Super Street Fighter IV AE/Zangief: Difference between revisions

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==Introduction==
{{SSFIVAEHeader}}
{{SSFIVCharacterHeader|Zangief|Zangief|
Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride.  Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.
|
The consummate grappler, Zangief players must have extreme patience.  Expect to play a game where you will repeatedly be defeated in your attempts to get in... but understand that that's okay.  Because once you get in once, it's very easy for Zangief to deal a huge amount of damage all at once, keeping the opponents guessing with his strong Option Select game to battle wake-ups.  Also, Zangief's footsie game is surpsingly potent, and he can easily defeat you without a single Spinning Pile Drive.  If you enjoy using a fast-paced character with mix-ups galore, stay away from Zangief.  But if you enjoy patiently waiting and picking just the right moment to strike, look no further.}}


==Move Analysis==


===Normal Moves===
== Moves ==


===Normal Throws===
==== Unique Attacks ====


===Command Normals===
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Flying Body Attack | (during angled jump) d + hp | high }}
{{SSFIVMoveListRow | Double Knee Drop | (during angled jump) d + lk | high }}
{{SSFIVMoveListRow | Headbutt | (during vertical jump) u + mp or hp | high }}
{{SSFIVMoveListRow | Long Kick | df + hk | low }}
{{MoveListFooter}}


===Focus / Saving Attack===  
==== Throws ====


===Special Moves===
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Bodyslam | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Brain Buster | b + lp + lk | throw }}
{{MoveListFooter}}


===Super Move===
==== Special Moves ====


===Ultra Moves===
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Spinning Piledriver | 360 + p | throw ex }}
{{SSFIVMoveListRow | Banishing Flat | dp + p | ex }}
{{SSFIVMoveListRow | Double Lariat | 3p |  }}
{{SSFIVMoveListRow | Quick Double Lariat | 3k |  }}
{{SSFIVMoveListRow | Flying Power Bomb | 360 + k | ex version gains armor; throw ex }}
{{SSFIVMoveListRow | Atomic Suplex | (near opponent) 360 + k | throw ex }}
{{MoveListFooter}}


==The Basics==  
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Final Atomic Buster | 360 360 + p | throw }}
{{MoveListFooter}}


==Combos==
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Ultimate Atomic Buster | 360 360 + 3p | throw }}
{{SSFIVMoveListRow | Siberian Blizzard | (in air) 360 360 + 3k | airthrow }}
{{MoveListFooter}}


==Strategy==
==Matchups==


==Frame Data==
==Frame Data==

Revision as of 03:58, 2 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Zangief

SSFIV-Zangief Face.jpg

Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride. Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.


In a nutshell

The consummate grappler, Zangief players must have extreme patience. Expect to play a game where you will repeatedly be defeated in your attempts to get in... but understand that that's okay. Because once you get in once, it's very easy for Zangief to deal a huge amount of damage all at once, keeping the opponents guessing with his strong Option Select game to battle wake-ups. Also, Zangief's footsie game is surpsingly potent, and he can easily defeat you without a single Spinning Pile Drive. If you enjoy using a fast-paced character with mix-ups galore, stay away from Zangief. But if you enjoy patiently waiting and picking just the right moment to strike, look no further.


Moves

Unique Attacks

Name
Command
Notes
Flying Body Attack
(during angled jump) d + hp
high
Double Knee Drop
(during angled jump) d + lk
high
Headbutt
(during vertical jump) u + mp or hp
high
Long Kick
df + hk
low

Throws

Name
Command
Notes
Bodyslam
f or n + lp + lk
throw
Brain Buster
b + lp + lk
throw

Special Moves

Name
Command
Notes
Spinning Piledriver
360 + p
throw ex
Banishing Flat
dp + p
ex
Double Lariat
3p
Quick Double Lariat
3k
Flying Power Bomb
360 + k
ex version gains armor; throw ex
Atomic Suplex
(near opponent) 360 + k
throw ex

Super Combo

Name
Command
Notes
Final Atomic Buster
360 360 + p
throw

Ultra Combos

Name
Command
Notes
Ultimate Atomic Buster
360 360 + 3p
throw
Siberian Blizzard
(in air) 360 360 + 3k
airthrow


Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 ch/sp/su 4 6 7 -1 +2
Close Strong.gif HL 90 100 40 sp/su 5 2 14 -2 +1
Close Fierce.gif HL 140 200 60 - 7 4 20 -6 -1
Close Short.gif HL 30 50 20 - 4 2 10 -1 +2
Close Forward.gif HL 90 100 40 sp/su 5 2 15 -3 0
Close Roundhouse.gif HL 140 200 60 - 7 4 21 -5 -1
Far Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +3 +6
Far Strong.gif HL 70 100 40 - 4 2 10 +2 +5
Far Fierce.gif HL 140 200 60 - 12 3 18 -3 +1
Far Short.gif HL 30 50 20 sp/su 4 2 7 +2 +5
Far Forward.gif HL 90 100 40 - 7 6 18 -10 -7
Far Roundhouse.gif HL 140 200 60 - 11 4 16 -2 +2
crouch Jab.gif HL 20 50 20 ch/sp/su 4 3 6 +2 +5
crouch Strong.gif HL 80 100 40 - 8 5 12 -3 +3
crouch Fierce.gif HL 120 200 60 su 12 4 16 -2 +2
crouch Short.gif L 40 50 20 sp/su 4 3 7 +1 +4
crouch Forward.gif L 90 100 40 - 9 4 15 -5 -2
crouch Roundhouse.gif L 120 200 60 - 9 5 18 -5 -
Jump up Jab.gif H 60 50 20 - 5 5 - - -
Jump up Strong.gif H 90 100 40 - 7 4 - - -
Jump up Fierce.gif H 140 200 60 - 10 6 - - -
Jump up Short.gif H 50 50 20 - 7 4 - - -
Jump up Forward.gif H 90 100 40 - 9 5 - - -
Jump up Roundhouse.gif H 120 200 60 - 9 6 - - -
Jump forward Jab.gif H 60 50 20 - 6 5 - - -
Jump forward Strong.gif H 90 100 40 - 7 3 - - -
Jump forward Fierce.gif H 120 200 60 - 11 6 - - -
Jump forward Short.gif H 50 50 20 - 7 4 - - -
Jump forward Forward.gif H 80 100 40 - 9 10 - - -
Jump forward Roundhouse.gif H 120 200 60 - 9 6 - - -
Down.gif+Fierce.gif(air) H 100 150 60 - 6 7 - - -
Down.gif+Short.gif(air) H 50 50 20 - 8 6 - - -
Up.gif+Strong.gif(air) H 100 500 40 - 4 6 - - -
Up.gif+Fierce.gif(air) H 120 600 60 - 6 12 - - -
Downright.gif+Roundhouse.gif L 120 200 60 - 14 7 22 -11 -
Focus Attack LVL 1 HL 90 100 20 - 23 5 32 -21 -21
Focus attack LVL 2 HL 120 150 40 - 17+16 5 32 -15 -
Focus attack LVL 3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.94 160 180 40 - 3 2 20 - -
Back throw 0.94 160 180 40 - 3 2 20 - -
Spinning Piledriver Jab.gif 1.75 180 100 40/100 - 2 2 52 - -
Spinning Piledriver Strong.gif 1.45 200 150 40/100 - 2 2 50 - -
Spinning Piledriver Fierce.gif 1.35 250 200 40/100 - 2 2 48 - -
Spinning Piledriver EX 1.35 200 150 -250/0 - 4 2 47 - -
Banishing Flat Jab.gif HL 120 100 30/30 su 11 2 21 -7 -5
Banishing Flat Strong.gif HL 130 150 30/30 su 13 2 22 -8 -6
Banishing Flat Fierce.gif HL 140 200 30/30 su 16 2 23 -9 -7
Banishing Flat EX HL 80*50 50*50 -250/0 su 13 1*1 27 -9 +1
Lariat Punch.gifPunch.gifPunch.gif HL 120*140 150*200 30/40 su 4 2(4)7(2)7(3)9(2)8(4)3 14 -44 -
Lariat Kick.gifKick.gifKick.gif HL 110*130 100*150 20/30 su 4 2(4)5(3)8(4)3 14 -22 -
Double German Suplex 1.00 220 200 30/140 - 2 2 45 - -
Double German Suplex EX 1.00 240 200 -250/0 - 2 2 45 - -
Running Bear Grab 2.92 200 150 30/80 - 1 2 45 - -
Running Bear Grab EX 5.06 220 200 -250/0 - 1 2 45 - -
Super Combo 1.24 450 0 -1000/0 - 1+0 2 46 - -
Ultra Combo 1 1.44 520 0 0/0 - 1+0 2 46 - -
Ultra Combo 2 0.95 450 0 0/0 - 0+3 ??? 58 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: