Super Street Fighter IV AE/Zangief

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Zangief

SSFIV-Zangief Face.jpg

Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride. Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.


In a nutshell

The quintessential grappler. Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forte. He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent. While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range. He can also play footsies surprisingly well with his Lariats and sweeps. As a grappler, his only true weakness is being full-screen distance away from his opponent. Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.

Players to Watch

SnakeEyez, Itazan

Moves

Unique Attacks

Name
Command
Notes
Flying Body Attack
(during angled jump) D.png + Hp.png
High.png
Double Knee Drop
(during angled jump) D.png + Lk.png
High.png
Headbutt
(during vertical jump) U.png + Mp.png or Hp.png
High.png
Long Kick
Df.png + Hk.png
Low.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
Throw.png Ex.png
Banishing Flat
Dp.png + P.png
Ex.png
Double Lariat
3p.png
Quick Double Lariat
3k.png
Flying Power Bomb
360.png + K.png
Ex.png version gains armor; Throw.png Ex.png
Atomic Suplex
(near opponent) 360.png + K.png
Throw.png Ex.png

Super Combo

Name
Command
Notes
Final Atomic Buster
360.png 360.png + P.png
Throw.png

Ultra Combos

Name
Command
Notes
Ultimate Atomic Buster
360.png 360.png + 3p.png
Throw.png
Siberian Blizzard
(in air) 360.png 360.png + 3k.png
Airthrow.png


AE ver. 2012 Changes

Light Spinning Piledriver

Increased stun from 100 to 150.


EX Banishing Flat

Changed damage from 80 + 50 (130 total) to 90 + 50 (140 total). Increased stun from 50 + 50 (100 total) to 100 + 50 (150 total).


Crouching Heavy Kick

Shrunk mid-move hurtbox.


Crouching Light Punch

Expanded strike hitbox for deep hit.


Far Standing Heavy Punch

Made opponent get knocked down on a hit.

AE Changes

  • Increased range on Far Standing Hard Punch
  • Light Punch and Hard Punch Spinning Piledrivers damage buffed
  • Increased range on Light Punch Spinning Piledriver
  • EX Banishing Flat, when it hits a grounded opponent, will no longer knock down but you will have advantage.
  • Alter Siberian Blizzard's traveling distance by putting in a forward/backward input between Ultra freeze and start-up.
    Forward direction can travel much further than before, so it's easier to grab backdashing opponents.
    Ground recovery on whiff has increased.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 ch/sp/su 4 6 7 -1 +2 Frame advantage based on 2nd active frame
Close Strong.gif HL 90 100 40 sp/su 5 2 14 -2 +1
Close Fierce.gif HL 140 200 60 - 7 4 20 -6 -1 On crouching opponents, -2 on hit
Close Short.gif HL 30 50 20 - 4 2 10 -1 +2
Close Forward.gif HL 90 100 40 sp/su 5 2 15 -3 0
Close Roundhouse.gif HL 140 200 60 - 7 4 21 -5 -1
Far Jab.gif HL 30 50 20 ch/sp/su 4 2 7 +3 +6
Far Strong.gif HL 70 100 40 - 4 2 10 +2 +5
Far Fierce.gif HL 140 200 60 - 12 3 18 -3 - Knockdown
Far Short.gif HL 30 50 20 sp/su 4 2 7 +2 +5 5~6f cancellable (translate)
Far Forward.gif HL 90 100 40 - 7 6 18 -10 -7
Far Roundhouse.gif HL 140 200 60 - 11 4 16 -2 +2
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 3 6 +2 +5
Crouch Strong.gif HL 80 100 40 - 8 5 12 -3 +3 Forces stand
Crouch Fierce.gif HL 120 200 60 su 12 4 16 -2 +2
Crouch Short.gif L 40 50 20 sp/su 4 3 7 +1 +4
Crouch Forward.gif L 90 100 40 - 9 4 15 -5 -2
Crouch Roundhouse.gif L 120 200 60 - 9 5 18 -5 - Hard Knockdown
Jump Up Jab.gif H 60 50 20 - 5 5 - - -
Jump Up Strong.gif H 90 100 40 - 7 4 - - -
Jump Up Fierce.gif H 140 200 60 - 10 6 - - -
Jump Up Short.gif H 50 50 20 - 7 4 - - -
Jump Up Forward.gif H 90 100 40 - 9 5 - - -
Jump Up Roundhouse.gif H 120 200 60 - 9 6 - - -
Jump Forward Jab.gif H 60 50 20 - 6 5 - - -
Jump Forward Strong.gif H 90 100 40 - 7 3 - - -
Jump Forward Fierce.gif H 120 200 60 - 11 6 - - -
Jump Forward Short.gif H 50 50 20 - 7 4 - - -
Jump Forward Forward.gif H 80 100 40 - 9 10 - - - 1~4f legs projectile invincibility
Jump Forward Roundhouse.gif H 120 200 60 - 9 6 - - -
Down.gif+Fierce.gif(air) H 100 150 60 - 6 7 - - -
Down.gif+Short.gif(air) H 50 50 20 - 8 6 - - -
Up.gif+Strong.gif(air) H 100 500 40 - 4 6 - - -
Up.gif+Fierce.gif(air) H 120 600 60 - 6 12 - - -
Downright.gif+Roundhouse.gif L 120 200 60 - 14 7 22 -11 - Hard Knockdown
Focus Attack LVL 1 HL 90 100 20 - 10+13 5 32 -21 -21
Focus Attack LVL 2 HL 120 150 40 - 18+15 5 32 -15 -
Focus Attack LVL 3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.94 160 180 40 - 3 2 20 - - Hard Knockdown
Back Throw 0.94 160 180 40 - 3 2 20 - - Hard Knockdown
Spinning Piledriver Jab.gif 1.75 180 150 40/100 - 2 2 52 - - Hard Knockdown
Spinning Piledriver Strong.gif 1.45 200 150 40/100 - 2 2 50 - - Hard Knockdown
Spinning Piledriver Fierce.gif 1.35 250 200 40/100 - 2 2 48 - - Hard Knockdown
Spinning Piledriver EX.gif 1.35 200 150 -250/0 - 4 2 47 - - 1~5f strike and projectile invincibility, Hard Knockdown
Banishing Flat Jab.gif HL 120 100 30/30 su 11 2 21 -7 -5 6~20f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
Banishing Flat Strong.gif HL 130 150 30/30 su 13 2 22 -8 -6 8~22f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
Banishing Flat Fierce.gif HL 140 200 30/30 su 16 2 23 -9 -7 9~25f Forward body projectile invincible, projectile hitbox, knockdown on [air hit] or [counterhit]
Banishing Flat EX.gif HL 90*50 50*50 -250/0 -*su 13 1*1 27 -9 +1 1~13f strike and projectile Invincible, 14~22f projectile invincible, projectile hitbox, 2nd hit can juggle, [air hit]1st hit knocks down, knockdown on [counterhit]
Lariat Punch.gifPunch.gifPunch.gif HL 120*140 150*200 30/40 su*- 4 2(4)7(2)7(3)9(2)8(4)3 14 -44 - 1~5f upper body strike and projectile invincible, 4~5f legs projectile invincible, 6~54f feet projectile invincible and torso projectile and strike invincible, knockdown, (additional notes)
Lariat Kick.gifKick.gifKick.gif HL 110*130 100*150 20/30 su*- 4 2(4)5(3)8(4)3 14 -22 - 1~32f legs strike and projectile invincible, knockdown, (additional notes)
Double German Suplex 1.00 220 200 30/140 - 2 2 45 - - Hard Knockdown, (additional notes)
Double German Suplex EX.gif 1.00 240 200 -250/0 - 2 2 45 - - 1~? Armored, Hard Knockdown, (additional notes)
Running Bear Grab 2.92 200 150 30/80 - 1 2 45 - - Hard Knockdown, (additional notes)
Running Bear Grab EX.gif 5.06 220 200 -250/0 - 1 2 45 - - 1~? Armored, Hard Knockdown, (additional notes)
Super Combo 1.24 450 0 -1000/0 - 1+0 2 46 - - 1f~ invincible, Hard Knockdown
Ultra Combo 1 1.44 520 0 0/0 - 1+0 2 46 - - 1f~ invincible, Hard Knockdown
Ultra Combo 2 0.95 450 0 0/0 - 0+3 Until Landing After Landing 58 - - 1f~Until Landing Invincible, Hard Knockdown, (additional notes)
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: