User:ReckyDaGuy/sandbox

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Zangief
Zangief's portrait in Super Turbo.
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
Close Jab
Close Light Punch
5LP / cl.Lp.png
Zangief stcljab2.png
Zangief stcljab3.png
Zangief stcljab4.png
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.

  • The first part of this move does slightly more damage.

General Strategies

  • The first and second parts make this move an incredible anti-air, able to beat almost anything thanks to incredible priority and a 2 frame startup.
  • The second part is Zangief's only response to Ken's Jumping Fierce.
  • The third part isn't particularly useful and leaves Zangief at disadvantage, so limit this move's use to anti-airs.
  • If you manage to anti-air with this move, you can cancel into Banishing Flat, allowing you to recover before your opponent lands and be just in range for the tick mixup.

Click to toggle detailed hitbox data.

Zangief stcljab1&8.png Zangief stcljab2.png Zangief stcljab3.png Zangief stcljab4.png Zangief stcljab5.png Zangief stcljab6.png Zangief stcljab7.png Zangief stcljab1&8.png
Frame Count 1 + 1 2 2 2 2 4 4 5
Simplified 2 6 15

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
Zangief stfarjab2.png
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.

  • A very damaging Jab, even doing the strong sound when it hits.
  • Will whiff on most crouching characters, the exceptions being Boxer, Dhalsim, Old Fei Long, Sagat, T.Hawk, another Zangief, and in rare cases, Dee Jay.


General Strategies

  • Unlike most far jabs, this shouldn't be used to beat advancing moves like Blanka's rolls or Honda's headbutts due to the protruding hurtbox. It's still important against Boxer, as this is his only reliable way to deal with his low Rush Punches.
  • Also beats Cammy's Roundhouse Cannon Drills and trades with Dictator's Scissor Kicks.
  • Better suited as a counter poke (e.g. beats Claw's crouching Jab/Strong and Dictator's standing Forward from the right range) or as a tick (e.g. allows you to tick Dhalsim from a more comfortable range).
  • Can also be whiffed in footsies to force the opponent to get stuck in the block animation, allowing you to attempt a walk in SPD or, with the use of a glitch, to jump at the opponent without allowing them to walk back, leaving them stuck in their blocking animation (this is especially useful against charge characters).

Click to toggle detailed hitbox data.

Zangief stfarjab1&3.png Zangief stfarjab2.png Zangief stfarjab1&3.png
Frame Count 1 + 2 4 5
Simplified 3 4 5


cl.mp

Standing Strong
Standing Medium Punch
5MP / st.Mp.png
Zangief stclstrng3 stfarstrng3.png
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.

  • Used in most of Zangief's combos thanks to the solid damage and fairly good frame advantage, allowing Zangief to link into most of his normals.
  • Can also be used as a poke similar to Far Standing Jab, as their hitboxes are similar alongside added damage and stun, but keep in mind this move has a slower startup and has premature projected hurtboxes, making it easily stuffable.
  • Whiffs on most crouching characters, with the exceptions being Boxer, Dhalsim, Old Fei Long, Sagat, T.Hawk, himself, and Dee Jay (in Dee Jay's case, he leans back while crouch blocking, requiring you to be poing blank. As such, save this strategy for crossup combos/strings).
  • Old Zangief's version of this move is a little better since he can special cancel it, you don't have to worry about accidentally using Hop as Old Zangief, and it does a little more random damage.

Click to toggle detailed hitbox data.

Zangief stclstrng1 stfarstrng1.png Zangief stclstrng2 stfarstrng2.png Zangief stclstrng3 stfarstrng3.png Zangief stclstrng4 stfarstrng4.png
Frame Count 1 + 2 2 3 5
Simplified 5 3 5


clhp

Standing Fierce
Heavy Punch
5HP / Hp.png
Zangief stclfrc3 stfarfrc3.png
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.

  • Nice damage and dizzy potential.
  • Can be linked from a standing Strong for dizzy combos.
  • Can also be used as a trade anti-air.
  • Avoid this move in most cases however, since the exaggerated recovery kills any viable use.
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.


Zangief stclfrc1&7 stfarfrc1&7.png Zangief stclfrc2&6 stfarfrc2&6.png Zangief stclfrc3 stfarfrc3.png Zangief stclfrc4 stfarfrc4.png Zangief stclfrc5 stfarfrc5.png Zangief stclfrc2&6 stfarfrc2&6.png Zangief stclfrc1&7 stfarfrc1&7.png
Frame Count 1 + 3 3 6 10 8 6 5
Simplified 7 6 29

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Zangief stclshrt4.png
Ticking for dummies.
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.

  • By far his easiest move to use as a tick due to the fairly long duration.
  • Leaves him at optimal range to tick into Super.
  • Since this move is 0 on block, it's a good move to tick into Atomic Suplex (i.e. if you don't time this as a meaty then a Flying Power Bomb will always come out).
  • Zangief has better moves though, and you should use this move less and less as you get better at ticking.

Click to toggle detailed hitbox data.

Zangief stclshrt1&6.png Zangief stclshrt2.png Zangief stclshrt3.png Zangief stclshrt4.png Zangief stclshrt5.png Zangief stclshrt1&6.png
Frame Count 1 + 3 2 2 8 4 1
Simplified 8 8 5

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Zangief stfarshrt3.png
Trip 'em and tick 'em.
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.

  • Zangief's best standing tick, and one of his most important normals.
  • When hitting this on wakeup, you can mix between tick into SPD or a linked sweep to give your opponent extra trouble when trying to do a reversal.
  • This move's lack of recovery frames allows use as a safe tick/meaty.

Click to toggle detailed hitbox data.

Zangief stfarshrt1 stfarfrwrd1&5.png Zangief stfarshrt2.png Zangief stfarshrt3.png
Frame Count 1 + 2 2 5
Simplified 5 5


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Zangief stclfrwrd3.png
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.

  • Semi-useful against Ken's Jumping Fierce: you can make this move whiff (or at the very least make it hit late enough so he can't cancel into Air Tatsu, which you can then counter with an SAC SPD) by timing your move so his punch is active during the 7f window in which Zangief doesn't have an active head hurtbox.
  • However, most of the time you're better off just using close Standing Jab instead, since that's much more safer and consistent unless you're too far away to use it.
  • Too slow to be used in combos, with the only practical normal to link into it being far Standing Jab, and that move whiffs against most of the cast while crouching.
  • Also too fast to be used as a tick into Atomic Suplex. It can be used as a tick into SPD, but you'll probably want to use crouching Forward as a medium hitstun/damage option instead since it might do more damage against a standing opponent.
  • You may also use this as a tick into Super, but have to do it like a Sako Tick since Final Atomic Buster has a very small throw range.

Click to toggle detailed hitbox data.

Zangief stclfrwrd1&5.png Zangief stclfrwrd2.png Zangief stclfrwrd3.png Zangief stclfrwrd4.png Zangief stclfrwrd1&5.png
Frame Count 1 + 3 3 4 4 5
Simplified 7 4 4

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Zangief stfarfrwrd3.png
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.

  • Very good for punishing missed low pokes due to its long range.
  • Also hits the entire cast even while crouching.
  • Has a little more range than your SPD, so use it as a punish if you're too far for it.
  • Can beat Tatsus clearly if done early.
  • Can also be used as a safe meaty.
  • Has poor priority, so refrain from spamming this move since it can be punished on prediction if it whiffs.

Click to toggle detailed hitbox data.

Zangief stfarshrt1 stfarfrwrd1&5.png Zangief stfarfrwrd2.png Zangief stfarfrwrd3.png Zangief stfarfrwrd4.png Zangief stfarshrt1 stfarfrwrd1&5.png
Frame Count 1 + 3 3 4 4 5
Simplified 7 4 9


cl.hk

Close Roundhouse
Close Heavy Kick
5HK / Hk.png
Zangief stclrh5.png
Zangief stclrh6.png
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.

  • Quite useless.
  • Can hit twice from close range and is themost damaging normal Zangief has, but it has a long startup and recovery.
  • The second hit has decent anti-air priority, but the situations where you can use it like that are limited and use is often overshadowed by close Jab anyway (i.e. worse startup, does less damage and has worse priority).
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

  • Startup/Active:
Zangief stclrh1.png Zangief stclrh2.png Zangief stclrh3.png Zangief stclrh4.png Zangief stclrh5.png Zangief stclrh6.png
Frame Count 1 + 2 2 2 3 6 8
Simplified 10 6 8
  • Recovery:
Zangief stclrh7.png Zangief stclrh8.png Zangief stclrh9.png Zangief stclrh10.png
Frame Count 8 10 8 5
Simplified 31

fr.hk

Far Roundhouse
Far Heavy Kick
5HK / Hk.png
Zangief stfarrh2.png
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.

  • This move is a good anti-air, especially if done early. If your enemy manages to stuff this move, get your reversal SPD ready as they land.
  • Also good for shenanigans: whiff it into SPD after your opponent wakes up from a knockdown.
  • It can beat Honda's Headbutts since it has just enough priority, is a fast move in general, stays active for a sufficient amount of time and does solid damge.
  • Also his only decent counter to New Chun-Li's neutral jumping Roundhouse: if spaced at round start distance it will beat it cleanly. The range for this is very specific though, if you're too far way it'll whiff and if you're too close you might get a trade, but in this case you'll always get beat if she does her kick early enough.
  • Old Zangief can special cancel this move, but in exchange for it having pretty bad priority. It also does a little more random damage with him.

Click to toggle detailed hitbox data.

{{STDiagramCell| Simplified} || style="border: 1px solid #999; border-collapse:collapse;" align="center" | 5 || style="border: 1px solid #999; border-collapse:collapse;" align="center" | 8 || style="border: 1px solid #999; border-collapse:collapse;" align="center" | 11
Zangief stfarrh1&3.png Zangief stfarrh2.png Zangief stfarrh1&3.png
Frame Count 1 + 4 8 11

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Zangief crjab2.png
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.

  • Though it does very low damage, this is your most important ticking move.
  • Can be used into hit confirm combos such as Crouching Jab (n times) linked into Standing Short or Crouching Roundhouse.
  • Can beat a lot of different moves like Honda's Headbutts and HHS, Blanka's rolls and River Run slide, Dictator's Scissor Kicks and various other normals.
  • This move has no recovery frames, allowing it to be used as a safe tick/meaty.

Click to toggle detailed hitbox data.

Zangief crjab1.png Zangief crjab2.png
Frame Count 1 + 3 5
Simplified 4 5

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Zangief crstrng3.png
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.

  • Can be used as a poke or to trade with some moves.
  • Excels as a tick into Atomic Suplex for two reasons: it leaves Zangief at a perfect range (outside most characters normal throw ranges, but inside Roundhouse Atomic Suplex range) and it leaves Zangief at onme frame of advantage (or 0 if you use this as the last hit of a block string), minimizing the chances of a Running Bear Grab coming out.

Click to toggle detailed hitbox data.

Zangief crstrng1&5 crfrc1&5.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng3.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng1&5 crfrc1&5.png
Frame Count 1 + 3 3 8 4 5
Simplified 7 8 9


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Zangief crfrc3.png
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.

  • Works decently as an anti-air against certain moves (e.g. T.Hawk's jumping Jab, Fei Long's jumping Jab, Blanka's jumping Jab and Strong and Claw's Dive).
  • Also works decently as a trade move against Honda's HHS or Shoto's Tatsus, but not as a poke due to the long recovery.
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

Zangief crstrng1&5 crfrc1&5.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng3.png Zangief crstrng2&4 crfrc2&4.png Zangief crstrng1&5 crfrc1&5.png
Frame Count 1 + 3 3 8 10 13
Simplified 7 8 23


crlk

Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Zangief crshrt2.png
All of his crouching kicks share the same animation.
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.

  • Zangief's best ground move to tick into Super, despite poor priority.
  • Also OK as a tick into his other grabs.
  • Special Cancel properties allow you to cancel this into a Lariat or Banishing Flat, but crouching Forward is better suited for that.
  • You can also cancel a Running Bear Grab out of this, which will usually connect but won't do much damage.
  • A useful footsies tool once in a while to lure your opponent into trying to punish a crouching Roundhouse, since it animates the same but recovers much quicker.

Click to toggle detailed hitbox data.

Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png Zangief crshrt2.png Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png
Frame Count 1 + 3 4 7
Simplified 4 4 7


crmk

Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Zangief crfrwrd2.png
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.

  • Better damage and priority than crouching Short, but longer recovery.
  • Has Special Cancel properties just like the former so you can cancel into Lariat, Banishing Flat, or Running Bear Grab. Cross-up fierce Body Press, crouching Forward into Quick Lariat is a particularly hot combo.
  • Can also be used as a tick into SPD or Atomic Suplex, but you usually have better options for that, unless you're looking for the medium blockstun.

Click to toggle detailed hitbox data.

Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png Zangief crfrwrd2.png Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png
Frame Count 1 + 3 6 9
Simplified 4 6 9


crhk

Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Zangief crrh2.png
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.

  • A pretty awesome move, with good recovery for a sweep and deceptive reach.
  • Can be linked into well, recovers fairly quickly, does good damage, has decent recovery, not to mention the knockdown on hit which can lead into ticking mix-ups or safe jumps.
  • Very important in tick mix-ups alongside far standing Short: Both can be used to punish the enemy for standing up, which is often necessary for inputting invincible reversal specials.
  • Always going for an SPD at max range can get predicable, so this is a good mix-up.
  • Old Zangief can Special Cancel this move, which is a gimmick at best. He also does a little more random damage.

Click to toggle detailed hitbox data.

Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png Zangief crrh2.png Zangief crrh3.png Zangief crshrt1&3 crfrwrd1&3 crrh1&4.png
Frame Count 1 + 4 8 12 1
Simplified 5 8 13

Jumping Normals

njlp
Jumping Jab
Jumping Light Punch
8LP / U.png+Lp.png
Zangief njjab2 djjab2.png
First hitbox
Zangief njjab3.png
Second hitbox (Neutral Jump ver.)
Zangief djjab3.png
Second hitbox (Diagonal Jump ver.)
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.

  • Avoid the neutral jump version, since the Strong and Fierce versions are the same attack but with better damage and priority.
  • The diagonal jump version has its uses, having better vertical priority than diagonal Strong by 2 pixels, but the damage and horizontal priority/range is a lot worse, so favor Strong for air to airs.
  • The diagonal version can set up ticks into SPD from a little farther than diagonal jumping Short. It doesn't hit as low though, which makes it whiff vs. crouching characters (with Dee Jay being the only exception, but since he leans back during his crouch block animation it's harder to hit than Short).

Click to toggle detailed hitbox data.

Neutral Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njjab2 djjab2.png Zangief njjab3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11

Diagonal Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njjab2 djjab2.png Zangief djjab3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11


njmp
Jumping Strong
Jumping Medium Punch
8MP / U.png+Mp.png
Zangief njstrng2 djstrng2.png
First hitbox
Zangief njstrng3.png
Second hitbox (Neutral Jump ver.)
Zangief djstrng3.png
Second hitbox (Diagonal Jump ver.)
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


Another aerial knife hand strike. The neutral and diagonal jump versions are again the same, but with slightly different hitboxes and stun values.

  • Once again, avoid the neutral jump version, since the Fierce version is the same attack but with better damage and priority.
  • The diagonal jump version is Zangief's main air-to-air option, mainly due to it being his diagonal jumping normal with the longest horizontal reach.
  • It's not that great, but it can beat some low priority moves like Blanka's jumping Strong, or it can be used against Claw's wall dives by anticipation, though that's very risky.

Click to toggle detailed hitbox data.

Neutral Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njstrng2 djstrng2.png Zangief njstrng3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11

Diagonal Jump Version:

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njstrng2 djstrng2.png Zangief djstrng3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11


njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
Zangief njfrc2.png
Zangief njfrc3.png
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.

  • Has the best damage and priority with the same frame data as his other neutral jumping punches.
  • Good enough to beat Claw's Wall Dive (it may trade if Claw does it late) and Cammy's Cannon Spike (if done from far enough).
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

Zangief njjab1 djjab1 njstrng1 djstrng1 njfrc1.png Zangief njfrc2.png Zangief njfrc3.png Zangief njjab4 djjab4 njstrng4 djstrng4 njfrc4.png
Frame Count 2 3 8
Simplified 2 11
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
Zangief djfrc4.png
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.

  • Zangief's main air to ground attack: great at jumping over fireballs (except against Low Tiger Shots, use diagonal Roundhouse for those), at surprise jumps and as a combo starter.
  • You you know your opponent will take the hit (i.e. you just jumped over a fireball) you can follow into an SPD for massive damage, or if you believe they'll block it you can walk up and SPD. If they don't expect this it can be very hard to escape, due to this move's long blockstun.
  • Old Zangief does a little more random damage with this move.

Click to toggle detailed hitbox data.

Zangief djfrc1&7.png Zangief djfrc2&6.png Zangief djfrc3&5.png [[File: ]] Zangief djfrc3&5.png Zangief djfrc2&6.png Zangief djfrc1&7.png
Frame Count 1 3 3 7 3 3
Simplified 7 7



jlk
Jumping Short
Jumping Light Kick
8LK / U.png+Lk.png
Zangief njshrt2.png
Neutral Jump version
Zangief djshrt2 djfrwrd2.png
Diagonal Jump version
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.

  • 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 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.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief njshrt2.png
Frame Count 3
  • Diagonal Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief djshrt2 djfrwrd2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 16 8 6 4
Simplified 3 16


njmk
Jumping Forward
Jumping Medium Kick
8MK
U.png+Mk.png
Zangief njfrwrd2.png
Neutral Jump version
Zangief djshrt2 djfrwrd2.png
Diagonal Jump version
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.

  • 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 instant overhead.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief njfrwrd2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 16 8 6 4
Simplified 3 16
  • Diagonal Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png File:Zangief djfrwrd2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 16 8 6 4
Simplified 3 16


jhk
Jumping Roundhouse
Jumping Heavy Kick
8HK / U.png+Hk.png
Zangief njrh2.png
Neutral Jump ver.
Zangief djrh2.png
Diagonal Jump ver.
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.

  • 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 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.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Zangief njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png Zangief njrh2.png Zangief djshrt3 njfrwrd3 djfrwrd3 njrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 8 8 6 4
Simplified 3 8
  • Diagonal Jump Version:
Zangief djrh1.png Zangief djrh2.png Zangief djrh3.png Zangief djshrt4 njfrwrd4 djfrwrd4 njrh4 djrh4.png Zangief djshrt5 njfrwrd5 djfrwrd5 njrh5 djrh5.png Zangief djshrt6 njfrwrd6 djfrwrd6 njrh6 djrh6.png
Frame Count 3 8 8 6 4
Simplified 3 8


Command Normals

Headbutt
Headbutt
Hop
B.png or F.png + Mp.png or Hp.png
4 or 6 + MP or HP
Zangief hop7.png
Mp.png 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


Hp.png 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.

  • 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 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.

Click to toggle detailed hitbox data.

  • Strong Version:
Zangief hop1&3&10.png Zangief hop2.png Zangief hop1&3&10.png Zangief hop4.png Zangief hop5.png Zangief hop6.png Zangief hop7.png Zangief hop8strng.png Zangief hop9.png Zangief hop1&3&10.png
Frame Count 1 + 1 1 1 2 3 6 8 8 6 3
Simplified 15 8 17
  • Fierce Version:
Zangief hop1&3&10.png Zangief hop2.png Zangief hop1&3&10.png Zangief hop4.png Zangief hop5.png Zangief hop6.png Zangief hop7.png Zangief hop8frc.png Zangief hop9.png Zangief hop1&3&10.png
Frame Count 1 + 1 1 1 2 3 6 10 6 9 3
Simplified 15 10 18
Air Headbutt
Air Headbutt
During Neutral Jump
U.png + Mp.png or Hp.png
8 MP or HP
Zangief hb2strng.png
Strong Version
Zangief hb2frc.png
Fierce Version
Mp.png 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


Hp.png 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.

  • 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.

Click to toggle detailed hitbox data.

  • Strong Version:
Zangief hb1.png Zangief hb2strng.png Zangief hb3.png
Frame Count 3 8
  • Fierce Version:
Zangief hb1.png Zangief hb2frc.png Zangief hb3.png
Frame Count 3 6


Flying Body Press
Flying Body Press
Chest Splash
During Diagonal Jump
D.png + Hp.png
2HP
Zangief splash2.png
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.

  • 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.

Click to toggle detailed hitbox data.

Zangief splash1.png Zangief splash2.png
Frame Count 5
Double Knee Drop
Double Knee Drop
During Diagonal Jump
D.png + Lk.png or Mk.png
2 LK or MK
Zangief knee2shrt.png
Short Version
Zangief knee2frwrd.png
Forward Version
Lk.png 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


Mk.png 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.

  • The short version has two main uses: It's perfect as a 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 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.

Click to toggle detailed hitbox data.

  • Short Version:
Zangief knee1short knee1&3frwrd.png Zangief knee2shrt.png
Frame Count 5
  • Forward Version:
Zangief knee1short knee1&3frwrd.png Zangief knee2frwrd.png Zangief knee1short knee1&3frwrd.png Zangief knee4frwrd.png
Frame Count 7 18 6
Simplified 7 18

Throws

Zangief can perform throws/holds with Mp.png, Hp.png, Mk.png and Hk.png. He can also perform a throw while crouching using Mp.png or Hp.png. He even has two air throws with Mp.png/Hp.png or Mk.png/Hk.png.

Stomach Claw
Close
D.png + Mp.png or Hp.png
2 MP/HP
Zangief stomclaw.png
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.

  • 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.


Click to toggle throwbox data.

Zangief crthrow.png


Piledriver
Close
B.png/F.png + Mp.png
4/6 MP
Zangief piledriver.png
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.

  • 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.


Iron Claw
Close
B.png/F.png + Hp.png
4/6 HP
Zangief ironclaw.png
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.

  • 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.


Brain Buster
Close
B.png/F.png + Mk.png
4/6 MK
Zangief brainbuster.png
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.

  • 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.


Bite
Kamitsuki
Close
B.png/F.png + Hk.png
4/6 HK
Zangief bite.png
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.

  • 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 cross under some characters if you trap them in the corner.

Click to toggle throwbox data.

Zangief stthrowb.png | align="center" valign="bottom" rowspan=" 1 " | Zangief stthrow.png | align="center" valign="bottom" rowspan=" 1 " | Zangief stthrowf.png


Aerial Deadly Drive
Close, in Air
Any direction but U.png + Mp.png/Hp.png
Any direction but 8 + MP/HP
Zangief airdeaddrive.png
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.

  • Does more damage than the Kick air throw but the follow up game is weaker.

Click to toggle throwbox data.

Zangief pairthrow.png


Aerial Leg Throw
Close, in Air
Any direction but U.png + Mk.png/Hk.png
Any direction but 8 + MK/HK
Zangief airdeaddrive.png
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.

  • This is the better air throw because it leaves the opponent closer, but it's still rarely used.

Click to toggle throwbox data.

Zangief kairthrow.png


Special Moves

Spinning Piledriver

Spinning Piledriver
360.png + P.png
Zangief spd.png
Zangief piledriver.png
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
42[1] 7~13 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 1* 32 34 Hard Down 20*


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
46[1] 7~13 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 1* 34 36 Hard Down 20*


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
50[1] 7~13 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 1* 36 38 Hard Down 20*

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.

Click to toggle detailed hitbox data.

  • Throwbox:
Zangief spd0.png
  • Whiff Animation:
Zangief whiff1&5.png Zangief whiff2&4.png Zangief whiff3.png Zangief whiff2&4.png Zangief whiff1&5.png
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
360.png + K.png / 360K

Click to toggle detailed hitbox data.

Short Forward Roundhouse
Zangief suplexshrt.png Zangief suplexfrwrd.png Zangief suplexrh.png

Vertical Roll

Vertical Roll
[2]8K / Cd.pngU.png+K.png
Blanka vroll2anm.gif
Blanka vroll5.png
Blanka vroll6.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] / 28[2] 9~15 100 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 18(15)8 18 59 Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 9~15 100 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 17(15)8 19 59 Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 9~15 100 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 16(15)8 24 63 Dependent 7

Blanka launches himself vertically and ends with a flip kick, falling to the ground.

  • A very good anti-air and crossup tool.
  • The LK version deals a bit more damage during the kick part.

Click to toggle detailed hitbox data.

  • Active:
Blanka vroll2anm.gif Blanka vroll3anm.gif Blanka vroll4.png Blanka vroll5.png Blanka vroll6.png
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
Blanka vroll7.png Blanka vroll8.png Blanka vroll9.png Blanka vroll10.png Blanka lands1.png Blanka lands2.png Blanka lands3.png
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:
Blanka vroll2anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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

Backstep Roll
[4]6K
Cb.pngF.png + K.png
Blanka broll14.png
Blanka broll15.png
Blanka broll16.png
Blanka broll17anm.gif
Lk.png 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


Mk.png 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


Hk.png 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.

  • The first 3 hitboxes deal less damage than the last rolling part. If you somehow hit with them, they'll combo into each other. This is extremely difficult unless you're point blank range on a big character.
  • Impractical due to the ungodly startup, slow active part, and terrible recovery.

Click to toggle detailed hitbox data.

Startup:

Blanka broll1&3.png Blanka broll2.png Blanka broll1&3.png Blanka broll4.png Blanka broll5.png Blanka broll6.png Blanka broll7.png
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
Blanka broll8.png Blanka broll9.png Blanka broll10.png Blanka broll11.png Blanka broll12.png Blanka broll13.png
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:

Blanka broll14.png Blanka broll15.png Blanka broll16.png Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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:
Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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

Surprise Forward
F.png + 3k.png
6+3K
Blanka hopf5.png

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.

Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf4.png Blanka hopf5.png Blanka hopf6.png Blanka hopf7.png Blanka hopf8.png
Frame Count 1 1 1 6 2 2 4 4
Simplified 3 18
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Surprise Back

Surprise Back
B.png + 3k.png
4+3K
Blanka hopb4&6.png

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.

Blanka hopb1&3.png Blanka hopb2.png Blanka hopb1&3.png Blanka hopb4&6.png Blanka hopb5.png Blanka hopb4&6.png Blanka hopb7.png Blanka hopb8.png
Frame Count 1 1 1 2 2 6 4 4
Simplified 13 8
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Super Combo

Ground Shave Roll
[4]646P
Cb.pngF.pngB.pngF.png + P.png
Blanka super4anm.gif
Jumping down
Blanka super5anm.gif
Charging/Rolling
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.

  • If you hold the Punch button down, you can continue to charge up the roll for up to 90 frames. This won't increase the damage.
  • If you release the roll after your opponent has jumped over you, it will autocorrect to face them.
  • While this move does great damage, it will rarely connect due to the slowness of the hop, giving your opponent plenty of time to block. It's not safe on block either, even if it does chip for 4 hits.

General Strategies

  • If your opponent tries to jump above this, you can usually counter with a Vertical Roll after you recover.
  • This can be used as an anti-air with good timing. If you hit them out of the air with the hop, you can hold the punch button briefly and juggle them just before they land.

Click to toggle detailed hitbox data.

Blanka super1.png Blanka super2.png Blanka super3.png Blanka super4anm.gif Blanka super5anm.gif
Frame Count 1 + [18] + 5 5 3 29 0 to 90 + ∞
Simplified 14 29
  • Knockback:
Blanka superb1anm.gif Blanka superb2&4.png Blanka superb3.png Blanka superb2&4.png Blanka superb5.png
Frame Count 28 3 5 3 1
Simplified 28 12

Misc Animations

Jump Animations

  • Prejump:
Blanka bj1 nj1 fj1.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png Blanka bj3 nj3 fj3.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
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:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka bj8&10 nj8&10 fj8.png Blanka bj7&11 nj7&11 fj7.png Blanka bj6&12 nj6&12 fj6.png Blanka bj13 nj13.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
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:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka fj10&14.png Blanka fj11&13.png Blanka fj12.png Blanka fj11&13.png Blanka fj10&14.png Blanka bj9 nj9 fj9&15.png Blanka fj16.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
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.

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief