Super Street Fighter IV AE/Zangief: Difference between revisions

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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.
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.
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The Red Cyclone returns for another round of spinning death.  Zangief has received some monstrous buffs from Vanilla SSF4, making him closer to, if not better than, his original SF4 incarnationThe most fearsome change is the new length of his light SPDIt now reaches roughly 1/4 of the screen away from Zangief, allowing him to grab many characters out of their long range pokes.  In addition, both the light and heavy SPDs have had their damage increased by a slight amountHis EX Green Hand no longer knocks down, but at the same time it puts him in range for his light SPDFinally, his Siberian Blizzard Ultra can now be steered freely, opening up some new setups and possibilitiesPlaystyle-wise, Zangief has not changed one bit, so the transition will be very smooth, and likely very enjoyable due to the aforementioned buffs.}}
The quintessential grappler.  Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close.  Grapples, however, are not his only forteHe does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponentWhile the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within rangeHe can also play footsies surprisingly well with his Lariats and sweepsAs a grappler, his only true weakness is being full-screen distance away from his opponentCharacters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.}}





Revision as of 12:46, 25 October 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 quintessential grappler. Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forte. He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent. While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range. He can also play footsies surprisingly well with his Lariats and sweeps. As a grappler, his only true weakness is being full-screen distance away from his opponent. Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.


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


AE Changes

  • Increased range on Far Standing Hard Punch
  • Light Punch and Hard Punch Spinning Piledrivers damage buffed
  • Increased range on Light Punch Spinning Piledriver
  • EX Banishing Flat, when it hits a grounded opponent, will no longer knock down but you will have advantage.
  • Alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.
    Forward direction can travel much further than before, so it's easier to grab backdashing opponents.
    Ground recovery on whiff has increased.


The Basics

Combos

Strategy

Matchups

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: