Street Fighter X Tekken/Zangief

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Zangief

Sfxt zangief face.jpg

Ideal Team Position: Anchor


Zangief is the archetypical grappler, on a brave quest to press forward towards his enemy with a large body and above-average health bar so that he can get close enough to slam them into the ground with devastating command throws. As the years have passed, he has learned new methods of attack to supplement his wrestling ways, adding a plethora of strikes and movement options that can bring him closer to the opponent quickly as well as deliver hit-based combos should the situation call for it. In Street Fighter x Tekken, Zangief benefits greatly from the Cross Rush system, using his fast, long-reaching crouching jab to link into devastating combos to bring his partner in for full damage. Furthermore, his SPD upon successful completion lands the opponent in a hard knockdown a perfect distance away for Zangief to easily react to whatever the opponent tries to do next. If they stand still, Zangief can continue his advance. If they try to roll forward, they’re just far enough away where Zangief can easily react with a normal throw to kill their red health and place them in yet another hard knockdown position. Despite all of this, he still struggles with closing large gaps of distance in a reasonable amount of time, and this weakness can prove fatal thanks to how important clock management is in this game. When looking to play Zangief, let his partner make his way in and then set up a situation where Zangief doesn’t have to travel as far to press forward and make the opponent play his game.


Strengths Weaknesses

+Lariat is an excellent anti-air that can hit opponents coming from the front or back, and has an invulnerability window where he can use it as a reversal

+Has the farther-reaching command grab in the game with LP SPD, and the completed SPD places him in perfect position to pressure opponent on knockdown

+Possesses several fast, far-reaching pokes that reach far enough to easily convert into links for boost combos

-Slow walkspeed

-Jump has a high ceiling but is very shallow, further limiting his forward movement

-Struggles with clock management due to difficulty advancing quickly and long animations on his most damaging options.

-Limited tag synergy


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
low
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Flying Body Attack
angled jump
D.png + Hp.png
Knockdown.png vs airborne
crossup
Double Knee Drop
angled jump
D.png + Lk.png
Knockdown.png vs airborne
crossup
Headbutt
vertical jump
U.png + Mp.png or Hp.png
Groundbounce.png vs airborne
Long Kick
Df.png + Hk.png
Low.png Hardknockdown.png

Throws

Name
Command
Notes
Bodyslam
F.png or N.png + Lp.png + Lk.png
Throw.png
Brain Buster
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Spinning Piledriver
360.png + P.png
Ex.png
Throw.png
Banishing Flat
Dp.png + P.png
Ex.png Projnull.png
Groundbounce.png on Ex.png
Knockdown.png vs airborne
Double Lariat
3p.png
Knockdown.png
knocks opponent Uf.png
Quick Double Lariat
3k.png
Knockdown.png
knocks opponent U.png
Flying Power Bomb
"Running Bear Grab"
far 360.png + K.png
Ex.png Chrg.png
Throw.png
gains Armored.png on Ex.png and Chrg.png
Atomic Suplex
close 360.png + K.png
Ex.png Chrg.png
Throw.png
gains Armored.png on Ex.png and Chrg.png

Super Combo

Name
Command
Notes
Final Atomic Buster
360.png + 3k.png
Throw.png Armored.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Far MP H 80 5 2 14 +5 +1 - 2 1 1 -
Far HP H 120 12 4 24 -3 -8 - 3 1 1 -
Far LK **LC H 40 5 2 12 +3 -1 SM,EX,SA,CA 1 1 1 -
Far MK H 80 7 7 17 -3 -7 - 2 1 1 -
Far HK H 120 11 4 21 0 -5 - 3 1 1 Whiffs on crouching opponent
Close LP H 40 4 6 7 +4 0 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Close MP H 80 5 2 14 +5 +1 SM,EX,SA,CA 2 1 1 -
Close HP **LC H 120 7 4 17 +5 -1 - 3 1 1 Forces standing
Close LK H 40 4 2 9 +6 +2 - 1 1 1 -
Close MK **LC H 80 4 2 16 +3 -1 SM,EX,SA,CA 2 1 1 -
Close HK H 120 7 5 21 0 -6 - 3 1 1 Forces standing
Crouch LP H 30 4 3 10 +4 0 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Crouch MP H 70 8 5 12 +4 0 - 2 1 1 -
Crouch HP H 120 14 4 15 +7 +1 - 3 1 1 Forces standing
Crouch LK L 40 5 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 80 9 4 14 +3 -1 - 2 1 1 -
Crouch HK L 120 9 5 23 hard knockdown -8 - 3 1 - -
Jump Up LP M 50 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 90 7 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 130 11 6 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 50 7 4 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 90 9 5 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 130 9 6 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 50 6 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 90 7 3 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 130 10 6 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 50 7 4 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 90 9 10 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 130 9 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 130 15 2 26 hard knockdown -12 - - - - Invulnerability frames 1-16, Resembles HP Banishing Flat
Body Slam LP+LK throw 150 5 2 20 hard knockdown - - - - - -
Kirinshu b+LP+LK throw 150 5 2 20 hard knockdown - - - - - -
Flying Body Attack d+HP during diagonal jump M 100 6 7 until ground+4 +17 +5 - 3 1 0 Knockdown on airborne opponent
Double Knee Drop d+LK during diagonal jump M 70 7 6 until ground+4 +12 +4 - 1 1 0 Knockdown on airborne opponent
MP Headbutt u+MP during vertical jump M 110 4 6 until ground+4 +16 +5 - 2 1 0 Knockdown on airborne opponent, Ground bounce on grounded counter hit
HP Headbutt u+HP during vertical jump M 90 6 3 until ground+4 +20 +8 - 3 1 0 Ground bounce on airborne opponent
Long Kick df+HK L 150 14 7 21 hard knockdown -8 - 3 1 - -
Spinning Piledriver LP f,df,d,db,b,ub+LP throw 200 5 2 52 hard knockdown - - - - - -
Spinning Piledriver MP f,df,d,db,b,ub+MP throw 220 7 2 49 hard knockdown - - - - - -
Spinning Piledriver HP f,df,d,db,b,ub+HP throw 240 9 2 47 hard knockdown - - - - - -
Spinning Piledriver EX f,df,d,db,b,ub+PP throw 230 5 2 47 hard knockdown - - - - - Strike and projectile invulnerability frames 1-5
Banishing Flat LP f,d,df+LP H 110 12 7 20 -2 -4 - 3 3 0 Front half of body projectile invulnerability frames 6-18, Hit counts as projectile, Knockdown on airborne opponent
Banishing Flat MP f,d,df+MP H 110 14 10 20 -6 -8 - 3 3 0 Front half of body projectile invulnerability frames 8-23, Hit counts as projectile, Knockdown on airborne opponent
Banishing Flat HP f,d,df+HP H 110 17 7 20 -4 -6 - 3 3 0 Front half of body projectile invulnerability frames 8-23, Hit counts as projectile, Knockdown on airborne opponent
Banishing Flat EX f,d,df+PP H 60x2 14 2 17 ground bounce -4 - 3,3 3,3 0 Projectile invulnerability frames 1-15, Hits count as projectile, Knockdown on airborne opponent
Double Lariat **LC PPP H 100(120) 5 2(4)7(2)7(3)9(2)8(4)3 14 knockdown -17 - 3 4 0 Upper body invulnerability frames 1-6, Mid body invulnerability frames 7-55, Projectile invulnerability frames 7-55, On block: -43 on crouching opponent
Quick Lariat KKK H 100 5 5(3)8(4)3 11 float +8 - 3 4 0 Lower body invulnerability frames 1-33, On block: -18 on crouching opponent
Flying Power Bomb LK f,df,d,db,b,ub+LK throw 200 10-52 2 46 hard knockdown - - - - - Chargeable: 51F for EX Version and 100F for Super Art, Throw hitbox triggers when near opponent, 1 point of armor during frames 28-52
Flying Power Bomb MK f,df,d,db,b,ub+MK throw 200 10-54 2 46 hard knockdown - - - - - Chargeable: 51F for EX Version and 100F for Super Art, Throw hitbox triggers when near opponent, 1 point of armor during frames 28-54
Flying Power Bomb HK f,df,d,db,b,ub+HK throw 200 10-61 2 46 hard knockdown - - - - - Chargeable: 51F for EX Version and 100F for Super Art, Throw hitbox triggers when near opponent, 1 point of armor during frames 28-60
Flying Power Bomb EX f,df,d,db,b,ub+KK throw 200 5-65 2 46 hard knockdown - - - - - Chargeable: 51F for Super Art, 1 point of armor during frames 1-64, Throw hitbox triggers when near opponent
Atomic Suplex f,df,d,db,b,ub+LK throw 230 8 2 - hard knockdown - - - - - Chargeable: 51F for EX Version and 100F for Super Art
Atomic Suplex EX f,df,d,db,b,ub+KK throw 250 3 2 - hard knockdown - - - - - Chargeable: 51F for Super Art, 1 point of armor
Final Atomic Buster f,df,d,db,b,ub+KKK throw 340 0 2(1-36)2 46 hard knockdown - - - - - 84 frames cinematic freeze before attack begins, 1 point of armor during frames 1-38, 2nd active frames trigger near opponent
Cross Art **LC qcf+MP+MK H 150+ 9 2 32 switch -12 - 3 - - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 4 2 10 +5 +1 - Rapid fire cancelable into light normal attacks
Far MP H 56 5 2 24 -5 -9 - -
Far HP H 84 12 4 35 -14 -19 - -
Far LK **LC H 40 4 2 12 +3 -1 - -
Far MK H 56 7 7 22 -8 -12 - -
Far HK H 84 11 4 30 -9 -14 - Whiffs on crouching opponent
Close LP H 40 4 6 7 +4 0 - Rapid fire cancelable into light normal attacks
Close MP H 56 5 2 24 -5 -9 EX,SA,CA -
Close HP H 84 7 4 26 -4 -10 - Forces standing
Close LK H 40 4 2 9 +6 +2 - -
Close MK **LC H 56 4 2 25 -6 -10 EX,SA,CA -
Close HK H 84 7 5 30 -9 -15 - Forces standing
Crouch LP H 30 4 3 10 +4 0 - Rapid fire cancelable into light normal attacks
Crouch MP H 49 8 5 17 -1 -5 - -
Crouch HP H 84 12 4 29 -7 -13 - Forces standing
Crouch LK L 40 5 3 9 +5 +1 - -
Crouch MK L 56 9 4 22 -5 -9 - -
Crouch HK L 84 9 5 32 hard knockdown -17 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.MP, st.MP~st.HP~HP_HK

(0bar, xrush, close, hard)

  • cl.HP, st. LK x dp+HP

(0bar, close, medium)


Hit Confirm Combos

  • cr.LP xx cr.LP xx st.LK~st.MK~st.HP~HP_HK

(0bar, xrush, easy)


Post-launch Combos =

  • cl.HP, st.LK xx dp+P

(0bar, medium)

  • cl.MP, st.MP, st.MK~st.HK

(0bar, easy)

  • cl.HP, cl.MP, cl.MP xx dp+P

(0bar, corner, hard)

  • cl.MP, cl.MP, cl.MP xx KKK (or PPP)

(0bar, corner, easy)


Advanced Combos

  • cl.HP, st.LK xx dp+PP, cr.HP, st.LK xx dp+P

(1bar, close, hard)

  • cl.HP, st.LK xx dp+PP, cr.MK, cl.MP, cl.MP xx KKK (or PPP)

(1bar, close, corner, medium)

  • cl.HP, st.LK xx dp+PP, cr.MK, cl.MK, st.MK~st.HK

(1bar, close, medium)

Combos Into Supers

  • N/A

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