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| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = Neutral Jump | |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%}} | |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) | |dizzy= 1~7(-2) | ||
Line 857: | Line 857: | ||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = | |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%}} | |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 | ||
Line 877: | Line 877: | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-jmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jmp"> | ||
'''Neutral Jump Version:''' | '''Neutral Jump Version:''' | ||
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===== <span class="invisible-header"> | ===== <span class="invisible-header">jlk</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Jumping Short | | name = Jumping Short | ||
| input = 8LK / {{u}}+{{lk}} | | input = 8LK / {{u}}+{{lk}} | ||
| subtitle = Jumping Light Kick | | subtitle = Jumping Light Kick | ||
| image = | | image = Zangief_njshrt2.png | ||
| imageSize = | | imageSize = 179x112px | ||
| caption = Neutral Jump version | | caption = Neutral Jump version | ||
| image2 = | | image2 = Zangief_djshrt2_djfrwrd2.png | ||
| imageSize2 = | | imageSize2 = 179x112px | ||
| caption2 = Diagonal Jump version | | caption2 = Diagonal Jump version | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |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) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 3 | ||
|active = | |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) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|startup = 3 | |||
|active = 16 | |||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 19+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= | |description= 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 | *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 | *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. | |||
}} | }} | ||
}} | }} | ||
Line 1,028: | Line 1,047: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_njshrt1_djshrt1_njfrwrd1_djfrwrd1_njrh1.png}} |{{STDiagramImageCell| 1 | Zangief_njshrt2.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count | {{STDiagramCell| Frame Count}}|{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 1,038: | Line 1,055: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
</div> | </div> | ||
Line 1,052: | Line 1,069: | ||
| input = 8MK<br>{{u}}+{{mk}} | | input = 8MK<br>{{u}}+{{mk}} | ||
| subtitle = Jumping Medium Kick | | subtitle = Jumping Medium Kick | ||
| image = | | image = Zangief_njfrwrd2.png | ||
| imageSize = | | imageSize = 182x112px | ||
| caption = Neutral Jump version | | caption = Neutral Jump version | ||
| image2 = | | image2 = Zangief_djshrt2_djfrwrd2.png | ||
| imageSize2 = | | imageSize2 = 179x112px | ||
| caption2 = Diagonal Jump version | | caption2 = Diagonal Jump version | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |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(+10) | |dizzytime= 50(+10) | ||
|cancel = None | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 3 | ||
|active = | |active = 16 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 19+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 4/3 | |meter = 4/3 | ||
|description= | |description= Another two foot aerial kick. | ||
*The | *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 [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/Zangief#Instant_Overheads instant overhead]. | |||
}} | }} | ||
}} | }} | ||
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<span class="mw-customtoggle-jmk" 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-jmk"> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jmk"> | ||
*'''Neutral Jump Version''': | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Line 1,092: | Line 1,113: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Line 1,102: | Line 1,123: | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">jhk</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Jumping Roundhouse | ||
| input = 8HK / {{u}}+{{hk}} | | input = 8HK / {{u}}+{{hk}} | ||
| subtitle = | | subtitle = Jumping Heavy Kick | ||
| image = | | image = Zangief_njrh2.png | ||
| imageSize = | | imageSize = 198x112px | ||
| caption = | | caption = Neutral Jump ver. | ||
| image2 = Zangief_djrh2.png | |||
| imageSize2 = 181x112px | |||
| caption2 = Diagonal Jump ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 30[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 = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 3 | ||
|active = | |active = 8 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = 11+∞ | |total = 11+∞ | ||
Line 1,124: | Line 1,148: | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= 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 [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. | |||
}} | }} | ||
}} | }} | ||
Line 1,131: | Line 1,164: | ||
<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}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
*'''Diagonal Jump Version''': | |||
{{STDiagramHeader}} | |||
{{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| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |||
</div> | </div> | ||
===== <span class="invisible-header"> | |||
===Command Normals=== | |||
===== <span class="invisible-header">Headbutt</span> ===== | |||
{{MoveData | {{MoveData | ||
| name = | | name = Headbutt | ||
| input = 7 or 9 | | input ={{b}} or {{f}} + {{mp}} or {{hp}}<br>4 or 6 + MP or HP | ||
| subtitle = | | subtitle = Hop | ||
| image = | | image = Zangief_hop7.png | ||
| imageSize = | | imageSize = 127x115px | ||
| caption | | caption = | ||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{mp}} | |||
|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%}} | |||
|dizzy= 1~7 | |||
|dizzytime= 70 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 15 | |||
|active = 8 | |||
|recovery = 17 | |||
|total = 40 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= <br> | |||
}} | |||
{{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 | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= 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 [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-headbutt" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-headbutt"> | |||
*'''Strong 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_hop8strng.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| 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> | |||
===== <span class="invisible-header">Air Headbutt</span> ===== | |||
{{MoveData | |||
| name = Air Headbutt | |||
| input = During Neutral Jump<br>{{u}} + {{mp}} or {{hp}}<br> 8 MP or HP | |||
| subtitle = | |||
| image = Zangief_hb2strng.png | |||
| imageSize = 127x127px | |||
| caption = Strong Version | |||
| image2 = Zangief_hb2frc.png | |||
| imageSize2 = 127x135px | |||
| caption2 = Fierce Version | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{mp}} | ||
|dizzy= | |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= | |dizzy= 21~27 (World)<br>28~34 (JP) | ||
|dizzytime= 100 (World)<br>90 (JP) | |||
|cancel = None | |||
|guard = High | |||
|startup = 3 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 11+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= <br> | |||
}} | |||
{{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 | |cancel = None | ||
|guard = High | |guard = High | ||
|startup = | |startup = 3 | ||
|active = 6 | |active = 6 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 9+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |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- | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <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"> | |||
*'''Strong Version''': | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_hb1.png}} |{{STDiagramImageCell| 1 | Zangief_hb2strng.png}} |{{STDiagramImageCell| 1 | Zangief_hb3.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 1,183: | Line 1,340: | ||
===== <span class="invisible-header">Flying Body Press</span> ===== | |||
{{MoveData | |||
| name = Flying Body Press | |||
| input = During Diagonal Jump<br>{{d}} + {{hp}} <br> 2HP | |||
| subtitle = Chest Splash | |||
| image = Zangief_splash2.png | |||
| imageSize = 176x108px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|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= 11~17(-1) | |||
|dizzytime= 60(+20) | |||
|cancel = None | |||
|guard = High | |||
|startup = 5 | |||
|active = ∞ | |||
|recovery = N/A | |||
|total = 5+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= 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. | |||
}} | |||
}} | |||
<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}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_splash1.png}} |{{STDiagramImageCell| 1 | Zangief_splash2.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header"> | ===== <span class="invisible-header">Double Knee Drop</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Double Knee Drop | ||
| input = | | input = During Diagonal Jump<br>{{d}} + {{lk}} or {{mk}}<br> 2 LK or MK | ||
| subtitle = | | subtitle = | ||
| image = | | image = Zangief_knee2shrt.png | ||
| imageSize = | | imageSize = 117x119px | ||
| caption = | | caption = Short Version | ||
| image2 = | | image2 = Zangief_knee2frwrd.png | ||
| imageSize2 = | | imageSize2 = 116x119px | ||
| caption2 = | | caption2 = Forward Version | ||
| data = | |||
| data = | |||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{lk}} | ||
|dizzy= | |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%}} | ||
|dizzytime= | |dizzy= 1~7(-2) | ||
|cancel = | |dizzytime= 40 | ||
|guard = | |cancel = None | ||
|startup = | |guard = High | ||
|active = | |startup = 5 | ||
|recovery = | |active = ∞ | ||
|total = | |recovery = N/A | ||
|frameAdv = | |total = +∞ | ||
|frameAdv = Dependent | |||
|actrange = N/A | |actrange = N/A | ||
|meter = 4/3 | |meter = 2/1 | ||
|description= | |description= <br> | ||
* | }} | ||
*The | {{AttackData-SSF2T | ||
|version = {{mk}} | |||
|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 = 7 | |||
|active = 18 | |||
|recovery = ∞ | |||
|total = 25+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= Zangief does a double knee attack in the air. | |||
*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. | |||
*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- | <span class="mw-customtoggle-kneedrop" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-kneedrop"> | ||
*''' | *'''Short Version''': | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_knee1short_knee1&3frwrd.png }} |{{STDiagramImageCell| 1 | Zangief_knee2shrt.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
*''' | *'''Forward Version''': | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 7}} |{{STDiagramCell| 18}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| | {{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}}. | |||
{{MoveData | {{MoveData | ||
| name = | | name = Stomach Claw | ||
| input = | | input = Close<br> {{d}} + {{mp}} or {{hp}}<br>2 MP/HP | ||
| subtitle = | | subtitle = | ||
| image = | | image = zangief_stomclaw.png | ||
| imageSize = | | imageSize = 154x114px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 26 + 4*n | ||
|dizzy= | |dizzy= 0 | ||
|dizzytime= | |dizzytime= 0 | ||
|cancel = None | |cancel = None | ||
|guard = | |guard = Grab | ||
|startup = | |startup = 1 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = Dependent | ||
|total = | |total = 2 | ||
|frameAdv | |frameAdv = N/A | ||
|actrange = 69 (from axis)<br>24 (from throwable box) | |||
| | |description= Zangief's unique crouching hold, a variation of his standing Fierce grab. | ||
|description= | *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. | ||
* | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <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}} | ||
{{STDiagramImageCell| 1 | Zangief_crthrow.png}} | |||
|} | |} | ||
</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. | |||
}} | |||
}} | |||
{{MoveData | {{MoveData | ||
| name = | | name = Iron Claw | ||
| input = | | input = Close<br> {{b}}/{{f}} + {{hp}}<br>4/6 HP | ||
| subtitle = | | subtitle = | ||
| image = | | image = zangief_ironclaw.png | ||
| imageSize = | | imageSize = 126x110px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 26 + 4*n | ||
|dizzy= | |dizzy= 0 | ||
|dizzytime= 0 | |dizzytime= 0 | ||
|cancel = None | |cancel = None | ||
Line 1,310: | Line 1,546: | ||
|total = 2 | |total = 2 | ||
|frameAdv = N/A | |frameAdv = N/A | ||
|actrange = | |actrange = 69 (from axis)<br>24 (from throwable box) | ||
|description= | |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. | |||
* | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
| name = Brain Buster | |||
| input = Close<br> {{b}}/{{f}} + {{mk}}<br>4/6 MK | |||
| subtitle = | |||
| image = zangief_brainbuster.png | |||
| imageSize = 224x71px | |||
| 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= 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. | |||
}} | |||
}} | |||
{{MoveData | |||
| name = Bite | |||
| input = Close<br> {{b}}/{{f}} + {{hk}}<br>4/6 HK | |||
| subtitle = Kamitsuki | |||
| image = zangief_bite.png | |||
| imageSize = 116x104px | |||
| 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 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 [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. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span> | <span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span> | ||
Line 1,324: | Line 1,610: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramImageCell| 1| | {{STDiagramImageCell| 1 | Zangief_stthrowb.png}} {{STDiagramImageCell| 1 | Zangief_stthrow.png}} {{STDiagramImageCell| 1 | Zangief_stthrowf.png}} | ||
|} | |} | ||
</div> | </div> | ||
{{MoveData | |||
| name = Aerial Deadly Drive | |||
| 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 = | |||
| image = Zangief_airdeaddrive.png | |||
| imageSize = 191x102px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = 42 | |||
|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 throws his opponent down in the direction pressed. | |||
*Does more damage than the Kick air throw but the follow up game is weaker. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-pairthrow" style="color: cyan">'''Click to toggle throwbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-pairthrow"> | |||
{{STDiagramHeader}} | |||
{{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}} | |||
{{STDiagramImageCell| 1 | Zangief_kairthrow.png}} | |||
|} | |||
</div> | |||
==Special Moves== | ==Special Moves== | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Spinning Piledriver</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Spinning Piledriver | ||
| input = {{tooltip|text= | | 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 = | | subtitle = | ||
| image = | | image = Zangief_spd.png | ||
| imageSize = | | imageSize = 108x105px | ||
| image2 = Zangief_piledriver.png | |||
| imageSize2 = 102x92px | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|lp}} | |version = {{Icon-Capcom|lp}} | ||
|damage = | |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= | |dizzy= 7~13 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 1 | ||
|active = | |active = 1* | ||
|recovery = | |recovery = 32 | ||
|total = | |total = 34 | ||
|frameAdv = | |frameAdv = Hard Down | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 20* | ||
|description= <br> | |description= <br> | ||
Line 1,358: | Line 1,718: | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|mp}} | |version = {{Icon-Capcom|mp}} | ||
|damage = | |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= | |dizzy= 7~13 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 1 | ||
|active = | |active = 1* | ||
|recovery = | |recovery = 34 | ||
|total = | |total = 36 | ||
|frameAdv = | |frameAdv = Hard Down | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 20* | ||
|description= <br> | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|hp}} | |version = {{Icon-Capcom|hp}} | ||
|damage = | |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= | |dizzy= 7~13 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 1 | ||
|active = | |active = 1* | ||
|recovery = | |recovery = 36 | ||
|total = | |total = 38 | ||
|frameAdv = | |frameAdv = Hard Down | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 20* | ||
|description= | |description= 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. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-spd" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-spd"> | ||
*<b>Throwbox</b>: | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_spd0.png}} | |||
|} | |||
*<b> | *<b>Whiff Animation</b>: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{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 (Jab)}} |{{STDiagramCell| | {{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 16}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell| Simplified (Jab) | {{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | 32}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 5}} |{{STDiagramCell| | {{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 18}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell| Simplified (Strong)}} |{{ | {{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | 34}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 20}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | 20}} | ||
|} | |} | ||
</div> | </div> | ||
=== <span class="invisible-header"> | |||
=== <span class="invisible-header">Atomic Suplex</span> === | |||
{{MoveData | {{MoveData | ||
| name = | | name = Atomic Suplex | ||
| input = {{tooltip|text={{ | | 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 = | | subtitle = | ||
| image = | | image = Zangief_atomicsuplex.png | ||
| imageSize = | | imageSize = 166x92x | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom| | |version = {{Icon-Capcom|lk}} | ||
|damage = | |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= | |dizzy= 7~13 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = | |guard = Grab | ||
|startup = 0 | |startup = 0 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = {{tooltip|text=N/A|hovertext=If this move whiffs, you'll perform a Flying Power Bomb instead.}} | ||
|total = | |total = Dependent | ||
|frameAdv = | |frameAdv = Hard Down | ||
|actrange = | |actrange = 0-66 (from axis)<br>0-21 (from throwable box) | ||
|meter = | |meter = 24 | ||
|description= <br> | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom| | |version = {{Icon-Capcom|mk}} | ||
|damage = | |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= | |dizzy= 7~13 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = | |guard = Grab | ||
|startup = 0 | |startup = 0 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = {{tooltip|text=N/A|hovertext=If this move whiffs, you'll perform a Flying Power Bomb instead.}} | ||
|total = | |total = Dependent | ||
|frameAdv = | |frameAdv = Grab, Hard Down | ||
|actrange = | |actrange = 0-669(from axis)<br>0-24 (from throwable box) | ||
|meter = | |meter = 24 | ||
|description= <br> | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|hk}} | |version = {{Icon-Capcom|hk}} | ||
|damage = 32[3 | |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= 9~15 | |dizzy= 9~15 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = | |guard = Grab | ||
|startup = 0 | |startup = 0 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = {{tooltip|text=N/A|hovertext=If this move whiffs, you'll perform a Flying Power Bomb instead.}} | ||
|total = | |total = Dependent | ||
|frameAdv = | |frameAdv = Hard Down | ||
|actrange = | |actrange = 0-83 (from axis)<br>0-38 (from throwable box) | ||
|meter = 7 | |meter = 7 | ||
|description= | |description= When used up close, Zangief will deal massive damage with 2 suplexes. | ||
*If the grab attempt is not successful, this move turns into the Flying Power Bomb, also known as the Running Bear Grab. | |||
*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. | |||
* | *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. | ||
*If done after a tick, the opponent can only escape by doing a reversal-timed frame 1 invincible/airborne attack. | |||
*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) | |||
* | |||
* | |||
* | |||
* | |||
* | |||
Line 1,506: | Line 1,858: | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-atomsuplex" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-atomsuplex"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell| Short}} |{{STDiagramCell| Forward}} |{{STDiagramCell| Roundhouse}} | ||
|- | |- | ||
{{ | {{STDiagramImageCell| 1 | Zangief_suplexshrt.png}} |{{STDiagramImageCell| 1 | Zangief_suplexfrwrd.png}} |{{STDiagramImageCell| 1 | Zangief_suplexrh.png}} | ||
|} | |} | ||
Latest revision as of 19:37, 13 November 2023
Zangief | |
---|---|
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
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.
General Strategies
|
Click to toggle detailed hitbox data.
frlp
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.
|
Click to toggle detailed hitbox data.
cl.mp
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.
|
Click to toggle detailed hitbox data.
clhp
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.
|
Click to toggle detailed hitbox data.
cllk
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.
|
Click to toggle detailed hitbox data.
frlk
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.
|
Click to toggle detailed hitbox data.
clmk
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.
|
Click to toggle detailed hitbox data.
frmk
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.
|
Click to toggle detailed hitbox data.
cl.hk
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.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 2 | 3 | 6 | 8 |
Simplified | 10 | 6 | 8 |
- Recovery:
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Frame Count | 8 | 10 | 8 | 5 |
Simplified | 31 |
fr.hk
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.
|
Click to toggle detailed hitbox data.
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Frame Count | 1 + 4 | 8 | 11 |
Crouching Normals
crlp
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.
|
Click to toggle detailed hitbox data.
crmp
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.
|
Click to toggle detailed hitbox data.
crhp
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.
|
Click to toggle detailed hitbox data.
crlk
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.
|
Click to toggle detailed hitbox data.
crmk
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.
|
Click to toggle detailed hitbox data.
crhk
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.
|
Click to toggle detailed hitbox data.
Jumping Normals
njlp
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.
|
Click to toggle detailed hitbox data.
Neutral Jump Version:
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Frame Count | 2 | 3 | 8 | ∞ |
Simplified | 2 | 11 | ∞ |
Diagonal Jump Version:
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Frame Count | 2 | 3 | 8 | ∞ |
Simplified | 2 | 11 | ∞ |
njmp
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 | |
|
Click to toggle detailed hitbox data.
Neutral Jump Version:
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Frame Count | 2 | 3 | 8 | ∞ |
Simplified | 2 | 11 | ∞ |
Diagonal Jump Version:
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Frame Count | 2 | 3 | 8 | ∞ |
Simplified | 2 | 11 | ∞ |
njhp
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.
|
Click to toggle detailed hitbox data.
djhp
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.
|
Click to toggle detailed hitbox data.
jlk
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.
|
Click to toggle detailed hitbox data.
- Neutral Jump Version:
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Frame Count | 3 | ∞ |
- Diagonal Jump Version:
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Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 16 | ∞ |
njmk
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.
|
Click to toggle detailed hitbox data.
- Neutral Jump Version:
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Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 16 | ∞ |
- Diagonal Jump Version:
![]() |
File:Zangief djfrwrd2.png | ![]() |
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Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 16 | ∞ |
jhk
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.
|
Click to toggle detailed hitbox data.
- Neutral Jump Version:
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Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 8 | ∞ |
- Diagonal Jump Version:
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Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 8 | ∞ |
Command Normals
Headbutt
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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 | |
| ||||||
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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.
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Click to toggle detailed hitbox data.
- Strong Version:
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Frame Count | 1 + 1 | 1 | 1 | 2 | 3 | 6 | 8 | 8 | 6 | 3 |
Simplified | 15 | 8 | 17 |
- Fierce Version:
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Frame Count | 1 + 1 | 1 | 1 | 2 | 3 | 6 | 10 | 6 | 9 | 3 |
Simplified | 15 | 10 | 18 |
Air Headbutt
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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 | |
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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.
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Flying Body Press
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.
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Double Knee Drop
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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 | |
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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.
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Throws
Zangief can perform throws/holds with ,
,
and
. He can also perform a throw while crouching using
or
. He even has two air throws with
/
or
/
.
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.
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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.
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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.
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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.
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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.
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Click to toggle throwbox data.
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.
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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.
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Special Moves
Spinning Piledriver
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- Throwbox:
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- Whiff Animation:
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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 +
/ 360K
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Vertical Roll
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- Active:
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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
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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:
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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
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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 | |
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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 | |
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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.
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Startup:
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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 |
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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:
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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:
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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
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.
Surprise Back
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.
Super Combo
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.
General Strategies
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Frame Count | 1 + [18] + 5 | 5 | 3 | 29 | 0 to 90 + ∞ |
Simplified | 14 | 29 | ∞ |
- Knockback:
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Frame Count | 28 | 3 | 5 | 3 | 1 |
Simplified | 28 | 12 |
Misc Animations
Jump Animations
- Prejump:
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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:
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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:
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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.