Supers/mvc_zangief_super.gif ZANGIEF
Special Moves
Elbow Drop (g/a)- D+MP
Siberian Splash (g/a)- D+FP
Double Knee Drop (a)- D+LK/MK
Spinning Clothesline (g/a)- 3P
Spinning Lariat (g/a)- 3K
Banishing Flat (g)- DP+P (nulifies projectiles!)
Air Grab (g)- DP+K
Spinning Pile Driver (g/a)- 360+P
Running Power Bomb(g) (far)- HCF+K
Double Power Bombo (g) (close)- HCF+K
Hyper Combos

Final Atomic Buster (g)- 360+2P
Combos
Ground Magic:None
Air Magic:None
Super Jump Magic:Stronger
AR Launcher: C.MP/MP Throw (g)
Best Helpers:???
AC Finishers:
1)FP or FK
2)Spinning Pile Driver
3)Spinnin Lariat
4)MP Air Throw
Easy/Hard Combos
Note:Combos taken from Mig Rustia's MvC Site!!
1)C.Fierce XX Fierce Green Hand
2)J.Roundhouse \/ C.Roundhouse XX Running Bear Grab or Final Atomic Buster
3)S.Roundhouse XX Short-Air Grab
4)Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward,SJ.Roundhouse
The easiest Zangief air combo to pull off. You'll find yourself doing this a lot if you screw up your lariat.
5)Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward XX Air Sinning Pile Driver
This is in the expert section cause the SPD is so friggin hard to connect! This is a very painful combo though and it makes you look like a master. Skip the Forward for heavier characters.
6)J.DN.Forward \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ S.Roundhouse XX Running Bear Grab, FAB or SPD
Zangief will land before his opponent and the Roundhouse will knock them up again. Grab em when they're coming down for the second time.
7)Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward XX Kick Lariat \/ S.Roundhouse /\ Short-Air Throw
Same idea as the previous AC, except this is what you should do if you're not too good at SPD's or FAB's.
8)Knee Stomp \/ C.Fierce, Double Final Atomic Buster
The idea here is to stun em long enough for the DFAB to connect. One of the easier linkers for Grief.
9)Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward XX Kick Lariat \/ S.Roundhouse XX Jab Green Hand, FAB
Yet another variation of Zangief's bread an butter AC. This one does more damage but it's mostly for show. Hard as hell to connect though.
Special Throw Setups
1)J.DN.Forward, Special Throw
2)J.DN.Forward \/ C.Short, Special Throw
3)Jump over enemy J.DN.Fierce \/ C.Fierce XX RBG
4)Jump and do nothing, Special Throw upon landing
5)Block a character switch, Special Throw
6)Wait until an enemy screws up a move that puts them in the air. Get below them and then C.Fierce XX Special Throw
7)Strong Throw the enemy up into the air then on their way down, RBG or S.Jab XX Special Throw
8)After an FAB or SPD or RBG, if the enemy rolls, do the RBG or the FAB again and the enemy will roll into your arms
Once again, many thanks to Mig's Rustia for providing this information! Thanks Migs!!
This combo is very easy to pull off. The Roundhouse knocks the opponent up in the air, setting them up perfectly for the grab. The cool thing about this combo is that Zangief looks so fast while doing it.
Just as a little side note, the SPD's, RGB's and FAB's don't really need a 360 degree rotation....it only requires a 270 degree rotation! So what I usually do is start from up-back and rotate clockwise until it gets to forward! It will work as long as you do it very quickly!
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