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{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramImageCell| 1 | Zangief_crthrow.png}} | |||
|} | |} | ||
</div> | </div> | ||
Line 1,501: | Line 1,501: | ||
{{MoveData | {{MoveData | ||
| name = Piledriver | | name = Piledriver | ||
| input = Close<br> {{b}}/{{f}} + {{mp | | input = Close<br> {{b}}/{{f}} + {{mp}}<br>4/6 MP | ||
| subtitle = | | subtitle = | ||
| image = zangief_piledriver.png | | image = zangief_piledriver.png | ||
Line 1,509: | Line 1,509: | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 32 | |damage = 32 | ||
|dizzy= | |dizzy= 7~13 | ||
|dizzytime= | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = Grab | |guard = Grab | ||
Line 1,528: | Line 1,528: | ||
{{MoveData | {{MoveData | ||
| name = | | name = Iron Claw | ||
| input = Close<br> {{b}}/{{f}} + {{ | | input = Close<br> {{b}}/{{f}} + {{hp}}<br>4/6 HP | ||
| subtitle = | |||
| image = zangief_ironclaw.png | |||
| imageSize = 126x110px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = 26 + 4*n | |||
|dizzy= 0 | |||
|dizzytime= 0 | |||
|cancel = None | |||
|guard = Grab | |||
|startup = 1 | |||
|active = 1 | |||
|recovery = Dependent | |||
|total = 2 | |||
|frameAdv = N/A | |||
|actrange = 69 (from axis)<br>24 (from throwable box) | |||
|description= Zangief noogies his opponent's face for multiple hits. | |||
*Totally outclassed by Bite since it has more startup (i.e. it takes longer for Zangief to do the first hit), the opponent is released farther away from you and it has the same maximum theoretical amount of hits. | |||
*Don't use this on purpose. | |||
}} | |||
}} | |||
{{MoveData | |||
| name = Brain Buster | |||
| input = Close<br> {{b}}/{{f}} + {{mk}}<br>4/6 MK | |||
| subtitle = | | subtitle = | ||
| image = | | image = zangief_brainbuster.png | ||
| imageSize = | | imageSize = 224x71px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 32 | |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 | |dizzy= 0 | ||
|dizzytime= 0 | |dizzytime= 0 | ||
Line 1,547: | Line 1,600: | ||
|frameAdv = N/A | |frameAdv = N/A | ||
|actrange = 69 (from axis)<br>24 (from throwable box) | |actrange = 69 (from axis)<br>24 (from throwable box) | ||
|description= | |description= Zangief bites his opponent for multiple hits. | ||
*Zangief' | *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> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-throw"> | |||
{{STDiagramHeader}} | |||
{{STDiagramImageCell| 1 | Zangief_stthrowb.png}} {{STDiagramImageCell| 1 | Zangief_stthrow.png}} {{STDiagramImageCell| 1 | Zangief_stthrowf.png}} | |||
|} | |||
</div> | |||
{{MoveData | |||
| 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 1,584: | 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> | *<b>Throwbox</b>: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Zangief_spd0.png}} | ||
|} | |||
*<b>Whiff Animation</b>: | |||
{{STDiagramHeader}} | |||
{{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 1,732: | 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.
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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.
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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.
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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.
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- Startup/Active:
Frame Count | 1 + 2 | 2 | 2 | 3 | 6 | 8 |
Simplified | 10 | 6 | 8 |
- Recovery:
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Neutral Jump Version:
Frame Count | 2 | 3 | 8 | ∞ |
Simplified | 2 | 11 | ∞ |
Diagonal Jump Version:
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 | |
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Neutral Jump Version:
Frame Count | 2 | 3 | 8 | ∞ |
Simplified | 2 | 11 | ∞ |
Diagonal Jump Version:
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.
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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.
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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 | |
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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.
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- Neutral Jump Version:
Frame Count | 3 | ∞ |
- Diagonal Jump Version:
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.
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Click to toggle detailed hitbox data.
- Neutral Jump Version:
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 16 | ∞ |
- Diagonal Jump Version:
File:Zangief djfrwrd2.png | ||||||
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.
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Click to toggle detailed hitbox data.
- Neutral Jump Version:
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 8 | ∞ |
- Diagonal Jump Version:
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ |
Simplified | 3 | 8 | ∞ |
Command Normals
Headbutt
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:
Frame Count | 1 + 1 | 1 | 1 | 2 | 3 | 6 | 8 | 8 | 6 | 3 |
Simplified | 15 | 8 | 17 |
- Fierce Version:
Frame Count | 1 + 1 | 1 | 1 | 2 | 3 | 6 | 10 | 6 | 9 | 3 |
Simplified | 15 | 10 | 18 |
Air Headbutt
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
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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Click to toggle throwbox data.
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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Click to toggle throwbox data.
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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Click to toggle throwbox data.
Special Moves
Spinning Piledriver
Click to toggle detailed hitbox data.
- Throwbox:
- Whiff Animation:
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
Click to toggle detailed hitbox data.
- Active:
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
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:
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
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:
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 |
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:
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:
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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Click to toggle detailed hitbox data.
Frame Count | 1 + [18] + 5 | 5 | 3 | 29 | 0 to 90 + ∞ |
Simplified | 14 | 29 | ∞ |
- Knockback:
Frame Count | 28 | 3 | 5 | 3 | 1 |
Simplified | 28 | 12 |
Misc Animations
Jump Animations
- Prejump:
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:
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:
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.