Street Fighter Alpha 3/Zangief

From SuperCombo Wiki

Introduction

Fearing the dangerous power of Shadaloo, the president of Russia sends out their national hero Zangief to combat the threat. Along the way, he befriended rivals like E. Honda and R. Mika who aided him on his journey.

Pros Cons
  • Best jump-ins in the game
  • Splash and knee are both incredibly difficult to anti-air consistently for most characters. As a result, Gief can often bulldog his way to victory with stubborn offense
  • Jab SPD has good range and decent damage
  • Kara SPD has massive range (s. LP or s. LK)
  • Strong mix-up off close range jabs
  • Lariat is an amazing anti-air and counterpoke tool that does a lot of damage and is difficult to punish
  • Fierce normals have great range on the ground, along with a slow but very long range sweep
  • Kick lariat is a great meter build tool
  • Good conversion off crouch cancel juggles with j. jab
  • Custom combos can easily do up to 80% damage with an OTG finisher
  • Can combo into his command grabs on block during activations
  • Can setup OTG command grabs from sweep activates
  • Kattobi cancels give him scary anti-projectile tech from almost full screen
  • Lariat allows him to option-select VS counter activates in some situations due to its high mid invincibility
  • Tall and probably the fattest grounded hurtbox in the game. This is a serious problem in a few match-ups
  • Lariat is air blockable and can be baited and punished by some characters
  • Ground activation range is fairly short
  • Lacks real BnBs without meter



Color Options

X-Ism A-Ism V-Ism
Sfa3 zangief pxism.png Sfa3 zangief kxism.png Sfa3 zangief paism.png Sfa3 zangief kaism.png Sfa3 zangief pvism.png Sfa3 zangief kvism.png
Punch Kick Punch Kick Punch Kick
Zangief
SFA3 Zangief Art.png
Character Data

Moves List

Ground Normals

  • Standing Jab:
Damage 5,7 Sfa3 zangief jab1.png Sfa3 zangief jab2.png
Stun 0
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/0
Frame Count 4/4/18
Block Stun -8
Hit Stun/Counter Hit -7/-2
  • Standing Strong:
Damage 15 Sfa3 zangief strong.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 10/3/22
Block Stun -6
Hit Stun/Counter Hit -5/-1
  • Standing Fierce:
Damage 21 Sfa3 zangief fierce.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 13/2/15
Block Stun -4
Hit Stun/Counter Hit -3/launch
  • Standing Short:
Damage 8 Sfa3 zangief short.png
Stun 0
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/0
Frame Count 7/5/15
Block Stun -6
Hit Stun/Counter Hit -5/0
  • standing Forward:
Damage 14 Sfa3 zangief forward.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 7/6/20
Block Stun -7
Hit Stun/Counter Hit -6/-2
  • Standing Roundhouse:
Damage 20,19 Sfa3 zangief roundhouse1.png Sfa3 zangief roundhouse2.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 12/4/33
Block Stun -14
Hit Stun/Counter Hit -13/launch
  • Crouching Jab:
Damage 5 Sfa3 zangief crjab.png
Stun 0
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/0
Frame Count 4/4/16
Block Stun -6
Hit Stun/Counter Hit -5/0
  • Crouching Strong:
Damage 14 Sfa3 zangief crstrong.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 8/1/27
Block Stun -9
Hit Stun/Counter Hit -8/-4
  • Crouching Fierce:
Damage 18 Sfa3 zangief crfierce.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 12/5/23
Block Stun -5
Hit Stun/Counter Hit -4/launch
  • Crouching Short:
Damage 7 Sfa3 zangief crshort.png
Stun 0
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/0
Frame Count 5/4/16
Block Stun -6
Hit Stun/Counter Hit -5/0
  • Crouching Forward:
Damage 13 Sfa3 zangief crforward.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 10/2/25
Block Stun -8
Hit Stun/Counter Hit -7/-3
  • Crouching Roundhouse:
Damage 17 Sfa3 zangief crroundhouse.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 10/4/33
Block Stun -14
Hit Stun/Counter Hit -

Air Normals

  • Neutral Jump Jab:
Damage 8 Sfa3 zangief njjab.png
Stun 0
Meter on whiff/hit 0/0
Frame Count 4/8/9
  • Diagonal Jump Jab:
Damage 8 Sfa3 zangief fjjab.png
Stun 0
Meter on whiff/hit 0/0
Frame Count 5/8/9
  • Neutral Jump Strong:
Damage 13 Sfa3 zangief njstrong.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 6/4/17
  • Diagonal Jump Strong:
Damage 13 Sfa3 zangief fjstrong.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 6/4/17
  • Neutral Jump Fierce:
Damage 19 Sfa3 zangief njfierce.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 10/4/11
  • Diagonal Jump Fierce:
Damage 19 Sfa3 zangief fjfierce.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 10/6/7
  • Neutral Jump Short:
Damage 9 Sfa3 zangief njshort.png
Stun 0
Meter on whiff/hit 0/0
Frame Count 6/10/12
  • Diagonal Jump Short:
Damage 9 Sfa3 zangief fjshort.png
Stun 0
Meter on whiff/hit 0/0
Frame Count 6/8/16
  • Neutral Jump Forward:
Damage 14 Sfa3 zangief njforward.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 8/8/11
  • Diagonal Jump Forward:
Damage 14 Sfa3 zangief fjforward.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 8/6/11
  • Neutral Jump Roundhouse:
Damage 19 Sfa3 zangief njroundhouse.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 10/4/24
  • Diagonal Jump Roundhouse:
Damage 20 Sfa3 zangief fjroundhouse.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 10/4/24

Command Normals

  • Headbutt f: f+MP
Damage 14 Sfa3 zangief fstrong.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 12/8/18
Block Stun 0
Hit Stun/Counter Hit ?/?
  • Headbutt f: f+MP
Damage 17 Sfa3 zangief ffierce.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 15/8/15
Block Stun ?
Hit Stun/Counter Hit ?/?
  • Dynamite Kick: db+MK
Damage 13 Sfa3 zangief dbforward.png
Stun 0
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/0
Frame Count 7/4/18
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Russian Kick: db+HK
Damage 17 Sfa3 zangief dbroundhouse.png
Stun 0
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 9/4/20
Block Stun -1
Hit Stun/Counter Hit -
  • Kuuchuu Headbutt (neutral jump): u+MP
Damage 13 Sfa3 zangief headbutt1.png
Stun 18
Meter on whiff/hit 2/(A)3(XV)4
Frame Count 4/6/*
  • Kuuchuu Headbutt (neutral jump): u+HP
Damage 16 Sfa3 zangief headbutt2.png
Stun 20
Meter on whiff/hit 2/(A)6(XV)9
Frame Count 6/4/*
  • Body Press (diagonal jump): dHP
Damage 19 Sfa3 zangief bodysplash.png
Stun 0
Meter on whiff/hit 2/0
Frame Count 7/28/*
  • Double Knee Drop (diagonal jump): dLK
Damage 9 Sfa3 zangief knee1.png
Stun 0
Meter on whiff/hit 1/0
Frame Count 7/32/*
  • Double Knee Drop (diagonal jump): dMK
Damage 14 Sfa3 zangief knee2.png
Stun 0
Meter on whiff/hit 2/0
Frame Count 7/32/*

Throws

Back Drop:

b/f+PP

Damage 20 Sfa3 zangief p+kthrow.png
Stun 0
Meter Gain (A)1(XV)3
Frame Count 5/1/16

Kamitsuki:

b/f+KK

Damage 8+2x (0~9)+4*1 } Sfa3 zangief p+kthrow.png
Stun 0
Meter on whiff/hit (A)1(XV)3/(A)1(XV)3
Frame Count 5/1/16

Stomach Claw:

dl/dr+PP

Damage 8+2x (2~11)*1 Sfa3 zangief stomachclaw.png
Stun 0
Meter on whiff/hit (A)1(XV)3/(A)1(XV)3
Frame Count 5/1/18

Piledriver:

dl/dr+KK

Damage 20 Sfa3 zangief p+kthrow.png
Stun 0
Meter on whiff/hit (A)1(XV)3/(A)1(XV)3
Frame Count 5/1/16

Flying Piledriver:

Any direction but u/d+PP

Damage 20 Sfa3 zangief pairthrow.png
Stun 0
Meter on whiff/hit 1/(A)1(XV)3
Frame Count 1/1/1(before landing)

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM
Damage 4 Sfa3 zangief ac a.png
Frame Count 25/6/15
Invincibility 0-25
  • V-ISM
Damage 4 Sfa3 zangief ac v.png
Frame Count 35/4/32
Invincibility 0-35

Special Moves

Spinning Pile Driver fff: 360.png + P.png

When executing this input, depending on how it's done the range varies, ending the 360 motion without canceling any prejump frames will give you more range while doing so gives you less.

  • Jab Version:
PreJump No PreJump
Damage 20 Sfa3 zangief jabspd1.png Sfa3 zangief jabspd2.png
Stun 0
Meter Gain 15(A)22(XV)
Frame Count 1
  • Strong Version:
PreJump No PreJump
Damage 24 Sfa3 zangief strongspd1.png Sfa3 zangief strongspd2.png
Stun 0
Meter Gain 15(A)22(XV)
Frame Count 1
  • Fierce Version:
PreJump No PreJump
Damage 28 Sfa3 zangief fiercespd1.png Sfa3 zangief fiercespd2.png
Stun 0
Meter Gain 15(A)22(XV)
Frame Count 1
  • Whiff:
Meter Gain 28 Sfa3 zangief grabrecovery1.png Sfa3 zangief grabrecovery2.png Sfa3 zangief grabrecovery3.png Sfa3 zangief grabrecovery4.png Sfa3 zangief grabrecovery5.png Sfa3 zangief grabrecovery6.png
Frame Count(Jab) 48
Frame Count(Strong) 46
Frame Count(Fierce) 44

Atomic Suplex fff: 360.png + K.png (Close)

Same thing applies to this move as with the SPD.

Short Forward Rh PreJump No PreJump
Damage 10 + 16 13 + 16 16 x 2 Sfa3 zangief atomicsuplex1.png Sfa3 zangief atomicsuplex2.png
Stun 0
Meter on whiff/hit 3(A)4(XV)/15(A)22(XV)
Frame Count 1

Flying Powerbomb a.k.a Running Bear Grab fff: 360.png + K.png (Far)

  • Startup+Active:
  • Short Version:
Damage 19 Sfa3 zangief runningbeargrabstartup.gif Sfa3 zangief runningbeargrabshort1.png Sfa3 zangief runningbeargrabshort2.png Sfa3 zangief runningbeargrabshort3.png Sfa3 zangief runningbeargrabshort4.png
Stun 0
Meter Gain (A)9(XV)13
Frame Count 27 8
  • Forward Version:
Damage 20 Sfa3 zangief runningbeargrabstartup.gif Sfa3 zangief runningbeargrabforward1.png Sfa3 zangief runningbeargrabforward2.png Sfa3 zangief runningbeargrabforward3.png Sfa3 zangief runningbeargrabforward4.png
Stun 0
Meter Gain (A)9(XV)13
Frame Count 29 9
  • Roundhouse Version:
Damage 21 Sfa3 zangief runningbeargrabstartup.gif Sfa3 zangief runningbeargrabroundhouse1.png Sfa3 zangief runningbeargrabroundhouse2.png Sfa3 zangief runningbeargrabroundhouse3.png Sfa3 zangief runningbeargrabroundhouse4.png
Stun 0
Meter Gain (A)9(XV)13
Frame Count 32 11
  • Whiff:
Meter Gain (A)3(XV)4 Sfa3 zangief grabrecovery1.png Sfa3 zangief grabrecovery2.png Sfa3 zangief grabrecovery3.png Sfa3 zangief grabrecovery4.png Sfa3 zangief grabrecovery5.png Sfa3 zangief grabrecovery6.png
Frame Count(Short) 52
Frame Count(Forward) 54
Frame Count(Roundhouse) 56

Double Lariat fff: 3p.png

  • Startup:
Sfa3 zangief plariat1a.png Sfa3 zangief plariat1.png
Frame Count 4
  • Active:
Initial Follow up Sfa3 zangief plariat2.png Sfa3 zangief plariat0.png Sfa3 zangief plariat3.png Sfa3 zangief plariat4.png Sfa3 zangief plariat5.png
Damage 14 12+10+8+6x6
Stun 0
Meter Gain 4(A)6(XV))
Frame Count 2 4 4 3
Sfa3 zangief plariat6.png Sfa3 zangief plariat7.png Sfa3 zangief plariat8.png Sfa3 zangief plariat3.png Sfa3 zangief plariat9.png Sfa3 zangief plariat10.png
Frame Count 3 3 4 4 4 4
Sfa3 zangief plariat6.png Sfa3 zangief plariat7.png Sfa3 zangief plariat11.png Sfa3 zangief plariat3.png Sfa3 zangief plariat12.png
Frame Count 5 5 5 5 6
  • Recovery:
Sfa3 zangief lariatrecovery1.png Sfa3 zangief lariatrecovery2.png Sfa3 zangief lariatrecovery3.png
Frame Count 12

Quick Double Lariat fff: 3k.png

  • Startup + Active:
Initial Follow up Sfa3 zangief klariat1.png Sfa3 zangief klariat2.png Sfa3 zangief klariat3.png Sfa3 zangief klariat4.png Sfa3 zangief klariat5.png Sfa3 zangief klariat6.png
Damage 12 10+8+6x3
Stun 0
Meter Gain 4(A)6(XV)
Frame Count 4 2 4 4 3
Sfa3 zangief klariat7.png Sfa3 zangief klariat8.png Sfa3 zangief klariat9.png Sfa3 zangief klariat4.png Sfa3 zangief klariat10.png
Frame Count 3 3 4 4 5
  • Recovery:
Sfa3 zangief lariatrecovery1.png Sfa3 zangief lariatrecovery2.png Sfa3 zangief lariatrecovery3.png
Frame Count 15

Banishing Flat fff: Dp.png + P.png [A,V] Fdfd.PNG + P.png [X]

  • Startup
Sfa3 zangief bfstartup1.png Sfa3 zangief bfstartup2.png Sfa3 zangief bfstartup3.png
Frame Count (Jab) 14
Frame Count (Strong) 15
Frame Count (Fierce) 16
  • Active:
Jab Strong Fierce Jab Strong Fierce
Damage 16 17 18 Sfa3 zangief bfjab2.png Sfa3 zangief bfstrong2.png Sfa3 zangief bffierce2.png
Stun 0
Meter Gain 4(A)7(XV)
Block Stun -5 -6 -9
Hit Stun/Counter Hit -4 -5 -8
Frame Count 8 10 12
  • Recovery:
Sfa3 zangief bfrecovery1.png Sfa3 zangief bfrecovery2.png Sfa3 zangief bfrecovery3.png Sfa3 zangief bfrecovery4.png Sfa3 zangief bfrecovery5.png
Frame Count (Jab) 20
Frame Count (Strong) 19
Frame Count (Fierce) 20

Super Moves

Final Atomic Buster ff: 360.png360.png+P.png

  • Startup+Active:
Lvl 1 Lvl 2 Lvl 3 Sfa3 zangief fab1.png Sfa3 zangief fab2.png
Damage 12+24 12x2+30 13+12+13+31
Stun 0
Invincibility 5
Frame Count 5 1
  • Whiff:
Sfa3 zangief grabrecovery1.png Sfa3 zangief grabrecovery2.png Sfa3 zangief grabrecovery3.png Sfa3 zangief grabrecovery4.png Sfa3 zangief grabrecovery5.png Sfa3 zangief grabrecovery6.png
Frame Count 48

Aerial Russian Slam f: Qcf.pngQcf.png+ K.png

Lvl 1 Lvl 2 Lvl 3 Sfa3 zangief ars0.png Sfa3 zangief ars1.png Sfa3 zangief ars2.png Sfa3 zangief ars3.png Sfa3 zangief ars4.png Sfa3 zangief ars5.png
Damage 30 45 60
Stun 0
Invincibility 10
Frame Count 12 24 35

Miscellaneous

  • Idle, Crouching, Airborne:
Sfa3 zangief idle.png Sfa3 zangief crouching.png Sfa3 zangief jump.png

Zangief's airborne hurtbox is smaller than his sprite and is shifted more to the back and doesn't extend all the way down to his feet making an empty jumping gief very deceptive. He can bait anti airs vs less experienced players easily because of this.

The Basics

Which Ism?

V-ISM. Great customs solve a lot of his issues.


A-ISM:

Solid overall. Great supers. Lack of counter activate means you can no longer abuse your amazing jump-ins against V-ISM characters with strong anti-air customs.


V-ISM:

One of the strongest characters in the game. Customs shore up many of his weaknesses and give him a reliable way to punish projectiles from almost anywhere. Comboing into command grabs during activations makes closing rounds insanely easy.


X-ISM:

Against non-V-ISM characters, is maybe the most brain dead character in the game. Splash damage becomes obscene and many characters who have difficulty anti-airing him can be overwhelmed by constantly trading or being hit by his aerials. Gains a decent CPS1 chain and an altered green hand motion. Dies for free to V-ISM unfortunately and lack of air block makes his bad match-ups even worse.

Combos

  • Basic Combos:
  • V-ISM Combos:

Advanced Strategy

Match-ups

Dhalsim, Sakura, Sodom, and Karin can be very tough match-ups

Cody's dodge can easily be exploited by forcing his dodge and cancelling into command grabs.

Notable Players

Japan

Cantona (V-Zangief)

Chappi (V-Zangief)

Destroyer (V-Zangief)

Hani (A-Zangief)

Ino (V-Zangief)

Inoshikacyou (X-Zangief)

Ishiyama Zangi (V-Zangief)

Kayaman (V-Zangief)

Kisaku (V/A-Zangief)

Kumagaya Zangief (V-Zangief)

Kuni (A-Zangief)

Kuzure (V-Zangief)

Makoto (A/V-Zangief)

Mukai (X-Zangief)

NEO3 (V-Zangief)

Odd Step (V-Zangief)

Ryusei (V-Zangief)

S (V/A-Zangief)

Savio (V-Zangief)

SIN (V-Zangief)

Takagi (V-Zangief)

Use (V-Zangief)

Zakki (V-Zangief)

ZM (V-Zangief)

North America

Kyokuji (V-Zangief)

OCxRiDaH (V-Zangief)

Vodka Gobalsky (A/V-Zangief)

Europe

Thompsoni (V-Zangief)

Latin America

Fox and Capcom (V-Zangief)

Ganfleim! (V-Zangief)

Shadowonlive (V-Zangief)

Scott (V-Zangief)

Vash (V-Zangief)

Zangief X-ISM (V-Zangief)

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun