xxMarshy's Guide to Zangief the Red Cyclone

xxMarshy's Guide to Zangief the Red Cyclone

Postby xxMarshy » Mon May 14, 2012 9:01 am

Street Fighter x Tekken Guide for Zangief


Image


Story -

A hero of Russia who is aptly named the Red Cyclone. His love for his country outstrips anyone else, and to show the world the strength of his motherland, he fights day in and day out. He is a man with a finely honed body of muscle and power, and the countless scars on his body are proof of his training. As proof of his loyalty to his motherland, Zangief seeks to acquire the box along with Rufus; they call themselves the Space Cyclones.



Pros -

  • Command grabs have amazing range and work on both standing and crouching characters
  • One hit super armor on chargable command grab makes it very difficult for melee reliant fighters
  • High stamina
  • Great damage
  • Plenty of fast safe pokes with decent range

Cons -

  • No far-ranged game
  • Can be hard to get in against zoning characters
  • Little harder to set up combos than with other characters



Character Data -

Stamina: 1100
Forward Dash: 26 frames
Backward Dash: 23 frames
Pre-jump: 7 frames
Verticle Jump: 36 frames
Diagonal Jump: 36 frames



Game Plan -

Zangief is a mid to close range character just like all his other incarnations. Once he gets in on his opponent he can be very hard to stop. Zangief can keep opponents grounded easily and can mix them up with his command grabs, Lariat to anti air them if they try a neutral jump, and quick normals to catch them if they try to jump at all. Zangief's best position is just within standing medium punch range where he can use his pokes to keep them from jumping away and also use his light spinning pile driver to keep them guessing and punish them for trying to counter-poke you. Multiple options are available to Zangief for getting in against fireball characters; his Banishing Flat will destroy any single hit fireballs and move him forward considerably far quickly, the EX version of Banishing Flat is fireball invincible for 16 frames so you can easily get through them. Double Lariat does not move nearly as far but it is the most invincible to projectiles and does not cost any meter to go through them. In SFxT Zangief now has one hit super armor against non-fireballs on all versions of his Flying Power Bomb and charging in the move allows you to absorb a fireball as well as normals, then you can quickly dash forward, the EX version of Flying Power Bomb gives you instant one hit armor that works against both normals and fireballs.



Useful Normals -

Crouching Light Punch: Very easy to hit confirm into combos with this and has great range for a light punch

Standing Medium Punch: Super quick, decent range, and decent damage; great normal to use when you want to keep opponents from jumping away.

Crouching Medium Punch: Good anti air normal, puts opponent in juggle state on counter hit, which is easy to get when used as an anti air. Move will trade against some jump in attacks.

Standing Heavy Kick: Great range and damage, good to use as a counter poke or if you know your opponent is not going to throw an attack out. Another use is to whiff the kick directly in front of them or over them if they are crouching, tricking them into blocking, then going directly into a light Spinning Pile Driver.

Crouching Heavy Punch: Safe normal with good damage and range, good to end cross rushes with this move (don't go into launcher after it unless you know you hit them first.)



Special Moves Tips -

Spinning Pile Driver: Absolutely amazing range on the light version of this move, use it to mix up your opponents getting you a lot of damage or even just use it as a poke/counter poke. EX version has startup invincibility so it is really good for a reversal if you know the opponent is not going to jump away.

Banishing Flat: This move destroys fireballs and is a great move to use when you want to get close to your opponent quickly, light punch Banishing Flat is recommended since it is the safest on block. EX version gives you a ground bounce on hit so it is great in combos.

Double Lariat: Can be used as an anti air if you start it pretty late in the opponent's jump. Also goes through fireballs.

Quick Double Lariat: Lower body invincibility so use this if you think the opponent is going to a low hitting attack. Try to hit the opponent with the last part of the Quick Double Lariat by doing it outside point blank range and holding forward, it will put them in a juggle state so that you can combo after it.

Flying Power Bomb: Gives you one hit armor to any type of attack while charging so it is great for countering opponents who try a jump in attack or any type of poke when they are too close to you. EX version is fireball and hit invincible from the start so it can sometimes catch opponents who throw a fireball at you from either too close or if they throw one trying to interrupt the run.



Combos -

Cr.LP , Cr.LP , St.LK -> St.MK -> Cr.HP (201 damage. quick, somewhat safe combo.)

Jp.HP , Cl.HP , St.LK -> St.MP -> Cr.HK (371 damage. good damage, Cr.HK can be switched with Cr.HP to be safe and have the same damage but you will not get a hard knockdown.)

Jp.HP , St.LP -> St.MP -> EX Banishing Flat , Cr.LP , Cl.MK -> Double Lariat (423 damage. great damage using only 1/3 bar of meter.)

Second hit of Quick Lariat , Cr.LP , St.MK -> St.HK (263 damage. good combo if you hit someone with the second hit of Quick Lariat.)



Frame Data -

Spoiler: show
Normals -

Standing Normals

Light punch:
40 damage
4 frame startup
2 frames active
10 frame recovery
5 frame advantage on hit
1 frame advantage on block
Special cancelable

Medium punch:
80 damage
4 frame startup
2 frames active
14 frame recovery
5 frame advantage on hit
1 frame advantage on block

Heavy punch:
120 damage
12 frame startup
4 frames active
24 frame recovery
3 frame advantage on hit
8 frame disadvantage on block

Light kick:
40 damage
4 frame startup
2 frames active
12 frame recovery
3 frame advantage on hit
1 frame disadvantage on block
Special cancelable

Medium kick:
80 damage
7 frame startup
7 frames active
17 frame recovery
3 frame advantage on hit
7 frame disadvantage on block

Heavy kick:
120 damage
11 frame startup
4 frames active
21 frame recovery
0 frames even on hit
5 frame disadvantage on block

Close Standing Normals

Light punch:
40 damage
4 frame startup
6 frames active
8 frame recovery
4 frame advantage on hit
0 frames even on block

Medium punch:
80 damage
5 frame startup
2 frames active
14 frame recovery
5 frame advantage on hit
1 frame advantage on block

Heavy punch:
120 damage
7 frame startup
4 frames active
17 frame recovery
5 frame advantage on hit
1 frame disadvantage on block

Light kick:
40 damage
4 frame startup
2 frames active
9 frame recovery
6 frame advantage on hit
2 frame advantage on block

Medium kick:
80 damage
4 frame startup
2 frames active
16 frame recovery
4 frame advantage on hit
1 frame disadvantage on block

Heavy kick:
120 damage
7 frame startup
5 frames active
21 frame recovery
0 frames even on hit
6 frame disadvantage on block

Crouching Normals

Light Punch:
40 damage
4 frame startup
3 frames active
10 frame recovery
4 frame advantage on hit
0 frames even on block

Medium Punch:
80 damage
8 frame startup
5 frames active
12 frame recovery
4 frame advantage on hit
0 frames even on block

Heavy Punch:
120 damage
14 frame startup
4 frames active
15 frame recovery
7 frame advantage on hit
1 frame advantage on block

Light Kick:
40 damage
5 frame startup
3 frames active
9 frame recovery
5 frame advantage on hit
1 frame advantage on block

Medium Kick:
80 damage
9 frame startup
4 frames active
14 frame recovery
3 frame advantage on hit
1 frame disadvantage on block

Heavy Kick:
120 damage
9 frame startup
5 frames active
23 frame recovery
knockdown on hit
8 frame disadvantage on block

Neutral Jumping Normals:

Light Punch:


Medium Punch:


Heavy Punch:


Light Kick:


Medium Kick:


Heavy Kick:


Diagonal Jumping Normals:

Light Punch:


Medium Punch:


Heavy Punch:


Light Kick:


Medium Kick:


Heavy Kick:


Specials -

Spinning Pile Driver:

Light Punch:


Medium Punch:


Heavy Punch:


EX:


Banishing Flat:

Light Punch:


Medium Punch:


Heavy Punch:


EX:


Double Lariat:

xxxxxx

Quick Lariat:

xxxxxx

Flying Power Bomb:

Light Kick:


Medium Kick:


Heavy Kick:


EX:


Atomic Suplex:

xxxxxx

EX:
Last edited by xxMarshy on Mon Jul 30, 2012 10:36 am, edited 30 times in total.
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xxMarshy
 
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