup: it work as an OS on his wake up, since if it whiffs, the crouching Strong that comes out instead will beat his Jackknife Maximum upkicks as well as his Rolling Sobat.
*Still has good reach, but can be countered if you whiff due to projected hurtboxes.  
*Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-djhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
 
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhk">
 
<span class="mw-customtoggle-crthrow" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crthrow">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djrh1.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 1 | Ken_djrh3.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 |Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png }} |{{STDiagramImageCell| 1 |Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramImageCell| 1 | Zangief_crthrow.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}}  |{{STDiagramCellColSpan | 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}}  
|}
|}
</div>


</div>


{{MoveData
| name    = Piledriver
| input    = Close<br> {{b}}/{{f}} + {{mp}}<br>4/6 MP
| subtitle =
| image    = zangief_piledriver.png
| imageSize = 102x92px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 32
|dizzy= 7~13
|dizzytime= 100
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|actrange = 69 (from axis)<br>24 (from throwable box)
|description= A piledriver, without the spin.
*Zangief's most important normal throw, alongside his crouching one.
*Since Zangief sits on his opponent's head, they'll always stay in front of Zangief.
*Sets up a crossup Body Press when unteched. This makes it very good against Old characters (since they can't tech throws) because you can "loop" it. It works like this: after you grab them, do a Banishing Flat, cross up Press, and now you can mix up with 0-2 crouching Jabs and then throw again.
}}
}}




==Throws==
{{MoveData
| name    = Iron Claw
| input    = Close<br> {{b}}/{{f}} + {{hp}}<br>4/6 HP
| subtitle =  
| image    = zangief_ironclaw.png
| imageSize = 126x110px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 26 + 4*n
|dizzy= 0
|dizzytime= 0
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|actrange = 69 (from axis)<br>24 (from throwable box)
|description= Zangief noogies his opponent's face for multiple hits.
*Totally outclassed by Bite since it has more startup (i.e. it takes longer for Zangief to do the first hit), the opponent is released farther away from you and it has the same maximum theoretical amount of hits.
*Don't use this on purpose.
}}
}}


Ken can throw with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}}, and {{Icon-Capcom|hk}}. He also has an Air Throw.


{{MoveData
{{MoveData
| name    = Shoulder Throw
| name    = Brain Buster
| input    = cl.6MP or 4MP/ cl.6HP or 4HP
| input    = Close<br> {{b}}/{{f}} + {{mk}}<br>4/6 MK
| subtitle = Seoi Nage
| subtitle =  
| image    = ssf2t_ken_kthrow.png
| image    = zangief_brainbuster.png
| imageSize = 162x148px
| imageSize = 224x71px
| caption  =  
| caption  =  
| data  =  
| data  =  
Line 1,363: Line 1,573:
  |total = 2
  |total = 2
  |frameAdv = N/A
  |frameAdv = N/A
|invul = N/A
  |actrange = 69 (from axis)<br>24 (from throwable box)
  |actrange = 48 (from axis) 19 (from throwable box)
  |description= Zangief brings his opponent's head down to the floor, throwing them behind him.
|juggle = No
*Not as useful as Piledriver since his opponent is thrown too far for a crossup, but if you're cornered and need the opponent on the other side, here you go.
  |description= Ken's Punch throw, where he throws his enemy above his head.
*Can be activated with either Strong or Fierce.
*The direction you're holding determines the direction you'll throw in.  
*Useful over Knee Bash if you're about to dizzy/K.O. your opponent or if you need the OS with Fierce normals in case the throw attempt fails.
  }}
  }}
  }}
  }}
Line 1,375: Line 1,581:


{{MoveData
{{MoveData
| name    = Knee Bash
| name    = Bite
| input    = cl.6MK or 4MK
| input    = Close<br> {{b}}/{{f}} + {{hk}}<br>4/6 HK
| subtitle = Tsukami Nage
| subtitle = Kamitsuki
| image    = ssf2t_ken_hold.png
| image    = zangief_bite.png
| imageSize = 74x128px
| imageSize = 116x104px
| caption  = Welcome to mixup city, bad boy!
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
Line 1,393: Line 1,599:
  |total = 2
  |total = 2
  |frameAdv = N/A
  |frameAdv = N/A
|invul = N/A
  |actrange = 69 (from axis)<br>24 (from throwable box)
  |actrange = 48 (from axis) 19 (from throwable box)
  |description= Zangief bites his opponent for multiple hits.
|juggle = No
*Does great damage, and would be amazing on any other character, but if you're going to grab you'll usually want to SPD instead.
  |description= Ken's Hold.
*It's possible to [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Bite_Cross_Unders cross under] some characters if you trap them in the corner.
*Activated with either Forward.
*The direction you're holding determines the direction you'll throw in.  
*Amount of hits is set at 5, then added/subtracted through mashing.
*Leads to a bunch of mixups since you can walk under your opponent as they're being thrown.
*A few examples are walk up combo, walk under combo, jump in combo, tick throws, or jab Shoryuken.
*More detailed strategies are in the Strategy section.
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-throw">
{{STDiagramHeader}}
{{STDiagramImageCell| 1 | Zangief_stthrowb.png}} {{STDiagramImageCell| 1 | Zangief_stthrow.png}} {{STDiagramImageCell| 1 | Zangief_stthrowf.png}}
|}
</div>


{{MoveData
{{MoveData
| name    = Hell Wheel
| name    = Aerial Deadly Drive
| input    = cl.6HK or 4HK. In the air, any direction except 8 + MK.
| input    = {{tooltip|text=Close, in Air<br> Any direction but {{u}} + {{mp}}/{{hp}}<br>Any direction but 8 + MP/HP|hovertext=Min activation height: 48/48 upwards/downwards}}
| subtitle = Jigoku Gurama
| subtitle =  
| image    = ssf2t_ken_pthrow.png
| image    = Zangief_airdeaddrive.png
| imageSize = 177x240px
| imageSize = 191x102px
| caption  = Usable in the air, too!
| caption  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 32
  |damage = 42
  |dizzy= 7~13
  |dizzy= 7~13
  |dizzytime= 100
  |dizzytime= 100
Line 1,425: Line 1,635:
  |total = 2
  |total = 2
  |frameAdv = N/A
  |frameAdv = N/A
|invul = N/A
  |actrange = 61 (from axis)<br>16 (from throwable box)
  |actrange = 48 (from axis) 19 (from throwable box)
  |description= Zangief throws his opponent down in the direction pressed.
|juggle = No
*Does more damage than the Kick air throw but the follow up game is weaker.
  |description= Ken's Heavy Kick throw, where he pulls his enemy towards himself, rolls, and then throws his enemy with his leg.
*Activated with Roundhouse.
*The direction you're holding determines the direction you'll throw in.  
*Moves the enemy farther than his Punch throw, so it's useful for cornering opponents.
*Also useful for Throw for the Win tactics, like his Punch throw.
*May be useful when you use Standing Roundhouse as an OS in case the throw attempt fails.
*Must be 56 units upwards/48 units downward to use in air.
*Air version usually comes out accidentally, but still has decent range and activation height.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-throw" style="color: cyan">Click to toggle throwbox data.</span>
<span class="mw-customtoggle-pairthrow" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-throw">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-pairthrow">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramImageCell| 1 | Ken_throwb.png}} |{{STDiagramImageCell| 1 | Ken_throw.png}} |{{STDiagramImageCell| 1 | Ken_throwf.png}}  
{{STDiagramImageCell| 1 | Zangief_pairthrow.png}}
|}
|}
</div>
{{MoveData
| name    = Aerial Leg Throw
| input    = {{tooltip|text=Close, in Air<br> Any direction but {{u}} + {{mk}}/{{hk}}<br>Any direction but 8 + MK/HK|hovertext=Min activation height: 48/48 upwards/downwards}}
| subtitle =
| image    = Zangief_airdeaddrive.png
| imageSize = 191x102px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 32
|dizzy= 7~13
|dizzytime= 100
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|actrange = 61 (from axis)<br>16 (from throwable box)
|description= Zangief tosses his opponent over his head in the direction pressed.
*This is the better air throw because it leaves the opponent closer, but it's still rarely used.
}}
}}
<span class="mw-customtoggle-kairthrow" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-kairthrow">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramImageCell| 1 | Ken_airthrow.png}}
{{STDiagramImageCell| 1 | Zangief_kairthrow.png}}
|}
|}


</div>
</div>




==Special Moves==
==Special Moves==


=== <span class="invisible-header">Hadoken</span> ===
=== <span class="invisible-header">Spinning Piledriver</span> ===
{{MoveData
{{MoveData
| name    = Hadoken
| name    = Spinning Piledriver
| input    = 236P
| input    = {{tooltip|text={{360}} + {{p}}|hovertext=Detailed Input: (→ [7~14f] ↓ [7~14f] ← [7~14f] ↑ [12/9/7/4f] Jab/Strong/Fierce/any P if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order. More explanation in the Strategy page.)}}
| subtitle = Fireball/{{motion|qcf}}+{{Icon-Capcom|p}}
| subtitle =
| image    = Ken_fb8jab.png
| image    = Zangief_spd.png
| imageSize = 166x85px
| imageSize = 108x105px
| caption  = Mainly for applying pressure.
| image2    = Zangief_piledriver.png
| imageSize2 = 102x92px
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = {{Icon-Capcom|lp}}
  |version = {{Icon-Capcom|lp}}
  |damage = 18[0]
  |damage = {{tooltip|text=42[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 5~11
  |dizzy= 7~13
  |dizzytime= 110
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup = 13
  |startup = 1
  |active = Traveling
  |active = 1*
  |recovery = {{Tooltip | text=40* | hovertext = Affected by the Fireball Recovery Glitch.}}
  |recovery = 32
  |total = 53
  |total = 34
  |frameAdv = -4 (Point Blank)
  |frameAdv = Hard Down
|invul = N/A
  |actrange = N/A
  |actrange = N/A
|juggle = No
  |meter = 20*
  |meter = 2
  |description= <br>
  |description= Ken's iconic fireball, now with extra hands.
 
*This is the weakest version, with the least speed, damage, and recovery.
*Generally harder to hit enemies out of moves due to the increased startup.
  }}
  }}
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = {{Icon-Capcom|mp}}
  |version = {{Icon-Capcom|mp}}
  |damage = 20[0]
  |damage = {{tooltip|text=46[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 7~13
  |dizzy= 7~13
  |dizzytime= 110
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup = 13
  |startup = 1
  |active = Traveling
  |active = 1*
  |recovery = {{Tooltip | text=41* | hovertext = Affected by the Fireball Recovery Glitch.}}
  |recovery = 34
  |total = 54
  |total = 36
  |frameAdv = -5 (Point Blank)
  |frameAdv = Hard Down
|invul = N/A
  |actrange = N/A
  |actrange = N/A
|juggle = No
  |meter = 20*
  |meter = 2
  |description= <br>
  |description= *Midway in terms of damage, speed, and recovery.
*All 3 versions have the same startup, but differ in recovery frames. (This is almost imperceptible, however.)
*Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
*This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
*Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]].
  }}
  }}
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = {{Icon-Capcom|hp}}
  |version = {{Icon-Capcom|hp}}
  |damage = 22[0]
  |damage = {{tooltip|text=50[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
  |dizzy= 7~13
  |dizzy= 7~13
  |dizzytime= 110
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Mid
  |startup = 13
  |startup = 1
  |active = Traveling
  |active = 1*
  |recovery = {{Tooltip | text=42* | hovertext = Affected by the Fireball Recovery Glitch.}}
  |recovery = 36
  |total = 55
  |total = 38
  |frameAdv = -6 (Point Blank)
  |frameAdv = Hard Down
|invul = N/A
  |actrange = N/A
  |actrange = N/A
|juggle = No
  |meter = 20*
  |meter = 2
  |description= Zangief attempts to grab the enemy. If he succeeds, he'll jump up, spin, and slam their head to the ground.
  |description= *Maximum damage, speed, and recovery. The strongest non-super projectile in the game, in terms of damage.
*This is a command throw with excellent range that does good damage; this is Zangief's most important move.  
*With Hadokens, you can force your enemy to jump and anti air them with a Shoryuken, trap them in the corner, force them to throw fireballs and punish when they least expect it, or put them on the defensive, making it easier to approach.
*All versions have the same range, unlike later games in the series that give Jab a better range and Fierce a worse one.  
*Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
*The Jab version does the worst damage and Fierce does the highest, this alone is enough reason for you to favor using the Fierce version most of the time. Fierce also covers more ground during the spinning animation and Jab covers less, that's another reason why Fierce is preferable most of the time since you always want to push the opponent to the nearest corner whenever possible.
 
*Also, the Jab version also has a whiff animation that doesn't last as long as Fierce, although it does not vary that much: if the opponent manages to get a reversal out or if you do it incorrectly, you'll get hit either way.
*Finally, Jab has a more lenient window for the P input, which as a consequence allows for more grabbable frames during the whiff animation (See Getting more throw attempts during the SPD in the Strategy section).
*Another minor tidbit to be aware of is that a successful SPD will only give you the full 20 points of Super meter when it grabs the opponent on the first grabbing frame, if it grabs the opponent during the whiff animation then it will give only 5 points of super meter.
*As stated above, you should be using the Fierce version on most cases, but there are a few exceptions. Good uses for the Jab version are: when any SPD can win the round and you'd preffer to just get more active frames on your SPD to guarantee the tick, or if you're doing a SPD in a situation in which the opponent's throwbox is delayed. Also, on a few matchups, when you already have the opponent cornered, a Jab/Strong SPD may be used instead because landing too close to the corner may result in the opponent getting knocked down in a strange way that may not allow you to follow up with anything (they get up faster), specially if the tick string leaves Zangief too close to the opponent (e.g. an aerial move linked into a single light attack). There's only 4 matchups that you really need to care about it though: against Guile and Dhalsim, as long the safe jump tick string spaces Zangief far enough then the problem is negated; agaisnt Claw it's apparently impossible to make he bounce high enough for you to be able to safe jump him, but if you space it well you can still safe tick; against Chun there isn't much you can do, unfortunatelly. Anyway, if you do reversals with triple taps you'll never end up using the Strong version, but some players like to piano Strong and Fierce for reversals. If that's what you choose to do, keep in mind that you shouldn't piano all 3 P buttons to increase your reversal chances, because a Lariat may come out by accident.
*If done after a tick and out of opponents throw range, the opponent can only escape by doing a reversal-timed instantly-invincible attack, like a dragon punch, or a move that puts the character in the air instantly, like Blanka's rolling attack.
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-hadoken" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-spd" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hadoken">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-spd">


*<b>Startup:</b>
*<b>Throwbox</b>:


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb1.png}} |{{STDiagramImageCell| 1 | Ken_fb2.png}} |{{STDiagramImageCell| 1 | Ken_fb3.png}} |{{STDiagramImageCell| 1 | Ken_fb4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_spd0.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 13}}
|}
|}


*<b>Active:</b>
*<b>Whiff Animation</b>:
 
*<b>Jab Version:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6bjab.png}} |{{STDiagramImageCell| 1 | Ken_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ken_fb8bjab.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_whiff1%265.png}} |{{STDiagramImageCell| 1 | Zangief_whiff2&4.png}} |{{STDiagramImageCell| 1 | Zangief_whiff3.png}} |{{STDiagramImageCell| 1 | Zangief_whiff2&4.png}} |{{STDiagramImageCell| 1 | Zangief_whiff1%265.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 16}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 40}}
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | 32}}
|}
 
*<b>Strong Version:</b>
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6bstrng.png}} |{{STDiagramImageCell| 1 | Ken_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ken_fb8bstrng.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 18}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 41}}
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | 34}}
|}
 
*<b>Fierce Version:</b>
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6frc.png}} |{{STDiagramImageCell| 1 | Ken_fb7frc.png}} |{{STDiagramImageCell| 1 | Ken_fb8frc.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 20}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 42}}
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | 20}}
|}
|}
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.


</div>
</div>
Line 1,579: Line 1,789:




=== <span class="invisible-header">Shoryuken</span> ===
=== <span class="invisible-header">Atomic Suplex</span> ===
{{MoveData
{{MoveData
| name    = Shoryuken
| name    = Atomic Suplex
| input    = 623P
| input    = {{tooltip|text=Close<br>{{360}} + {{k}} / 360K|hovertext=Detailed Input: → [7~14f] ↓ [7~14f] ← [7~14f] ↑ [12/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order. More explanation in the Strategy page.}
| subtitle = Dragon Punch/{{motion|dp}}+{{Icon-Capcom|p}}
| subtitle =  
| image    = Ken_srk1frc.png
| image   = Zangief_atomicsuplex.png
| imageSize = 62x84px
| imageSize = 166x92x
| caption  = First hitbox (Fierce Only)
| caption =  
| image2    = Ken_srk2.png
| imageSize2 = 81x89px
| caption2  = Second hitbox. (Jab/Strong ver.)
| image3   = Ken_srk3frc.png
| imageSize3 = 85x128px
| caption3 = Third hitbox (Fierce ver.)
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = {{Icon-Capcom|lp}}
  |version = {{Icon-Capcom|lk}}
  |damage = 38[2]/22[2]
  |damage = 20 + {{tooltip|text=30[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
  |dizzy= 9~15/2~8
  |dizzy= 7~13
  |dizzytime= 100/90
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Grab
  |startup = 2
  |startup = 0
  |active = 18 (4/14)
  |active = 1
  |recovery = 19
  |recovery = {{tooltip|text=N/A|hovertext=If this move whiffs, you'll perform a Flying Power Bomb instead.}}
  |total = 39
  |total = Dependent
  |frameAdv = -12 (Blocked)/Hard Knockdown
  |frameAdv = Hard Down
  |actrange = N/A
  |actrange = 0-66 (from axis)<br>0-21 (from throwable box)
  |meter = 8
  |meter = 24
  |description= *Ken's unmistakable uppercut. Invincible on frames 1-6.
  |description= <br>
*Jab does the most damage in a vacuum and rises the least.
*Most obvious use is a general-purpose anti-air, as it's easy to land.
*Properly time this and you'll beat any normal your opponent might throw out. Miss and you'll likely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
*Allows for continued pressure after a knockdown.
*Easier to perform in neutral than Ryu's due to the added horizontal priority and lesser recovery.
*Also can be used to avoid projectiles due to the invincibility frames.
*Ken's best reversal, since it's safe on block due to the knockback/great rising priority.
*Likely your go-to combo ender since all other versions will whiff the knockdown part when used in combos.
*While other Shoryukens do deal more damage when all hits connect, they'll likely whiff if used in combos.
*In addition, the first hit of jab Shoryu is a confirmed knockdown, while all other Shoryus need more hits to knockdown. This will likely be your go-to combo ender as a result.
*Not just Ken's bread and butter, it's the whole damn bakery.
 
  }}
  }}
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = {{Icon-Capcom|mp}}
  |version = {{Icon-Capcom|mk}}
  |damage = 34[0] ~ 14[0]
  |damage =  20 + {{tooltip|text=34[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
  |dizzy= 9~15 > 2~8
  |dizzy= 7~13
  |dizzytime= 100 ~ 90
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Grab
  |startup = 2
  |startup = 0
  |active = 26 (4 ~ 22)
  |active = 1
  |recovery = 27
  |recovery = {{tooltip|text=N/A|hovertext=If this move whiffs, you'll perform a Flying Power Bomb instead.}}
  |total = 55
  |total = Dependent
  |frameAdv = -28 (Blocked)
  |frameAdv = Grab, Hard Down
  |actrange = N/A
  |actrange = 0-669(from axis)<br>0-24 (from throwable box)
|juggle = No
  |meter = 24
  |meter = 8
  |description= <br>
  |description= *Stronger when raw, bit more height and recovery. Invincible on frames 1-6.
*Airborne after 8 frames (Goes for all versions).
*Knocks down on hit, but will likely whiff if used in combos.
*Not invulnerable while ascending, so some air attacks will trade/beat it. For example, Old Chun-Li's diagonal kicks and New Chun-Li's neutral Fierce beat the rising part.
 
 
  }}
  }}
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |version = {{Icon-Capcom|hp}} First Hitbox
  |version = {{Icon-Capcom|hk}}
  |damage = 4[0] ~ 32[0] ~ 12[0]
  |damage = 20 + {{tooltip|text=32[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
  |dizzy= 1~7 > 9~15 > 1~7
  |dizzy= 9~15
  |dizzytime= 30 ~ 100 ~ 30
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = Grab
  |startup = 0
  |startup = 0
  |active = 30 (2 ~ 2 ~ 26)
  |active = 1
  |recovery = 34
  |recovery = {{tooltip|text=N/A|hovertext=If this move whiffs, you'll perform a Flying Power Bomb instead.}}
  |total = 64
  |total = Dependent
  |frameAdv = -39 (Blocked)/Hard Knockdown (Third Hit)
  |frameAdv = Hard Down
  |actrange = N/A
  |actrange = 0-83 (from axis)<br>0-38 (from throwable box)
  |meter = 8
  |meter = 7
  |description = Ken's fiery passion burns in his strongest Shoryuken (when hit raw, in most situations Jab is better). Invincible on frames 1-5.
  |description= When used up close, Zangief will deal massive damage with 2 suplexes.
*First hit forces a crouching flaming hitstun on hit.
 
*Second hit forces a standing flaming hitstun on hit, but will likely whiff if used in combos.
*If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab.
*Third hit does a hard knockdown, but will also likely whiff if used in combos.
*This command throw deals more damage than the SPD, but its range is much smaller. If you are right up close, you can go for this instead of a SPD for more damage, but your follow up game is usually worse: If done on any distance that won't corner the opponent (e.g. midscreen), doing a SPD instead will allow Zangief to get much more closer to the waking up opponent (around 30px closer) than if he did a Suplex.  
*Deals the most damage while ascending, but still controls a good amount of air space.
*On the other hand, this move has better potential for moving the opponent to their own corner, specially the Roundhouse version. This also gives a little more meter than a SPD, but since Zangief's Super is very unpractical to use, this distinction tends to be ignored.
*Useful if you're not sure a Jab Shoryuken will reach far enough, but will ironically sacrifice damage for it.
*If done after a tick, the opponent can only escape by doing a reversal-timed frame 1 invincible/airborne attack.  
*Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)
*Always use the Roundhouse version because it has better throw range, damage potential and releases the opponent sligthly closer to their corner, while having meaningless downsides (smaller input window; built in OS with Roundhouse Running Bear Grab that has a slower startup than the other Running Bear Grabs).  
*The best moves to tick this from are Close Standing Short and Crouching Strong because they both leave Zangief at very little or no frame advantage, this means that a Flying Power Bomb will very rarely come out (unless the normal was meaty timed), with Crouching Strong leaving Zangief at optimal range for it.  
*Something worth mentioning is that the Roundhouse version is Zangief's best command grab to use on a crossup before turning (the throwbox extends after the pushbox's back by some pixels)
 


  }}
  }}
  }}
  }}


<span class="mw-customtoggle-shoryuken" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-atomsuplex" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shoryuken">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-atomsuplex">
 
*<b>Jab Version:</b>
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_srk1.png}} |{{STDiagramImageCell| 1 | Ken_srk2.png}} |{{STDiagramImageCell| 1 | Ken_srk3jab.png}} |{{STDiagramImageCell| 1 | Ken_srk4jab.png}} |{{STDiagramImageCell| 1 | Ken_srk5.png}} |{{STDiagramImageCell| 1 | Ken_srk6.png}} |{{STDiagramImageCell| 1 | Ken_srk7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 18}} |{{STDiagramCellColSpan| 3 | 19}}
|}
 
*<b>Strong Version:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_srk1.png}} |{{STDiagramImageCell| 1 | Ken_srk2.png}} |{{STDiagramImageCell| 1 | Ken_srk3strng.png}} |{{STDiagramImageCell| 1 | Ken_srk4strng.png}} |{{STDiagramImageCell| 1 | Ken_srk5.png}} |{{STDiagramImageCell| 1 | Ken_srk6.png}} |{{STDiagramImageCell| 1 | Ken_srk7.png}}
{{STDiagramCell| Short}} |{{STDiagramCell| Forward}} |{{STDiagramCell| Roundhouse}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 3}}
{{STDiagramImageCell| 1 | Zangief_suplexshrt.png}} |{{STDiagramImageCell| 1 | Zangief_suplexfrwrd.png}} |{{STDiagramImageCell| 1 | Zangief_suplexrh.png}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 22}} |{{STDiagramCellColSpan| 3 | 27}}
|}
|}
*<b>Fierce Version:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_srk1frc.png}} |{{STDiagramImageCell| 1 | Ken_srk2frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk3frc.png}} |{{STDiagramImageCell| 1 | Ken_srk4frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk5frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk6frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk7frcanm.gif}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 25}} |{{STDiagramCell| 6}} |{{STDiagramCell| 25}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 26}} |{{STDiagramCellColSpan| 3 | 34}}
|}


</div>
</div>


=== <span class="invisible-header">Tatsumaki Senpukyaku</span> ===
=== <span class="invisible-header">Vertical Roll</span> ===
{{MoveData
{{MoveData
| name    = Tatsumaki Senpukyaku
| name    = Vertical Roll
| input    = 214K
| input    = {{tooltip|text=[2]8K / {{cd}}{{u}}+{{k}}|hovertext=Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}}
| subtitle = Hurricane Kick/{{motion|qcb}}+{{Icon-Capcom|}}
| subtitle =
| image    = Ken_tatsu2.png
| image    = Blanka_vroll2anm.gif
| imageSize = 76x110px
| imageSize = 90x104px
| caption  = First hitbox.
| caption  =  
| image2    = Ken_tatsu6&10&14shrt_6&10&14&18frwrd_6&10&14&18&22rh.png
| image2    = Blanka_vroll5.png
| imageSize2 = 100x114px
| imageSize2 = 163x105px
| caption2  = Second hitbox.
| caption2  =  
| image3    = Ken_tatsu8&12&16shrt_8&12&16&20frwrd_8&12&16&20&24rh.png
| image3    = Blanka_vroll6.png
| imageSize3 = 100x114px
| imageSize3 = 122x114px
| caption3  = Third hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
| caption3  =  
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 12[1] (First Hitbox) ~ 12[2] (All others)
|version = {{Icon-Capcom|lk}}
  |dizzy= 3~9 x 3(L)/4(M)/5(H)
  |damage = 26[2] / 28[2]
  |dizzytime= 90 x 3(L)/4(M)/5(H)
  |dizzy= 9~15
  |dizzytime= 100
  |cancel = None
  |cancel = None
  |guard = Mid
  |guard = High
  |startup = 1
  |startup = 0
  |active = 3(7), 2(1)2(2) x 3(L)/4(M)/5(H)
  |active = 18(15)8
  |recovery = 2 + 12
|recovery = 18
  |total = 44/51/58
|total = 59
  |frameAdv = +3 (Last Hit)
|frameAdv = Dependent
  |invul = 1-4
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = 28[2]
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = High
|startup = 0
|active = 17(15)8
  |recovery = 19
  |total = 59
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = 30[2]
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = High
|startup = 0
  |active = 16(15)8
  |recovery = 24
|total = 63
|frameAdv = Dependent
  |actrange = N/A
  |actrange = N/A
|juggle = No
  |meter = 7
  |meter = 6
  |description= Blanka launches himself vertically and ends with a flip kick, falling to the ground.
  |description= Ken's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
*A very good anti-air and crossup tool.
*All strengths are the same in terms of damage, but differ in distance and amount of spins.
*The LK version deals a bit more damage during the kick part.
*Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.  
*This attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
*Ken can't use this move as a reversal or a safe jump avoider due to a lack of invincibility, but he can avoid throws since he's instantly airborne.
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)
  }}
  }}
  }}
  }}
<span class="mw-customtoggle-vertroll" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-vertroll">


<span class="mw-customtoggle-tatsu" style="color: cyan">Click to toggle detailed hitbox data.</span>
*<b>Active:</b>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-tatsu">
 
*<b>Startup:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu1.png}} |{{STDiagramImageCell| 1 | Ken_tatsu2.png}} |{{STDiagramImageCell| 1 | Ken_tatsu3.png}} |{{STDiagramImageCell| 1 | Ken_tatsu4.png}} |{{STDiagramImageCell| 1 | Ken_tatsu5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_vroll2anm.gif}} |{{STDiagramImageCell| 1 | Blanka_vroll3anm.gif}} |{{STDiagramImageCell| 1 | Blanka_vroll4.png}} |{{STDiagramImageCell| 1 | Blanka_vroll5.png}} |{{STDiagramImageCell| 1 | Blanka_vroll6.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 18}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | 15}} |{{STDiagramCellColSpan| 2 | 8}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 17}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 17}} |{{STDiagramCellColSpan| 2 | 15}} |{{STDiagramCellColSpan| 2 | 8}}
|-
{{STDiagramCell| Frame Count (Roundhouse)}} |{{STDiagramCell| 16}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Roundhouse)}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | 15}} |{{STDiagramCellColSpan| 2 | 8}}
|}
|}


 
*<b>Recovery</b>
*<b>Active:</b>
**<b>Short Version:</b> This happens 3 times.
**<b>Forward Version:</b> This happens 4 times.
**<b>Roundhouse Version:</b> This happens 5 times.


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu6&10&14shrt_6&10&14&18frwrd_6&10&14&18&22rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu7&11&15shrt_7&11&15&19frwrd_7&11&15&19&23rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu8&12&16shrt_8&12&16&20frwrd_8&12&16&20&24rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu9&13&17shrt_9&13&17&21frwrd_9&13&17&21&25rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_vroll7.png}} |{{STDiagramImageCell| 1 | Blanka_vroll8.png}} |{{STDiagramImageCell| 1 | Blanka_vroll9.png}} |{{STDiagramImageCell| 1 | Blanka_vroll10.png}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 4 | 11}} |{{STDiagramCellColSpan| 3 | 7}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 4 | 11}} |{{STDiagramCellColSpan| 3 | 8}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 4 | 15}} |{{STDiagramCellColSpan| 3 | 9}}
|}
|}


 
*'''Knockback''':
*<b>Recovery:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu18shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu19shrt_23frwrd_27rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu20shrt_24frwrd_28rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu21shrt_25frwrd_29rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_vroll2anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 0}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 40+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 0}}
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 40+}} |{{STDiagramCellColSpan| 3 | 7}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 40+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 40+}} |{{STDiagramCellColSpan| 3 | 8}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 40+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 40+}} |{{STDiagramCellColSpan| 3 | 9}}
|}
|}


</div>
</div>


=== <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> ===
=== <span class="invisible-header">Backstep Roll</span> ===
{{MoveData
{{MoveData
| name    = Kuuchuu Tatsumaki Senpukyaku
| name    = Backstep Roll
| input    = AIR 214K
| input    = {{Tooltip| text= [4]6K<br>{{cb}}{{f}} + {{k}} | hovertext= Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button}}
| subtitle = Air Hurricane Kick/Air {{motion|qcb}}+{{Icon-Capcom|}}
| subtitle =
| image    = Ken_atatsu1&5&9shrt_1&5&9&13frwrd_1&5&9&13&17rh.png
| image    = Blanka_broll14.png
| imageSize = 99x114px
| imageSize = 93x127px
| caption  = First hitbox.
| caption  =  
| image2    = Ken_atatsu3&7&11shrt_3&7&11&15frwrd_3&7&11&15&19rh.png
| image2    = Blanka_broll15.png
| imageSize2 = 100x114px
| imageSize2 = 106x110px
| caption2  = Second hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
| caption2  =  
| image3    = Blanka_broll16.png
| imageSize3 = 102x102px
| caption3  =
| image4    = Blanka_broll17anm.gif
| imageSize4 = 90x104px
| caption4  =
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 12[2] (All Hits)
|version = {{lk}}
  |dizzy= 3~9 x x 3(L)/4(M)/5(H)
  |damage = (12[0] x 3) / 28[1]
  |dizzytime= 90 x x 3(L)/4(M)/5(H)
  |dizzy= (1~7 x 3) / 1~7
|dizzytime= (30 x 3) / 30
|cancel = None
|guard = Mid
|startup = 44
|active = 20 (4/3/2/11)
  |recovery = 5 on whiff/combo<br>33+ on spin block/hit
|total = 69/97+
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{mk}}
|damage = (12[1] x 3) / 28[2]
|dizzy= (1~7 x 3) / 1~7
|dizzytime= (30 x 3) / 30
  |cancel = None
  |cancel = None
  |guard = {{Tooltip | text=High/Unblockable | hovertext = 50% chance to be unblockable if hit on the first frame.}}
  |guard = Mid
  |startup = 0
|startup = 38
  |active = 2(1)2(2) x 3(L)/4(M)/5(H)
|active = 23 (4/3/2/14)
  |recovery = ∞+7
|recovery = 6 on whiff/combo<br>34+ on spin block/hit
  |total = 21(L)/28(M)/35(H) ++7
|total = 67/95+
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
  |version = {{hk}}
  |damage = (12[2] x 3) / 28[3]
|dizzy= (1~7 x 3) / 1~7
|dizzytime= (30 x 3) / 30
|cancel = None
|guard = Mid
  |startup = 31
  |active = 25 (4/3/2/16)
|recovery = 7 on whiff/combo<br>35+ on spin block/hit
|total = 63/91+
  |frameAdv = Dependent
  |frameAdv = Dependent
|invul = N/A
  |actrange = N/A
  |actrange = N/A
|juggle = No
  |meter = 7
  |meter = 6
  |description= Blanka flips back and jumps forward, rolling on his way down.
  |description= The Tatsumaki Senpukyaku except airborne.
*The first 3 hitboxes deal less damage than the last rolling part. If you somehow hit with them, they'll combo into each other. This is extremely difficult unless you're point blank range on a big character.
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
*Impractical due to the ungodly startup, slow active part, and terrible recovery.
*50% chance to be unblockable if hit on the first frame.
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).  
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.  
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!
*Can combo on the way down and hits crouching characters more often, so it's well suited for shenanigans.
*Since there's no minimum activation requirement unlike Ryu's tatsu, Ken can create a rather parabolic jump arc or activate right before landing for the best possible frame advantage.
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
*Also keep in mind that once you land, you have 7 frames of landing animation you can't cancel out of whatsoever.
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)
 
  }}
  }}
  }}
  }}


<span class="mw-customtoggle-airtatsu" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-backstephop" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-airtatsu">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-backstephop">


*<b>Active:</b>
'''Startup:'''
**<b>Short Version:</b> This happens 3 times.
**<b>Forward Version:</b> This happens 4 times.
**<b>Roundhouse Version:</b> This happens 5 times.


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_atatsu1&5&9shrt_1&5&9&13frwrd_1&5&9&13&17rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu2&6&10shrt_2&6&10&14frwrd_2&6&10&14&18rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu3&7&11shrt_3&7&11&15frwrd_3&7&11&15&19rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu4&8&12shrt_4&8&12&16frwrd_4&8&12&16&20rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll1&3.png}} |{{STDiagramImageCell| 1 | Blanka_broll2.png}} |{{STDiagramImageCell| 1 | Blanka_broll1&3.png}} |{{STDiagramImageCell| 1 | Blanka_broll4.png}} |{{STDiagramImageCell| 1 | Blanka_broll5.png}} |{{STDiagramImageCell| 1 | Blanka_broll6.png}} |{{STDiagramImageCell| 1 | Blanka_broll7.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 4 | 11}} |{{STDiagramCellColSpan| 3 | 12}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCellColSpan| 3 | 13}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 4 | 5}} |{{STDiagramCellColSpan| 3 | 13}}
|}
|}
*<b>Recovery:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_atatsu10shrt_14frwrd_18rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu11shrt_15frwrd_19rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu12shrt_16frwrd_20rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu13shrt_17frwrd_21rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu14shrt_18frwrd_22rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu15shrt_19frwrd_23rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll8.png}} |{{STDiagramImageCell| 1 | Blanka_broll9.png}} |{{STDiagramImageCell| 1 | Blanka_broll10.png}} |{{STDiagramImageCell| 1 | Blanka_broll11.png}} |{{STDiagramImageCell| 1 | Blanka_broll12.png}} |{{STDiagramImageCell| 1 | Blanka_broll13.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| }} |{{STDiagramCell| 7}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | }} |{{STDiagramCell| 7}}
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCellColSpan| 3 | 9}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCellColSpan| 3 | 9}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCellColSpan| 3 | 9}}
|}
|}


</div>
'''Active/Recovery:'''
 
===Crazy Kicks===
 
Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.
 
==== <span class="invisible-header">Kama Barai Geri (Inside Crescent)</span> ====
{{MoveData
| name    = Kama Barai Geri
| input    = 236K
| subtitle = Inside Crescent/{{motion|qcf}}+{{Icon-Capcom|k}}
| image    = Ken_ckshrt4.png
| imageSize = 111x98px
| caption  = First Hitbox
| image2  = Ken_ckshrt5.png
| imageSize2 = 148x102px
| caption2  = Second Hitbox
| data  =
{{AttackData-SSF2T
|damage = 4[2]/30[2]
|dizzy= 0~4/7~13
|dizzytime= 20/90
|cancel = None
|guard = Mid
|startup = 7
|active = 3/5
|recovery = 17
|total = 32
|frameAdv = -8/-4
|actrange = N/A
|meter = 6
|description= A fast high hitting kick.
*Combos very easily off of Crouching Short/Forward
*Extended part does a lot of stun damage, which is very good when you want to land one of Ken's high damaging combos.
*Best Crazy Kick to cancel into Inazuma Kick due to the quick startup. Still way slower than other character's overheads.
*The first active part of this move can hit crouching Dhalsim, Sagat, T.Hawk, Zangief, and Old Fei Long. Dee Jay and Boxer can also be hit, but you have to be very close.
*Can be used as a built in safejump in some matchups by canceling sweep into this move, then holding up-forwards. This works on Cammy and Fei Long, and may also work on Zangief if you attack with Jumping Jab (as to avoid his Lariats) and Zangief doesn't crouch.
*Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)
}}
}}
 
<span class="mw-customtoggle-increscent" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-increscent">
 
*<b>Startup:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll14.png}} |{{STDiagramImageCell| 1 | Blanka_broll15.png}} |{{STDiagramImageCell| 1 | Blanka_broll16.png}} |{{STDiagramImageCell| 1 | Blanka_broll17anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 11}} |{{STDiagramCellColSpan| 3 | 5}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}} |{{STDiagramCellColSpan| 3 | 6}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}


*<b>Active:</b>
*'''Knockback:'''


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll17anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}}  
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 28+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|}
|-
 
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 28+}} |{{STDiagramCellColSpan| 3 | 5}}
*<b>Recovery:</b>
|-
 
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 28+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
{{STDiagramHeader}}
|-
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt6.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt7.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt8.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt9.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt10.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt11.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt12.png}}
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 28+}} |{{STDiagramCellColSpan| 3 | 6}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 28+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 17}}
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 28+}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}


</div>
</div>


 
=== <span class="invisible-header">Surprise Forward</span> ===
 
==== <span class="invisible-header">Nata Otoshi Geri (Outside Crescent)</span> ====
{{MoveData
{{MoveData
| name    = Nata Otoshi Geri
| name    = Surprise Forward
| input    = 632K
| input    = {{f}} + {{3k}}<br>6+3K
| subtitle = Outside Crescent/{{qcfd}}+{{Icon-Capcom|k}}
| subtitle =
| image    = Ken_ckfrwrd6.png
| image    = Blanka_hopf5.png
| imageSize = 106x102px
| imageSize = 126x87px
| caption  = First Hit
| caption  =  
| image2  = Ken_ckfrwrd7.png
| data  = <br>Blanka jumps forward. The hop lasts for about 18 frames before an 8 frame landing animation.
| imageSize2 = 136x108px
*Gives you 5 points of meter.
| caption2  = Second Hit
*Allows you to pass through opponents.
| data  =  
*Use this sparingly, mostly as a mixup tool. Experienced players can react and punish.
{{AttackData-SSF2T
|damage = 4[2] ~ 28[2]
|dizzy= 2~8 > 7~13
|dizzytime= 90 x 2
|cancel = None
|guard = Mid
|startup = 16
|active = 6 (3 ~ 3)
|recovery = 13
|total = 35
|frameAdv = +2/+6(+5)
|actrange = N/A
|meter = 6
|description= A slower two-hit kick.
*Grants a lot of frame advantage, but has a VERY slow startup.
*Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
*Usually an annoyance since you can accidentally pull this off when attempting a walk in sweep. It's vital for New Ken players to avoid using this move.
*Has the slowest startup out of Ken's Crazy Kicks, so it's unsuitable as a Inazuma cancel.
*It does at the very least add Outside Crescent's first hitbox to the Inazuma Kick, comboing into the overhead.
*It's called a Crazy Kick because you'd be crazy to pull this off in an actual match.
*Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [9f] K)
}}
  }}
  }}


<span class="mw-customtoggle-outcrescent" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-fhop" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-outcrescent">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-fhop">
 
*<b>Startup:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf2&10_hopb10.png}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf4.png}} |{{STDiagramImageCell| 1 | Blanka_hopf5.png}} |{{STDiagramImageCell| 1 | Blanka_hopf6.png}} |{{STDiagramImageCell| 1 | Blanka_hopf7.png}} |{{STDiagramImageCell| 1 | Blanka_hopf8.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 16}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 3}} |{{STDiagramCellColSpan| 5 | 18}}
|}
|}
*<b>Active/Recovery:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd6.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd7.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd8.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd9.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd10.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd11.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf2&10_hopb10.png}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf12_hopb12.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}  
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 4 | 13}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8}}
|}
|}
</div>
</div>


 
=== <span class="invisible-header">Surprise Back</span> ===
 
==== <span class="invisible-header">Oosoto Mawashi Geri (Big Roundhouse)</span> ====
{{MoveData
{{MoveData
| name    = Oosoto Mawashi Geri
| name    = Surprise Back
| input    = 41236K
| input    = {{b}} + {{3k}}<br>4+3K
| subtitle = Big Roundhouse/{{Motion|hcf}}+{{Icon-Capcom|k}}
| subtitle =
| image    = Ken_ckrh5.png
| image    = Blanka_hopb4&6.png
| imageSize = 112x97px
| imageSize = 81x101px
| caption  = First Hitbox
| caption  =  
| image2  = Ken_ckrh6.png
| data  = <br>Blanka jumps backwards. Invincible from frames 1-13.
| imageSize2 = 142x97px
*Gives you 5 points of meter.
| caption2  = Second Hitbox
*An excellent meter building move.
| data  =  
*The invincibility allows you to escape from some nasty situations.
{{AttackData-SSF2T
|damage = 32[2]
|dizzy= 0~4/7~13
|dizzytime= 20/90
|cancel = None
|guard = Mid
|startup = 12
|active = 7 (3/4)
|recovery = 15
|total = 34
|frameAdv = 0/+3(+2)/Hard Knockdown (First Hitbox)/Far Knockdown (Second Hitbox)
|actrange = N/A
|meter = 6
|description= Ken's old Far Standing Roundhouse, but worse, and jankier.
*Less active frames and worse priority than his old RH.
*First hit does a hard knockdown, second hit is one of the few moves in the game that does a Far Knockdown. For some reason.
*The first active part can hit a crouching Dhalsim, Zangief, T.Hawk, or Sagat. You can also hit Boxer and Dee Jay while really close. Second part will only hit crouching Dhalsim or Dee Jay up close.
*If you manage to hit with the hard knockdown somehow, you can follow up with a Roundhouse Tatsu or a juice kick to get your opponment close to the corner, and close to you.
*Some players like to use this move to fake a Hadoken, since the first sprite on startup is the same across both moves.
*Against other Shotos, if you're on the starting side (Left if you're Player 1, Right if you're Player 2) you can hit this move point blank to switch sides with your opponent. Follow this up with a Jab Shoryuken using the crosscut input for a surprise knockdown.
*Canceling this into an Inazuma Kick allows you to temporarily change sides with Ryu, Ken, Chun-Li, Guile, Cammy, Fei Long, Boxer, and Claw, making their reversals whiff.
*While QCF+K has a better startup for Inazumas, this move can be useful for them since you can safely space them against Zangief's SPD, due to his hitboxes being projected way ahead of his throw hurtbox.
*Can be used as a built in safe jump by canceling a sweep into this move, then holding up towards (Unless your opponent touches the corner during their knockdown animation). This works on Ryu, E. Honda, Cammy, Fei Long, and Dictator.
*Hitting with the second part also allows for safe jumps, if you hit with it and then jump twice in a row. This works on Ryu, T. Hawk, Fei Long, Dee Jay, and Dictator, and also works on Zangief if you jump with Jab or Strong.
*It's called a Crazy Kick because it's crazy how jank they made this move.
*Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [9f] K)
}}
  }}
  }}


<span class="mw-customtoggle-roundcrescent" style="color: cyan">Click to toggle detailed hitbox data.</span>
<span class="mw-customtoggle-asbk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-roundcrescent">
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-asbk">
 
*<b>Startup:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckrh4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopb1&3.png}} |{{STDiagramImageCell| 1 | Blanka_hopb2.png}} |{{STDiagramImageCell| 1 | Blanka_hopb1&3.png}} |{{STDiagramImageCell| 1 | Blanka_hopb4&6.png}} |{{STDiagramImageCell| 1 | Blanka_hopb5.png}} |{{STDiagramImageCell| 1 | Blanka_hopb4&6.png}} |{{STDiagramImageCell| 1 | Blanka_hopb7.png}} |{{STDiagramImageCell| 1 | Blanka_hopb8.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6| 13}} |{{STDiagramCellColSpan| 2 | 8}}
|}
|}
*<b>Active/Recovery:</b>


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh5.png}} |{{STDiagramImageCell| 1 | Ken_ckrh6.png}} |{{STDiagramImageCell| 1 | Ken_ckrh7.png}} |{{STDiagramImageCell| 1 | Ken_ckrh8.png}} |{{STDiagramImageCell| 1 | Ken_ckrh9.png}} |{{STDiagramImageCell| 1 | Ken_ckrh10.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf2&10_hopb10.png}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf12_hopb12.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCellColSpan| 4 | 15}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8}}
|}
|}
</div>
</div>


==Super Combo==


==== <span class="invisible-header">Inazuma Kick</span> ====
{{MoveData
{{MoveData
| name    = Inazuma Kick
| name    = Ground Shave Roll
| input    = Hold K during any Crazy Kick input
| input    = {{Tooltip | text=[4]646P<br>{{cb}}{{f}}{{b}}{{f}} + {{p}} | hovertext = Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] →/↘/↗ [7~14f] ←/↙/↖ [7~14f] →/↘/↗ [14f] P)}}
| subtitle = 236/632/41236 + HOLD {{Icon-Capcom|k}}
| subtitle =
| image   = Ken_ckohrh5.png
| image   = Blanka_super4anm.gif
| imageSize = 162x107px
| imageSize = 90x79px
| caption  = First Hitbox (HCF version)
| caption  = Jumping down
| image2 = Ken_ckohrh6.png
| image2   = Blanka_super5anm.gif
| imageSize2 = 173x104px
| imageSize2 = 90x79px
| caption2  = Second Hitbox (HCF version)
| caption2  = Charging/Rolling
| data  =  
| data  =  
  {{AttackData-SSF2T
  {{AttackData-SSF2T
  |damage = 24[2]
  |damage = 20[1] x 4
  |dizzy= 7~13
  |dizzy= 0~4 x 4
  |dizzytime= 90
  |dizzytime= 20 x 4
  |cancel = None
  |cancel = None
  |guard = High
  |guard = Mid
  |startup = {{Tooltip | text=(7/16/12 + 2)* | hovertext = The startup for the Crazy Kick used, plus the first 2 active frames.}} + {{Tooltip | text=18/20* | hovertext = 18 for QCF and QCDF, 20 for HCF}}
  |startup = {{Tooltip | text=14 | hovertext = Plus 18 frames of Super flash.}}
  |active = 6 {3/3)
  |active = 29 (Jumping down)<br>0 to 90 (Charging)<br>∞ (Rolling)
  |recovery = 7
  |recovery = 0 on whiff <br> 40 on block/hit
  |total = {{Tooltip | text=40/49/47* | hovertext = 40 for QCF, 49 for QCDF, 47 for HCF}}
  |total = 57
  |frameAdv = +9/+12
  |frameAdv = -17/Hard Down
  |actrange = N/A
  |actrange = N/A
|meter = 6
  |description= Invincible on frames 1-14.
  |description= Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.
*One of the game's slower overheads.
*Move starts after the first 2 active frames of each Crazy Kick, so this move's startup is equal to the Crazy Kick's startup + 2, plus 18 (or 20 if using the HCF version)
*Recommended to perform this from Ken's QCF Kick, since that has the least startup.
*Rarely used in mixups as a result of the move's poor startup.
*Kick must be held for the entire duration of the move's startup (7f/16f/12f)
}}
}}


<span class="mw-customtoggle-inazuma" style="color: cyan">Click to toggle detailed hitbox data.</span>
Blanka jumps up in an invincible state, falls down with a hitbox, then rolls forward until he hits a wall.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-inazuma">
*If you hold the Punch button down, you can continue to charge up the roll for up to 90 frames. This won't increase the damage.
*If you release the roll after your opponent has jumped over you, it will autocorrect to face them.
*While this move does great damage, it will rarely connect due to the slowness of the hop, giving your opponent plenty of time to block. It's not safe on block either, even if it does chip for 4 hits.


*<b>QCF Version</b>
'''General Strategies'''


'''Startup'''
*If your opponent tries to jump above this, you can usually counter with a Vertical Roll after you recover.
 
*This can be used as an anti-air with good timing. If you hit them out of the air with the hop, you can hold the punch button briefly and juggle them just before they land.
{{STDiagramHeader}}
}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt3.png}}
}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 7}}
|}


<b>Active/Recovery:</b>
<span class="mw-customtoggle-groundshaveroll" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-groundshaveroll">


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt3.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_super1.png}} |{{STDiagramImageCell| 1 | Blanka_super2.png}} |{{STDiagramImageCell| 1 | Blanka_super3.png}} |{{STDiagramImageCell| 1 | Blanka_super4anm.gif}} |{{STDiagramImageCell| 1 | Blanka_super5anm.gif}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + [18] + 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 29}} |{{STDiagramCell| 0 to 90 + ∞}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 14}} |{{STDiagramCell| 29}} |{{STDiagramCell| }}
|}
|}


{{STDiagramHeader}}
*<b>Knockback:</b>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckohshrt5.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt6.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt7.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt8.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}}  |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|}
 
*'''QCDF Version'''
 
'''Startup'''


{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_superb1anm.gif}} |{{STDiagramImageCell| 1 | Blanka_superb2&4.png }} |{{STDiagramImageCell| 1 | Blanka_superb3.png}} |{{STDiagramImageCell| 1 | Blanka_superb2&4.png }} |{{STDiagramImageCell| 1 | Blanka_superb5.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 28}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 16}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 28}} |{{STDiagramCellColSpan| 4 | 12}}
|}
|}


'''Active/Recovery'''
</div>


==Misc Animations==
====Jump Animations====
<!--
*<b>Neutral/Back Jump:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd6.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj1_nj1_fj1.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}} |{{STDiagramImageCell| 1 | Blanka_bj3_nj3_fj3.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj13_nj13.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count (Neutral)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCell| Simplified}}  |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}}
{{STDiagramCell| Simplified (Neutral)}} |{{STDiagramCellColSpan| 4 | 4}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 38}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd5.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd6.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd7.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd8.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd9.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count (Back)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified (Back)}} |{{STDiagramCellColSpan| 4 | 4}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 39}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
|}
 
*<b>Forward Jump:</b>
*'''HCF Version'''
 
'''Startup'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckrh4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj1_nj1_fj1.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}} |{{STDiagramImageCell| 1 | Blanka_bj3_nj3_fj3.png}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj12.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj16.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 10 | 38}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
|}
 
-->
'''Active/Recovery'''
*<b>Prejump:</b>
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh5.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj1_nj1_fj1.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}} |{{STDiagramImageCell| 1 | Blanka_bj3_nj3_fj3.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count (Neutral)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}}  |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 20}}
{{STDiagramCell| Simplified (Neutral)}} |{{STDiagramCellColSpan| 4 | 4}}
|}
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckohrh5.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh6.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh7.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh8.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh9.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count (Back)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified (Back)}} |{{STDiagramCellColSpan| 4 | 4}}
|}
 
 
</div>
 
==Super Combo==
 
{{MoveData
| name    = Shoryureppa
| input    = 236236P
| subtitle = {{motion|qcf}}{{motion|d}}{{motion|df}} + {{Icon-Capcom|P}}
| image  = Ken_super2&8.png
| imageSize = 81x89px
| caption  = First and Fourth hit
| image2  = Ken_super3&9.png
| imageSize2 = 85x129px
| caption2  = Second and Fifth hit
| image3  = Ken_super7.png
| imageSize3 = 74x84px
| caption3  = Third hit.
| data  =
{{AttackData-SSF2T
|damage = 18[1] x 5
|dizzy= 0~4 x 5
|dizzytime= 20 x 5
|cancel = None
|guard = Mid
|startup = {{Tooltip | text=2 | hovertext = Plus 18 frames of Super flash.}}
|active = 8(17)30
|recovery = 33
|total = 90
|frameAdv = -37 (Point Blank)/Hard Knockdown
|actrange = N/A
|description= Ken does a Shoryuken, then another Shoryuken.
*Invincible until Ken falls down from his second DP (Frames 1-57)
*Creates a juggle state.
*Ken has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (If they allow you to land).
*Can't be used as an invincible reversal for some reason. You'll just get a special move instead.
*Detailed Input: (↓ [14~21f] ↘ [14~21f] → [14~21f] ↓ [14~21f] ↘ [9f] P)
}}
}}
 
<span class="mw-customtoggle-shoryureppa" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shoryureppa">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_super1.png}} |{{STDiagramImageCell| 1 | Ken_super2&8.png}} |{{STDiagramImageCell| 1 | Ken_super3&9.png}} |{{STDiagramImageCell| 1 | Ken_super4.png}} |{{STDiagramImageCell| 1 | Ken_super5.png}} |{{STDiagramImageCell| 1 | Ken_super6.png}} |{{STDiagramImageCell| 1 | Ken_super7.png}} |{{STDiagramImageCell| 1 | Ken_super2&8.png}} |{{STDiagramImageCell| 1 | Ken_super3&9.png}} |{{STDiagramImageCell| 1 | Ken_super10.png}} |{{STDiagramImageCell| 1 | Ken_super11.png}} |{{STDiagramImageCell| 1 | Ken_super12.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1+[18]+1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 26}} |{{STDiagramCell| 6}} |{{STDiagramCell| 25}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellNull| 1}}
|-
|-
{{STDiagramCell | Simplified}}  |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 13}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 26}} |{{STDiagramCellColSpan| 3 | 33}}
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 4 | 3}}
|}
|}
 
*<b>Neutral/Back Jump, Airborne + Landing:</b>
</div>
 
==Misc Animations==
====Jump Animations====
*<b>Neutral Jump:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ken_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ken_nj3.png}} |{{STDiagramImageCell| 1 | Ken_nj4.png}} |{{STDiagramImageCell| 1 | Ken_nj5.png}} |{{STDiagramImageCell| 1 | Ken_nj6.png}} |{{STDiagramImageCell| 1 | Ken_nj7.png}} |{{STDiagramImageCell| 1 | Ken_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ken_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ken_bj10_nj1&10_fj1&11.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj13_nj13.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
{{STDiagramCell| Frame Count (Neutral)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 44}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
{{STDiagramCell| Simplified (Neutral)}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 38}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
*<b>Back Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_bj1.png}} |{{STDiagramImageCell| 1 | Ken_bj2.png}} |{{STDiagramImageCell| 1 | Ken_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ken_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ken_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ken_bj6.png}} |{{STDiagramImageCell| 1 | Ken_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ken_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ken_bj9.png}} |{{STDiagramImageCell| 1 | Ken_bj10_nj1&10_fj1&11.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 18}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
{{STDiagramCell| Frame Count (Back)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
{{STDiagramCell| Simplified (Back)}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 39}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
|}
*<b>Forward Jump:</b>
*<b>Forward Jump, Airborne + Landing:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ken_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ken_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ken_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ken_fj5.png}} |{{STDiagramImageCell| 1 | Ken_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ken_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ken_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ken_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ken_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ken_bj10_nj1&10_fj1&11.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj12.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj16.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
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New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.<br>
Blanka is the only character in the game that doesn't have the same prejump speed on all 3 forms of jumps. On his Neutral and Back Jumps, the prejump takes 4f to finish, which is considered slow. On his Forward Jump, it takes one frame less, so it's of average speed. With all that said, Blanka has the second quickest overall jump duration on the game (losing only to Claw's, draws with O.Sagat's).<br>
 
There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.<br>


{{STSharedJumpDescription}}
{{STSharedJumpDescription}}


{{Navbox-ST}}
{{Navbox-ST}}
[[Category:Super Street Fighter 2 Turbo]]


[[Category:Hyper Street Fighter 2]]
[[Category: Super Street Fighter 2 Turbo]]
[[Category: Hyper Street Fighter 2]]

Latest revision as of 19:37, 13 November 2023

Zangief
Zangief's portrait in Super Turbo.
Character Data
Damage Scaling Factor 22/32
Forward Walk Speed 40
Backwards Walk Speed 24
Pre-Jump Frames 4
Forwards Jump Duration 38
Backwards Jump Duration 39
Landing Frames 8*
Jump Height Apex 73
Forwards Jump Distance 89
Backwards Jump Distance 99
Soft Knockdown Recovery 42
Hard Knockdown Recovery 76



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cl.lp
Close Jab
Close Light Punch
5LP / cl.Lp.png
Zangief stcljab2.png
Zangief stcljab3.png
Zangief stcljab4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] / 14[1] 0~5 40 Chain, Special* Mid 0-48
Startup Active Recovery Total Frame Adv. Meter
2 6 15 23 -8/-6/-4 2/1

Zangief does a knife hand strike from over his head.

  • The first part of this move does slightly more damage.

General Strategies

  • The first and second parts make this move an incredible anti-air, able to beat almost anything thanks to incredible priority and a 2 frame startup.
  • The second part is Zangief's only response to Ken's Jumping Fierce.
  • The third part isn't particularly useful and leaves Zangief at disadvantage, so limit this move's use to anti-airs.
  • If you manage to anti-air with this move, you can cancel into Banishing Flat, allowing you to recover before your opponent lands and be just in range for the tick mixup.

Click to toggle detailed hitbox data.

Zangief stcljab1&8.png Zangief stcljab2.png Zangief stcljab3.png Zangief stcljab4.png Zangief stcljab5.png Zangief stcljab6.png Zangief stcljab7.png Zangief stcljab1&8.png
Frame Count 1 + 1 2 2 2 2 4 4 5
Simplified 2 6 15

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
Zangief stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] 0~5 40 Chain, Special Mid 49+
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A fast straight punch that can be canceled into itself.

  • A very damaging Jab, even doing the strong sound when it hits.
  • Will whiff on most crouching characters, the exceptions being Boxer, Dhalsim, Old Fei Long, Sagat, T.Hawk, another Zangief, and in rare cases, Dee Jay.


General Strategies

  • Unlike most far jabs, this shouldn't be used to beat advancing moves like Blanka's rolls or Honda's headbutts due to the protruding hurtbox. It's still important against Boxer, as this is his only reliable way to deal with his low Rush Punches.
  • Also beats Cammy's Roundhouse Cannon Drills and trades with Dictator's Scissor Kicks.
  • Better suited as a counter poke (e.g. beats Claw's crouching Jab/Strong and Dictator's standing Forward from the right range) or as a tick (e.g. allows you to tick Dhalsim from a more comfortable range).
  • Can also be whiffed in footsies to force the opponent to get stuck in the block animation, allowing you to attempt a walk in SPD or, with the use of a glitch, to jump at the opponent without allowing them to walk back, leaving them stuck in their blocking animation (this is especially useful against charge characters).

Click to toggle detailed hitbox data.

Zangief stfarjab1&3.png Zangief stfarjab2.png Zangief stfarjab1&3.png
Frame Count 1 + 2 4 5
Simplified 3 4 5


cl.mp

Standing Strong
Standing Medium Punch
5MP / st.Mp.png
Zangief stclstrng3 stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 3 5 18 +10 4/3

A relatively fast horizontal knife strike. This move doesn't change when you're close or far away.

  • Used in most of Zangief's combos thanks to the solid damage and fairly good frame advantage, allowing Zangief to link into most of his normals.
  • Can also be used as a poke similar to Far Standing Jab, as their hitboxes are similar alongside added damage and stun, but keep in mind this move has a slower startup and has premature projected hurtboxes, making it easily stuffable.
  • Whiffs on most crouching characters, with the exceptions being Boxer, Dhalsim, Old Fei Long, Sagat, T.Hawk, himself, and Dee Jay (in Dee Jay's case, he leans back while crouch blocking, requiring you to be poing blank. As such, save this strategy for crossup combos/strings).
  • Old Zangief's version of this move is a little better since he can special cancel it, you don't have to worry about accidentally using Hop as Old Zangief, and it does a little more random damage.

Click to toggle detailed hitbox data.

Zangief stclstrng1 stfarstrng1.png Zangief stclstrng2 stfarstrng2.png Zangief stclstrng3 stfarstrng3.png Zangief stclstrng4 stfarstrng4.png
Frame Count 1 + 2 2 3 5
Simplified 5 3 5


clhp

Standing Fierce
Heavy Punch
5HP / Hp.png
Zangief stclfrc3 stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 29 42 -13 5/4

A powerful straight punch with very long recovery. Does not change based on distance from your opponent.

  • Nice damage and dizzy potential.
  • Can be linked from a standing Strong for dizzy combos.
  • Can also be used as a trade anti-air.
  • Avoid this move in most cases however, since the exaggerated recovery kills any viable use.
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.


Zangief stclfrc1&7 stfarfrc1&7.png Zangief stclfrc2&6 stfarfrc2&6.png Zangief stclfrc3 stfarfrc3.png Zangief stclfrc4 stfarfrc4.png Zangief stclfrc5 stfarfrc5.png Zangief stclfrc2&6 stfarfrc2&6.png Zangief stclfrc1&7 stfarfrc1&7.png
Frame Count 1 + 3 3 6 10 8 6 5
Simplified 7 6 29

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Zangief stclshrt4.png
Ticking for dummies.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 0~5 40 None Mid 0-32
Startup Active Recovery Total Frame Adv. Meter
8 8 5 21 0 2/1

Zangief jumps and does a weak knee drop on the way down.

  • By far his easiest move to use as a tick due to the fairly long duration.
  • Leaves him at optimal range to tick into Super.
  • Since this move is 0 on block, it's a good move to tick into Atomic Suplex (i.e. if you don't time this as a meaty then a Flying Power Bomb will always come out).
  • Zangief has better moves though, and you should use this move less and less as you get better at ticking.

Click to toggle detailed hitbox data.

Zangief stclshrt1&6.png Zangief stclshrt2.png Zangief stclshrt3.png Zangief stclshrt4.png Zangief stclshrt5.png Zangief stclshrt1&6.png
Frame Count 1 + 3 2 2 8 4 1
Simplified 8 8 5

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Zangief stfarshrt3.png
Trip 'em and tick 'em.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 0~5 40 None Low 33+
Startup Active Recovery Total Frame Adv. Meter
5 5 0 10 +8 2/1

A low hitting kick with no recovery.

  • Zangief's best standing tick, and one of his most important normals.
  • When hitting this on wakeup, you can mix between tick into SPD or a linked sweep to give your opponent extra trouble when trying to do a reversal.
  • This move's lack of recovery frames allows use as a safe tick/meaty.

Click to toggle detailed hitbox data.

Zangief stfarshrt1 stfarfrwrd1&5.png Zangief stfarshrt2.png Zangief stfarshrt3.png
Frame Count 1 + 2 2 5
Simplified 5 5


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Zangief stclfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 None Mid 0-56
Startup Active Recovery Total Frame Adv. Meter
7 4 9 20 +5 4/3 x 2

A front kick with moderate startup and recovery.

  • Semi-useful against Ken's Jumping Fierce: you can make this move whiff (or at the very least make it hit late enough so he can't cancel into Air Tatsu, which you can then counter with an SAC SPD) by timing your move so his punch is active during the 7f window in which Zangief doesn't have an active head hurtbox.
  • However, most of the time you're better off just using close Standing Jab instead, since that's much more safer and consistent unless you're too far away to use it.
  • Too slow to be used in combos, with the only practical normal to link into it being far Standing Jab, and that move whiffs against most of the cast while crouching.
  • Also too fast to be used as a tick into Atomic Suplex. It can be used as a tick into SPD, but you'll probably want to use crouching Forward as a medium hitstun/damage option instead since it might do more damage against a standing opponent.
  • You may also use this as a tick into Super, but have to do it like a Sako Tick since Final Atomic Buster has a very small throw range.

Click to toggle detailed hitbox data.

Zangief stclfrwrd1&5.png Zangief stclfrwrd2.png Zangief stclfrwrd3.png Zangief stclfrwrd4.png Zangief stclfrwrd1&5.png
Frame Count 1 + 3 3 4 4 5
Simplified 7 4 4

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Zangief stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 None Mid 57+
Startup Active Recovery Total Frame Adv. Meter
7 4 9 20 +5 4/3

A semi-circular middle kick, and Zangief's main poke.

  • Very good for punishing missed low pokes due to its long range.
  • Also hits the entire cast even while crouching.
  • Has a little more range than your SPD, so use it as a punish if you're too far for it.
  • Can beat Tatsus clearly if done early.
  • Can also be used as a safe meaty.
  • Has poor priority, so refrain from spamming this move since it can be punished on prediction if it whiffs.

Click to toggle detailed hitbox data.

Zangief stfarshrt1 stfarfrwrd1&5.png Zangief stfarfrwrd2.png Zangief stfarfrwrd3.png Zangief stfarfrwrd4.png Zangief stfarshrt1 stfarfrwrd1&5.png
Frame Count 1 + 3 3 4 4 5
Simplified 7 4 9


cl.hk

Close Roundhouse
Close Heavy Kick
5HK / Hk.png
Zangief stclrh5.png
Zangief stclrh6.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] + 4[1] 10~16 + 1~7 80 + 70 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 14 (6+8) 31 39 -23/-17(-18) 5/4

A weird butterfly kick that hits twice.

  • Quite useless.
  • Can hit twice from close range and is themost damaging normal Zangief has, but it has a long startup and recovery.
  • The second hit has decent anti-air priority, but the situations where you can use it like that are limited and use is often overshadowed by close Jab anyway (i.e. worse startup, does less damage and has worse priority).
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

  • Startup/Active:
Zangief stclrh1.png Zangief stclrh2.png Zangief stclrh3.png Zangief stclrh4.png Zangief stclrh5.png Zangief stclrh6.png
Frame Count 1 + 2 2 2 3 6 8
Simplified 10 6 8
  • Recovery:
Zangief stclrh7.png Zangief stclrh8.png Zangief stclrh9.png Zangief stclrh10.png
Frame Count 8 10 8 5
Simplified 31

fr.hk

Far Roundhouse
Far Heavy Kick
5HK / Hk.png
Zangief stfarrh2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 8 11 24 +3 5/4

Zangief performs a high side kick.

  • This move is a good anti-air, especially if done early. If your enemy manages to stuff this move, get your reversal SPD ready as they land.
  • Also good for shenanigans: whiff it into SPD after your opponent wakes up from a knockdown.
  • It can beat Honda's Headbutts since it has just enough priority, is a fast move in general, stays active for a sufficient amount of time and does solid damge.
  • Also his only decent counter to New Chun-Li's neutral jumping Roundhouse: if spaced at round start distance it will beat it cleanly. The range for this is very specific though, if you're too far way it'll whiff and if you're too close you might get a trade, but in this case you'll always get beat if she does her kick early enough.
  • Old Zangief can special cancel this move, but in exchange for it having pretty bad priority. It also does a little more random damage with him.

Click to toggle detailed hitbox data.

{{STDiagramCell| Simplified} || style="border: 1px solid #999; border-collapse:collapse;" align="center" | 5 || style="border: 1px solid #999; border-collapse:collapse;" align="center" | 8 || style="border: 1px solid #999; border-collapse:collapse;" align="center" | 11
Zangief stfarrh1&3.png Zangief stfarrh2.png Zangief stfarrh1&3.png
Frame Count 1 + 4 8 11

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Zangief crjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[1] 0~5 40 Chain, Special Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 5 0 9 +8 2/1

A crouching spear hand strike.

  • Though it does very low damage, this is your most important ticking move.
  • Can be used into hit confirm combos such as Crouching Jab (n times) linked into Standing Short or Crouching Roundhouse.
  • Can beat a lot of different moves like Honda's Headbutts and HHS, Blanka's rolls and River Run slide, Dictator's Scissor Kicks and various other normals.
  • This move has no recovery frames, allowing it to be used as a safe tick/meaty.

Click to toggle detailed hitbox data.

Zangief crjab1.png Zangief crjab2.png
Frame Count 1 + 3 5
Simplified 4 5

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Zangief crstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 8 9 24 +1 4/3

A crouching straight punch that hits around the stomach, with moderate recovery.

  • Can be used as a poke or to trade with some moves.
  • Excels as a tick into Atomic Suplex for two reasons: it leaves Zangief at a perfect range (outside most characters normal throw ranges, but inside Roundhouse Atomic Suplex range) and it leaves Zangief at onme frame of advantage (or 0 if you use this as the last hit of a block string), minimizing the chances of a Running Bear Grab coming out.

Click to toggle detailed hitbox data.

Zangief crstrng1&5 crfrc1&5.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng3.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng1&5 crfrc1&5.png
Frame Count 1 + 3 3 8 4 5
Simplified 7 8 9


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Zangief crfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 8 23 38 -9 5/4

Similar to crouching Strong with a slightly longer hitbox and MUCH longer recovery.

  • Works decently as an anti-air against certain moves (e.g. T.Hawk's jumping Jab, Fei Long's jumping Jab, Blanka's jumping Jab and Strong and Claw's Dive).
  • Also works decently as a trade move against Honda's HHS or Shoto's Tatsus, but not as a poke due to the long recovery.
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

Zangief crstrng1&5 crfrc1&5.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng3.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng1&5 crfrc1&5.png
Frame Count 1 + 3 3 8 10 13
Simplified 7 8 23


crlk

Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Zangief crshrt2.png
All of his crouching kicks share the same animation.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 0~5 40 Special Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +2 2/1

A crouching sidekick, the first of 3.

  • Zangief's best ground move to tick into Super, despite poor priority.
  • Also OK as a tick into his other grabs.
  • Special Cancel properties allow you to cancel this into a Lariat or Banishing Flat, but crouching Forward is better suited for that.
  • You can also cancel a Running Bear Grab out of this, which will usually connect but won't do much damage.
  • A useful footsies tool once in a while to lure your opponent into trying to punish a crouching Roundhouse, since it animates the same but recovers much quicker.

Click to toggle detailed hitbox data.

Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png Zangief crshrt2.png Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png
Frame Count 1 + 3 4 7
Simplified 4 4 7


crmk

Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Zangief crfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 Special Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3

Another crouching side kick.

  • Better damage and priority than crouching Short, but longer recovery.
  • Has Special Cancel properties just like the former so you can cancel into Lariat, Banishing Flat, or Running Bear Grab. Cross-up fierce Body Press, crouching Forward into Quick Lariat is a particularly hot combo.
  • Can also be used as a tick into SPD or Atomic Suplex, but you usually have better options for that, unless you're looking for the medium blockstun.

Click to toggle detailed hitbox data.

Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png Zangief crfrwrd2.png Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png
Frame Count 1 + 3 6 9
Simplified 4 6 9


crhk

Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Zangief crrh2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 8 13 26 +1/Down 5/4

Zangief's sweep, same animation as his crouching Short and Roundhouse but with longer recovery.

  • A pretty awesome move, with good recovery for a sweep and deceptive reach.
  • Can be linked into well, recovers fairly quickly, does good damage, has decent recovery, not to mention the knockdown on hit which can lead into ticking mix-ups or safe jumps.
  • Very important in tick mix-ups alongside far standing Short: Both can be used to punish the enemy for standing up, which is often necessary for inputting invincible reversal specials.
  • Always going for an SPD at max range can get predicable, so this is a good mix-up.
  • Old Zangief can Special Cancel this move, which is a gimmick at best. He also does a little more random damage.

Click to toggle detailed hitbox data.

Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png Zangief crrh2.png Zangief crrh3.png Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png
Frame Count 1 + 4 8 12 1
Simplified 5 8 13

Jumping Normals

njlp
Jumping Jab
Jumping Light Punch
8LP / U.png+Lp.png
Zangief njjab2 djjab2.png
First hitbox
Zangief njjab3.png
Second hitbox (Neutral Jump ver.)
Zangief djjab3.png
Second hitbox (Diagonal Jump ver.)
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 11 (3/8) 13+∞ Dependent 2/1

An aerial knife hand strike. The neutral and diagonal jump versions are the same, but with slightly different hitboxes.

  • Avoid the neutral jump version, since the Strong and Fierce versions are the same attack but with better damage and priority.
  • The diagonal jump version has its uses, having better vertical priority than diagonal Strong by 2 pixels, but the damage and horizontal priority/range is a lot worse, so favor Strong for air to airs.
  • The diagonal version can set up ticks into SPD from a little farther than diagonal jumping Short. It doesn't hit as low though, which makes it whiff vs. crouching characters (with Dee Jay being the only exception, but since he leans back during his crouch block animation it's harder to hit than Short).

Click to toggle detailed hitbox data.

Neutral Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njjab2 djjab2.png Zangief njjab3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11

Diagonal Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njjab2 djjab2.png Zangief djjab3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11


njmp
Jumping Strong
Jumping Medium Punch
8MP / U.png+Mp.png
Zangief njstrng2 djstrng2.png
First hitbox
Zangief njstrng3.png
Second hitbox (Neutral Jump ver.)
Zangief djstrng3.png
Second hitbox (Diagonal Jump ver.)
Neutral Jump Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 11 (3/8) 13+∞ Dependent 4/3


Diagonal Jump Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 11 (3/8) 13+∞ Dependent 4/3


Another aerial knife hand strike. The neutral and diagonal jump versions are again the same, but with slightly different hitboxes and stun values.

  • Once again, avoid the neutral jump version, since the Fierce version is the same attack but with better damage and priority.
  • The diagonal jump version is Zangief's main air-to-air option, mainly due to it being his diagonal jumping normal with the longest horizontal reach.
  • It's not that great, but it can beat some low priority moves like Blanka's jumping Strong, or it can be used against Claw's wall dives by anticipation, though that's very risky.

Click to toggle detailed hitbox data.

Neutral Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njstrng2 djstrng2.png Zangief njstrng3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11

Diagonal Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njstrng2 djstrng2.png Zangief djstrng3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11


njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
Zangief njfrc2.png
Zangief njfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 11 (3/8) 13+∞ Dependent 5/4

Zangief's best aerial hand knife strike.

  • Has the best damage and priority with the same frame data as his other neutral jumping punches.
  • Good enough to beat Claw's Wall Dive (it may trade if Claw does it late) and Cammy's Cannon Spike (if done from far enough).
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njfrc2.png Zangief njfrc3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
Zangief djfrc4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 7 14+∞ Dependent 5/4

An aerial long punch.

  • Zangief's main air to ground attack: great at jumping over fireballs (except against Low Tiger Shots, use diagonal Roundhouse for those), at surprise jumps and as a combo starter.
  • You you know your opponent will take the hit (i.e. you just jumped over a fireball) you can follow into an SPD for massive damage, or if you believe they'll block it you can walk up and SPD. If they don't expect this it can be very hard to escape, due to this move's long blockstun.
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

Zangief djfrc1&7.png Zangief djfrc2&6.png Zangief djfrc3&5.png [[File: ]] Zangief djfrc3&5.png Zangief djfrc2&6.png Zangief djfrc1&7.png
Frame Count 1 3 3 7 3 3
Simplified 7 7



jlk
Jumping Short
Jumping Light Kick
8LK / U.png+Lk.png
Zangief njshrt2.png
Neutral Jump version
Zangief djshrt2 djfrwrd2.png
Diagonal Jump version
Neutral Jump Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
3 N/A 3+∞ Dependent 2/1


Diagonal Jump Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
3 16 19+∞ Dependent 2/1

Zangief does a weak two foot kick. The neutral jump version lasts the whole jump and has worse vertical priority.

  • The neutral jump version is OK for tick throwing if you ever find yourself within range and with enough momentum, but this is a rare occurence.
  • The diagonal jump version is Zangief's main air tick move, with good range and great SPD timing (it's the same whether or not the move hits or is blocked since aerial lights have equal blockstun and hitstun).
  • If your opponent can consistently reverse these tick attempts, use Forward or Roundhouse instead, since they animate the same it'll be hard to tell the difference until it hits. Keep in mind this is only effective if your opponent actually blocks it (remember: aerial blockstun is gradual but aerial hitstun is constant).
  • Also the best move to be used on safe jumps and can be used as an instant overhead.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief njshrt2.png
Frame Count 3
  • Diagonal Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief djshrt2 djfrwrd2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 16 8 6 4
Simplified 3 16


njmk
Jumping Forward
Jumping Medium Kick
8MK
U.png+Mk.png
Zangief njfrwrd2.png
Neutral Jump version
Zangief djshrt2 djfrwrd2.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
3 16 19+∞ Dependent 4/3

Another two foot aerial kick.

  • The neutral jump version is again outclassed by neutral jump Roundhouse.
  • The diagonal jump version has the same animation and hurtboxes as the Short version, with more damage and stun.
  • Can be used as a mix-up when air ticking with the Short version, but it's not as efficient due to the difference on hit and block stuns (i.e. you will have to know beforehand if it will hit or be blocked).
  • Also his best move as an instant overhead.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief njfrwrd2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 16 8 6 4
Simplified 3 16
  • Diagonal Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png File:Zangief djfrwrd2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 16 8 6 4
Simplified 3 16


jhk
Jumping Roundhouse
Jumping Heavy Kick
8HK / U.png+Hk.png
Zangief njrh2.png
Neutral Jump ver.
Zangief djrh2.png
Diagonal Jump ver.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17 (-1) 60(+20) None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 8 11+∞ Dependent 5/4

One more two foot aerial kick.

  • The neutral jump version has awesome range compared to neutral jump Short and Forward, making it his best neutral jump kick.
  • Has about the same range as neutral jump Fierce with less priority, but it hits lower which allows Zangief to beat some low moves (e.g. Blanka's slide).
  • His startup hurtboxes are a lot smaller compared to his hurtboxes during his active frames, making this very good for trading.
  • The diagonal jump version may be a bad move for trading (due to the premature projected hurtbox during startup) it's great for shenanigans: whiff it on purpose and do an SPD right when Zangief lands. This technique is known as the diet screw in Japan, and it only works with Roundhouse since his hurtbox during the first recovery animation is much smaller than his other jumping kicks.
  • This version can also be used as an instant overhead, but the timing is much more strict than the other kicks and it's impossible to perform against a significant chunk of the cast, so it's not very practical. You should only favor it over Forward when fighting Dee Jay, since he has the tallest crouching hurtbox in the game, making Roundhouse much more viable.
  • Note that this move has 2px less horizontal range than diagonal jumping Fierce, but it also hits 7px lower, making it the best move to use against Low Tiger Shot. Against other projectiles, favor diagonal jumping Fierce.
  • Both versions are very good moves for anticipating jump ins thanks to the fast startup.
  • Old Zangief does a little more random damage with both versions.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief njrh2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 8 8 6 4
Simplified 3 8
  • Diagonal Jump Version:
Zangief djrh1.png Zangief djrh2.png Zangief djrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 8 8 6 4
Simplified 3 8


Command Normals

Headbutt
Headbutt
Hop
B.png or F.png + Mp.png or Hp.png
4 or 6 + MP or HP
Zangief hop7.png
Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 1~7 70 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
15 8 17 40 Dependent 4/3


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 1~7 70 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
15 10 18 43 Dependent 5/4

Zangief does a stupid little hop into a headbutt.

  • Has no range, beats just about nothing and has a long recovery, making it just about useless, often coming out when you mistime a strong throw or try to use standing Strong as a poke.
  • Was likely meant to be a way for Zangief to hop over lows, but it's not very good at that. It can avoid Shoto's crouching Roundhouse and Honda's long range sweep reliably though.
  • The strong version has less attacking frames and momentum, but also less recovery. If you're going to try to use this move in footsies, against all odds, use the Strong version, since Fierce's recovery makes it pretty much unusable.
  • If you somehow happen to land the Strong version, do a command grab right when Zangief lands.
  • The only real use for this move is an easy and fast way to land a Super against a dizzied opponent.
  • This move also has two interesting properties: It can be used to hop over Low Tiger Shots, but it's not really usable (i.e. the timing is quite strict, and it only really works against the fast ones) and you can use it to hop over certain characters if they are crouching. Against New Ryu, if he has Super and you knocked him down, a Fierce Headbutt from point blank and with meaty timing can avoid his reversal super in the same fashion as Claw's crouching Jab. As a plus, if he just wakes up crouching, Zangief will simply land on the other side, allowing for a command throw.

Click to toggle detailed hitbox data.

  • Strong Version:
Zangief hop1&3&10.png Zangief hop2.png Zangief hop1&3&10.png Zangief hop4.png Zangief hop5.png Zangief hop6.png Zangief hop7.png Zangief hop8strng.png Zangief hop9.png Zangief hop1&3&10.png
Frame Count 1 + 1 1 1 2 3 6 8 8 6 3
Simplified 15 8 17
  • Fierce Version:
Zangief hop1&3&10.png Zangief hop2.png Zangief hop1&3&10.png Zangief hop4.png Zangief hop5.png Zangief hop6.png Zangief hop7.png Zangief hop8frc.png Zangief hop9.png Zangief hop1&3&10.png
Frame Count 1 + 1 1 1 2 3 6 10 6 9 3
Simplified 15 10 18
Air Headbutt
Air Headbutt
During Neutral Jump
U.png + Mp.png or Hp.png
8 MP or HP
Zangief hb2strng.png
Strong Version
Zangief hb2frc.png
Fierce Version
Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 21~27 (World)
28~34 (JP)
100 (World)
90 (JP)
None High N/A
Startup Active Recovery Total Frame Adv. Meter
3 8 11+∞ Dependent 4/3


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 21~27 (World)
28~34 (JP)
100 (World)
90 (JP)
None High N/A
Startup Active Recovery Total Frame Adv. Meter
3 6 9+∞ Dependent 5/4

Zangief does a headbutt midair. One of the hardest moves to land in the game, likely on purpose.

  • This move does differing stun depending on the region your game is in. The Japanese version gives you enough stun to usually stun your opponent in 1 hit, while every other region still does a respectable amount of stun, but can't 1 hit stun.
  • The Fierce version has better priority and damage in exchange for less attacking frames.
  • If you want that instant dizy, train yourself to punish badly whiffed specials (like non jab Shoryukens and the like).
  • Feeling brave? Try this against Dhalsim at max range to hit his limbs.

Click to toggle detailed hitbox data.

  • Strong Version:
Zangief hb1.png Zangief hb2strng.png Zangief hb3.png
Frame Count 3 8
  • Fierce Version:
Zangief hb1.png Zangief hb2frc.png Zangief hb3.png
Frame Count 3 6


Flying Body Press
Flying Body Press
Chest Splash
During Diagonal Jump
D.png + Hp.png
2HP
Zangief splash2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 N/A 5+∞ Dependent 5/4

Zangief does a body press with his hairy chest.

  • His only crossup move, and for that reason a vital tool in his kit. It's very important in cross-up combos or block strings into ticking.
  • Damage is a little low for a Fierce move but the priority compensates for it.
  • Does a poor job in air to airs, but for air to ground it does OK against some of the worse anti-airs.
  • Zangief's legs are invulnerable during this move, great for crossups since he can use it while being safe from certain specials (e.g. Shoryukens) when he's landing on the opposite side.
  • There's some funny uses for this move: against New Ryu, if he's about to die and you can anticipate a reversal, you can jump and do it late, causing the move to trade with a reversal Shoryuken for the win. It can also beat Sagat's Tiger Uppercuts if timed to hit right after the invulnerable part. Don't rely on these tactics though, as an experienced player can just delay their reversal, hitting Zangief cleanly for big damage.

Click to toggle detailed hitbox data.

Zangief splash1.png Zangief splash2.png
Frame Count 5
Double Knee Drop
Double Knee Drop
During Diagonal Jump
D.png + Lk.png or Mk.png
2 LK or MK
Zangief knee2shrt.png
Short Version
Zangief knee2frwrd.png
Forward Version
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 N/A +∞ Dependent 2/1


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 18 25+∞ Dependent 4/3

Zangief does a double knee attack in the air.

  • The short version has two main uses: It's perfect as a safe jump attack since it's light attack that stays active the whole jump (light attacks have the same hit/blockstun) and as a tick into Super.
  • It's a good idea to mix it up with diagonal Short when going for Super just to make thenm think that you're going to tick into SPD or whatnot. When folks know that Zangief is going for a Super they may counter throw, and they tend to be successful since Zangief's Super has mediocre throw range.
  • The forward version is better as an air to ground tool thanks to its amazing vertical priority. It's very good against low hitting kicks and some other anti airs if timed right. Emphasis on the right timing: It's active for 18 frames, and the recovery has hurtboxes projected out of place which makes it easily punishable.
  • You can also use this to beat E.Honda's Headbutt, but keep in mind you will have to land on top of Honda or it will be beaten, cleanly.
  • This can also be used as an instant overhead against some characters, but Zangief has better options for that.
  • Zangief inflicts very low dizzy with this move, so limit use for when you actually need its "anti-anti-air" priorities.
  • Old Zangief does more damage with both versions, for some reason.

Click to toggle detailed hitbox data.

  • Short Version:
Zangief knee1short knee1&3frwrd.png Zangief knee2shrt.png
Frame Count 5
  • Forward Version:
Zangief knee1short knee1&3frwrd.png Zangief knee2frwrd.png Zangief knee1short knee1&3frwrd.png Zangief knee4frwrd.png
Frame Count 7 18 6
Simplified 7 18

Throws

Zangief can perform throws/holds with Mp.png, Hp.png, Mk.png and Hk.png. He can also perform a throw while crouching using Mp.png or Hp.png. He even has two air throws with Mp.png/Hp.png or Mk.png/Hk.png.

Stomach Claw
Close
D.png + Mp.png or Hp.png
2 MP/HP
Zangief stomclaw.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4*n 0 0 None Grab 69 (from axis)
24 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Zangief's unique crouching hold, a variation of his standing Fierce grab.

  • Sometimes comes out when you're trying to do a crouching Strong opke, and that's fine since this hold does more damage. It's still mediocre for a hold (Long startup on the first hit, usually hits 2 to 3 times), but it's still a great defensive move, making Zangief practically immune to low/grab mixups, since you can do both while crouching.
  • Also very good on the Dee Jay matchup: it work as an OS on his wake up, since if it whiffs, the crouching Strong that comes out instead will beat his Jackknife Maximum upkicks as well as his Rolling Sobat.


Click to toggle throwbox data.

Zangief crthrow.png


Piledriver
Close
B.png/F.png + Mp.png
4/6 MP
Zangief piledriver.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32 7~13 100 None Grab 69 (from axis)
24 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

A piledriver, without the spin.

  • Zangief's most important normal throw, alongside his crouching one.
  • Since Zangief sits on his opponent's head, they'll always stay in front of Zangief.
  • Sets up a crossup Body Press when unteched. This makes it very good against Old characters (since they can't tech throws) because you can "loop" it. It works like this: after you grab them, do a Banishing Flat, cross up Press, and now you can mix up with 0-2 crouching Jabs and then throw again.


Iron Claw
Close
B.png/F.png + Hp.png
4/6 HP
Zangief ironclaw.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4*n 0 0 None Grab 69 (from axis)
24 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Zangief noogies his opponent's face for multiple hits.

  • Totally outclassed by Bite since it has more startup (i.e. it takes longer for Zangief to do the first hit), the opponent is released farther away from you and it has the same maximum theoretical amount of hits.
  • Don't use this on purpose.


Brain Buster
Close
B.png/F.png + Mk.png
4/6 MK
Zangief brainbuster.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32 7~13 100 None Grab 69 (from axis)
24 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Zangief brings his opponent's head down to the floor, throwing them behind him.

  • Not as useful as Piledriver since his opponent is thrown too far for a crossup, but if you're cornered and need the opponent on the other side, here you go.


Bite
Kamitsuki
Close
B.png/F.png + Hk.png
4/6 HK
Zangief bite.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4*n 0 0 None Grab 69 (from axis)
24 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Zangief bites his opponent for multiple hits.

  • Does great damage, and would be amazing on any other character, but if you're going to grab you'll usually want to SPD instead.
  • It's possible to cross under some characters if you trap them in the corner.

Click to toggle throwbox data.

Zangief stthrowb.png | align="center" valign="bottom" rowspan=" 1 " | Zangief stthrow.png | align="center" valign="bottom" rowspan=" 1 " | Zangief stthrowf.png


Aerial Deadly Drive
Close, in Air
Any direction but U.png + Mp.png/Hp.png
Any direction but 8 + MP/HP
Zangief airdeaddrive.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
42 7~13 100 None Grab 61 (from axis)
16 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Zangief throws his opponent down in the direction pressed.

  • Does more damage than the Kick air throw but the follow up game is weaker.

Click to toggle throwbox data.

Zangief pairthrow.png


Aerial Leg Throw
Close, in Air
Any direction but U.png + Mk.png/Hk.png
Any direction but 8 + MK/HK
Zangief airdeaddrive.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32 7~13 100 None Grab 61 (from axis)
16 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Zangief tosses his opponent over his head in the direction pressed.

  • This is the better air throw because it leaves the opponent closer, but it's still rarely used.

Click to toggle throwbox data.

Zangief kairthrow.png


Special Moves

Spinning Piledriver

Spinning Piledriver
360.png + P.png
Zangief spd.png
Zangief piledriver.png
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
42[1] 7~13 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 1* 32 34 Hard Down 20*


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
46[1] 7~13 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 1* 34 36 Hard Down 20*


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
50[1] 7~13 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 1* 36 38 Hard Down 20*

Zangief attempts to grab the enemy. If he succeeds, he'll jump up, spin, and slam their head to the ground.

  • This is a command throw with excellent range that does good damage; this is Zangief's most important move.
  • All versions have the same range, unlike later games in the series that give Jab a better range and Fierce a worse one.
  • The Jab version does the worst damage and Fierce does the highest, this alone is enough reason for you to favor using the Fierce version most of the time. Fierce also covers more ground during the spinning animation and Jab covers less, that's another reason why Fierce is preferable most of the time since you always want to push the opponent to the nearest corner whenever possible.
  • Also, the Jab version also has a whiff animation that doesn't last as long as Fierce, although it does not vary that much: if the opponent manages to get a reversal out or if you do it incorrectly, you'll get hit either way.
  • Finally, Jab has a more lenient window for the P input, which as a consequence allows for more grabbable frames during the whiff animation (See Getting more throw attempts during the SPD in the Strategy section).
  • Another minor tidbit to be aware of is that a successful SPD will only give you the full 20 points of Super meter when it grabs the opponent on the first grabbing frame, if it grabs the opponent during the whiff animation then it will give only 5 points of super meter.
  • As stated above, you should be using the Fierce version on most cases, but there are a few exceptions. Good uses for the Jab version are: when any SPD can win the round and you'd preffer to just get more active frames on your SPD to guarantee the tick, or if you're doing a SPD in a situation in which the opponent's throwbox is delayed. Also, on a few matchups, when you already have the opponent cornered, a Jab/Strong SPD may be used instead because landing too close to the corner may result in the opponent getting knocked down in a strange way that may not allow you to follow up with anything (they get up faster), specially if the tick string leaves Zangief too close to the opponent (e.g. an aerial move linked into a single light attack). There's only 4 matchups that you really need to care about it though: against Guile and Dhalsim, as long the safe jump tick string spaces Zangief far enough then the problem is negated; agaisnt Claw it's apparently impossible to make he bounce high enough for you to be able to safe jump him, but if you space it well you can still safe tick; against Chun there isn't much you can do, unfortunatelly. Anyway, if you do reversals with triple taps you'll never end up using the Strong version, but some players like to piano Strong and Fierce for reversals. If that's what you choose to do, keep in mind that you shouldn't piano all 3 P buttons to increase your reversal chances, because a Lariat may come out by accident.
  • If done after a tick and out of opponents throw range, the opponent can only escape by doing a reversal-timed instantly-invincible attack, like a dragon punch, or a move that puts the character in the air instantly, like Blanka's rolling attack.

Click to toggle detailed hitbox data.

  • Throwbox:
Zangief spd0.png
  • Whiff Animation:
Zangief whiff1&5.png Zangief whiff2&4.png Zangief whiff3.png Zangief whiff2&4.png Zangief whiff1&5.png
Frame Count (Jab) 5 5 16 3 3
Simplified (Jab) 32
Frame Count (Strong) 5 5 18 3 3
Simplified (Strong) 34
Frame Count (Fierce) 5 5 20 3 3
Simplified (Fierce) 20


Atomic Suplex

{{MoveData | name = Atomic Suplex | input = Close
360.png + K.png / 360K

Click to toggle detailed hitbox data.

Short Forward Roundhouse
Zangief suplexshrt.png Zangief suplexfrwrd.png Zangief suplexrh.png

Vertical Roll

Vertical Roll
[2]8K / Cd.pngU.png+K.png
Blanka vroll2anm.gif
Blanka vroll5.png
Blanka vroll6.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] / 28[2] 9~15 100 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 18(15)8 18 59 Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 9~15 100 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 17(15)8 19 59 Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 9~15 100 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 16(15)8 24 63 Dependent 7

Blanka launches himself vertically and ends with a flip kick, falling to the ground.

  • A very good anti-air and crossup tool.
  • The LK version deals a bit more damage during the kick part.

Click to toggle detailed hitbox data.

  • Active:
Blanka vroll2anm.gif Blanka vroll3anm.gif Blanka vroll4.png Blanka vroll5.png Blanka vroll6.png
Frame Count (Short) 18 12 3 4 4
Simplified (Short) 18 15 8
Frame Count (Forward) 17 12 3 4 4
Simplified (Forward) 17 15 8
Frame Count (Roundhouse) 16 12 3 4 4
Simplified (Roundhouse) 16 15 8
  • Recovery
Blanka vroll7.png Blanka vroll8.png Blanka vroll9.png Blanka vroll10.png Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 4 4 3 1 2 4
Simplified (Short) 11 7
Frame Count (Forward) 4 4 3 1 2 5
Simplified (Forward) 11 8
Frame Count (Rh) 4 4 4 3 1 2 6
Simplified (Rh) 15 9
  • Knockback:
Blanka vroll2anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 40+ 1 2 4
Simplified (Short) 40+ 7
Frame Count (Forward) 40+ 1 2 5
Simplified (Forward) 40+ 8
Frame Count (Rh) 40+ 1 2 6
Simplified (Rh) 40+ 9

Backstep Roll

Backstep Roll
[4]6K
Cb.pngF.png + K.png
Blanka broll14.png
Blanka broll15.png
Blanka broll16.png
Blanka broll17anm.gif
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[0] x 3) / 28[1] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
44 20 (4/3/2/11) 5 on whiff/combo
33+ on spin block/hit
69/97+ Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[1] x 3) / 28[2] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
38 23 (4/3/2/14) 6 on whiff/combo
34+ on spin block/hit
67/95+ Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[2] x 3) / 28[3] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
31 25 (4/3/2/16) 7 on whiff/combo
35+ on spin block/hit
63/91+ Dependent 7

Blanka flips back and jumps forward, rolling on his way down.

  • The first 3 hitboxes deal less damage than the last rolling part. If you somehow hit with them, they'll combo into each other. This is extremely difficult unless you're point blank range on a big character.
  • Impractical due to the ungodly startup, slow active part, and terrible recovery.

Click to toggle detailed hitbox data.

Startup:

Blanka broll1&3.png Blanka broll2.png Blanka broll1&3.png Blanka broll4.png Blanka broll5.png Blanka broll6.png Blanka broll7.png
Frame Count (Short) 2 4 2 3 5 5 2
Simplified (Short) 11 12
Frame Count (Forward) 1 3 1 3 5 5 3
Simplified (Forward) 8 13
Frame Count (Rh) 1 2 1 1 5 5 3
Simplified (Rh) 5 13
Blanka broll8.png Blanka broll9.png Blanka broll10.png Blanka broll11.png Blanka broll12.png Blanka broll13.png
Frame Count (Short) 3 6 3 3 3 3
Simplified (Short) 12 9
Frame Count (Forward) 2 4 2 3 3 3
Simplified (Forward) 8 9
Frame Count (Rh) 1 2 1 3 3 3
Simplified (Rh) 4 9

Active/Recovery:

Blanka broll14.png Blanka broll15.png Blanka broll16.png Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 4 3 2 11 1 2 2
Simplified (Short) 4 3 2 11 5
Frame Count (Forward) 4 3 2 14 1 2 3
Simplified (Forward) 4 3 2 14 6
Frame Count (Rh) 4 3 2 16 1 2 4
Simplified (Rh) 4 3 2 16 7
  • Knockback:
Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 28+ 1 2 2
Simplified (Short) 28+ 5
Frame Count (Forward) 28+ 1 2 3
Simplified (Forward) 28+ 6
Frame Count (Rh) 28+ 1 2 4
Simplified (Rh) 28+ 7

Surprise Forward

Surprise Forward
F.png + 3k.png
6+3K
Blanka hopf5.png

Blanka jumps forward. The hop lasts for about 18 frames before an 8 frame landing animation.
  • Gives you 5 points of meter.
  • Allows you to pass through opponents.
  • Use this sparingly, mostly as a mixup tool. Experienced players can react and punish.

Click to toggle detailed hitbox data.

Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf4.png Blanka hopf5.png Blanka hopf6.png Blanka hopf7.png Blanka hopf8.png
Frame Count 1 1 1 6 2 2 4 4
Simplified 3 18
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Surprise Back

Surprise Back
B.png + 3k.png
4+3K
Blanka hopb4&6.png

Blanka jumps backwards. Invincible from frames 1-13.
  • Gives you 5 points of meter.
  • An excellent meter building move.
  • The invincibility allows you to escape from some nasty situations.

Click to toggle detailed hitbox data.

Blanka hopb1&3.png Blanka hopb2.png Blanka hopb1&3.png Blanka hopb4&6.png Blanka hopb5.png Blanka hopb4&6.png Blanka hopb7.png Blanka hopb8.png
Frame Count 1 1 1 2 2 6 4 4
Simplified 13 8
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Super Combo

Ground Shave Roll
[4]646P
Cb.pngF.pngB.pngF.png + P.png
Blanka super4anm.gif
Jumping down
Blanka super5anm.gif
Charging/Rolling
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] x 4 0~4 x 4 20 x 4 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
14 29 (Jumping down)
0 to 90 (Charging)
∞ (Rolling)
0 on whiff
40 on block/hit
57 -17/Hard Down -

Invincible on frames 1-14.

Blanka jumps up in an invincible state, falls down with a hitbox, then rolls forward until he hits a wall.

  • If you hold the Punch button down, you can continue to charge up the roll for up to 90 frames. This won't increase the damage.
  • If you release the roll after your opponent has jumped over you, it will autocorrect to face them.
  • While this move does great damage, it will rarely connect due to the slowness of the hop, giving your opponent plenty of time to block. It's not safe on block either, even if it does chip for 4 hits.

General Strategies

  • If your opponent tries to jump above this, you can usually counter with a Vertical Roll after you recover.
  • This can be used as an anti-air with good timing. If you hit them out of the air with the hop, you can hold the punch button briefly and juggle them just before they land.

Click to toggle detailed hitbox data.

Blanka super1.png Blanka super2.png Blanka super3.png Blanka super4anm.gif Blanka super5anm.gif
Frame Count 1 + [18] + 5 5 3 29 0 to 90 + ∞
Simplified 14 29
  • Knockback:
Blanka superb1anm.gif Blanka superb2&4.png Blanka superb3.png Blanka superb2&4.png Blanka superb5.png
Frame Count 28 3 5 3 1
Simplified 28 12

Misc Animations

Jump Animations

  • Prejump:
Blanka bj1 nj1 fj1.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png Blanka bj3 nj3 fj3.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
Frame Count (Neutral) 1 1 1 1
Simplified (Neutral) 4
Frame Count (Back) 1 1 1 1
Simplified (Back) 4
Frame Count (Forward) 1 1 1
Simplified (Forward) 3
  • Neutral/Back Jump, Airborne + Landing:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka bj8&10 nj8&10 fj8.png Blanka bj7&11 nj7&11 fj7.png Blanka bj6&12 nj6&12 fj6.png Blanka bj13 nj13.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
Frame Count (Neutral) 1 10 4 4 6 4 4 6 1 7*
Simplified (Neutral) 1 38 1 7*
Frame Count (Back) 1 10 4 4 6 4 4 7 1 7*
Simplified (Back) 1 39 1 7*
  • Forward Jump, Airborne + Landing:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka fj10&14.png Blanka fj11&13.png Blanka fj12.png Blanka fj11&13.png Blanka fj10&14.png Blanka bj9 nj9 fj9&15.png Blanka fj16.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
Frame Count 1 4 4 4 4 4 4 4 4 4 2 1 7*
Simplified 1 38 1 7*

Blanka is the only character in the game that doesn't have the same prejump speed on all 3 forms of jumps. On his Neutral and Back Jumps, the prejump takes 4f to finish, which is considered slow. On his Forward Jump, it takes one frame less, so it's of average speed. With all that said, Blanka has the second quickest overall jump duration on the game (losing only to Claw's, draws with O.Sagat's).

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief