ZANGIEF
"....Pain to you, business
transaction for him"
SUMMARY:
Zan is a Capcom Contender!! Well, since he's up against
speed, supers and chippers, Capcom decided to give him some
advantages and stipped him of his most unique features. There's
no real reason to play him anymore except that you're out to
prove that Zangief will never die!! Hey, that's why I play him!
But I have to admit, there are alot of things that are easier to
do than they were before.
ADVANTAGES:
Combos and faster too!, He's faster with his dash,
counters and recovery time, SPD is easier as an AC finisher, Mega
Zangief! They cleaned up siberian blizzard super for Mega Zan.
Super meter increases super fast now.
DISADVANTAGES:
Less damage on the SPD and FAB. Difficult Ultra FAB
which replaces the damage done by FAB.
MOST ORIGINAL FEATURE:
There's two: The Ultra FAB and the Success splash
picture of Zangief and his teammate after they win. Zan has his
hands up like he's just won the lotto. It's kinda funny cuz it
also looks like he's a manga babe screaming for joy. hehehe
BEST PARTNERS IN CRIME:
Ryu- Great tactics change up
Strider- Great tactics change up (power to speed and special
moves)
Hulk- Awesome Team Super (Double FAB)
Gambit- Good Variable CrossOver
Chun Li- Good Team Super(Both supers are close range.)
Cap Commando- Great Variable CrossOver (Details later)
HUNTER:
Spider Man, Captain Commando, Venom, War Machine, Ryu,
MEGA MAN!!
PREY:
Jin, Strider(personal opinion), Chun Li
TO BE THE BEST!!!
---THE SPINNING PILE DRIVER----
Folks, this is a personal opinion due to my game
play experience with Zangief. I've been a Zan player since SF2.
Being able to lock people with a sweep, then they get warped into
Zan's hands when the SPD is applied. XvsSF had the SPD super
powered and the FAB a force to be reckoned with. But the SPD was
very hard to link a decent combo with(mainly cuz Zan didn't have
a decent combo to save his life). MSHvsSF was an improvement. SPD
was toned a little but not much and the FAB was hellified as
ever. And they added the DFAB. Yet, it was still difficult to
just catch the timing on the SPD after a basic hit. MvsC has
improved in its timing with combos but now it's damage is no
where near the full potential of the earlier games. But on a
personal note you have to consider this: Think about how many
times you were able to catch people in the SPD full force in the
other games. Considerable amount huh? Well, for me it has double
in MvsC! It's strange how Zan has taken the theme place of Dan
from MSHvsSF. "No reason to play him but you do it to show
just how really good you are". Well, for those who aren't
aware of what's grabbable, Check out the great stuff you can grab
due to Zan's faster recovery time when he blocks or attacks:
Ryu's fireball- Hell yeah! You can often grab him before he does
an uppercut!
Ryu's Hurricane kick- Sure! Before I had a problem doing it while
he was in the middle of doing it. Now, just one block is often
needed to grab him. You don't even have to advance guard.
Chun Li's lightning kicks- Occasionally. Just Advance guard
through it and if you're fast enough to do the rotation, you're
taking her for a ride on the town!
Spiderman's fierce and roundhouse- Oh yeah, his hits before
pushed you back too far to connect. Not anymore! Sling this
webster for a while!!!
Hulk's S.fierce- Hell yeah!- After he swings, just do the
rotations and you grab his fist!!! If you were too far to begin
with, advance guard to keep close to him.
Cap's S.fierce- Occasionally. If you were close from the start,
you can do it.
Wolverine's S.fierce- Oh yeah!! I always wish I could get him
when he does that and my wishes came true.
Oh, don't forget my Zan Golden Rule for MvsC: IF THEY JUMP AT YOU
WITH A STRONG, FORWARD, FIERCE OR ROUNDHOUSE...SPD THEM TILL THE
COWS COME HOME!! (Double hits are not grabbable...unless you can
do a jab SPD.)
---LESS PRETTY MEANS MORE DEATH----
Zan is a player you can't play around with. Sure
you can do some impressive combos here and there, but now the SPD
is almost unstoppable when it comes to locking people in for the
great spin! I like using the the big forward air kick when over
my opponents. The splash is too risky for those used to
launching. Yes it hurt if it connects but we're talking about a
legion of fighters who have people who know the game. Use the
forward kick so even if they block it, it won't matter. You can
instantly pull the SPD by instinct like you used to. Hell, do
this alot to put the fear into them. If they jump into you, jump
at them and do roundhouse and instantly do the SPD. Zan is
acutally higher than what you think when he does his air
roundhouse. Just try out the spinning lariat after the roundhouse
and you'll really see just where Zan is when it come to grabbing
range. Best thing to do is stick to the forward kick and strong
punch to start out grabbing them for the SPD. Hell, it's deadly
for them to block an air forward kick cuz I don't even bother
with SPD when I can do the FAB. Remeber the oldschool move of
trying to sweep them then quickly go into SPD when they block?
Well, often you can catch them in that now if they are in the
corner or even better, cancel out into the FAB! His canceling
speed is improved greatly so even if the SPD is weaker, I can
truely say that I'm able to do both SPD and FAB faster and easier
than before.
---ISSUE OF WHICH BUTTON----
I talked about this issue with a few Zan
players(Acknowledgements to Banshee and Dogshell) and Warlord(Zan
master in our city. See the Zan strategy page in MSHvsSF for more
details), about Zan's button power on the SPD.
My opinion on this is that in the tradition of Capcom's Street
Fighter Sagas, using a weak button vs. a heavy button determines
the compromise of speed/recovery vs. power. For ryu, using a jab
fireball means you want a quick recovery from shooting out the
fireball, but the result is a slow fireball. Using the fierce for
Ken's uppercut means that for the compromise of recovery, you get
power of a 3 hit uppercut. So there is a reason why you should
use the jab, strong, and fierce button in those cases. So
shouldn't it be the same theory for Zan's SPD? When you use the
various punch buttons for the SPD, you get different heights
obviously, but what you really don't pay attention to is the
other attributes. When you use the jab button, you get quicker
frames of grabbing and less recovery time with less damage on the
opponent. While as using the fierce, you get the full power of
SPD but with a hell of a recovery time and longer frames of
grabbing. Now I haven't noticed this too much when you do the SPD
in the air, but this is very noticable on the ground in MvsC. So
as advice to you, in combos and quick counters, use the jab or my
favorite, strong punch. Of course if they are wide open, hell go
fo the Fierce. But see for yourself and you decide.
---ULTRA FINAL ATOMIC BUSTER-----
Not as impressive in looks nor damage in my
opinion. Hell the FAB in XvsSF did that much damage! Well, one
thing I can tell you is that you're better off doing the Double
FAB if you have your teammate. I measured the damage done by both
Supers. The UFAB does the most, but it's not by far compared to
doing the double FAB. So is it worth it? Well, no. To intimidate,
yes. I like pulling it off just because....I can :) But if I had
a choice and my game was really on the line, I'd do double FAB.
But remember that when doing UFAB that you are close and you do
it to punish those who have screwed up. You don't walk, and the
range is weaker than SPD...not that much but you'll notice in a
time of crisis.
---ROPE EM COWBOY----
There's alot of characters capable of intimidating
Zan in arial combat. But Zan can handle it. There are times
facing faster characters and characters who can double jump, I
don't even bother launching. I just jump up and do lariat. This
is very effective cuz it will beat all normal attacks and it
keeps them from using your size against you. Now a days, you'll
find the players who enjoy doing a double attack on you if you
just stand there and block. Do the punch version of the lariat so
that it sends them flying across the screen.
---...CAPTAIN SWORD! FOR THE LOVE OF?----
I've noticed that Cap Commando and Zangief have a
great team up together. Their Variable CrossOver is awesome and
works efficiently. Check this: Best thing to do is have Cap Com.
Lead and activate the CrossOver. Zan comes in and taunts. While
he taunts, Cap Com does Cap sword which forces anyone to the
ground if they try to avoid you in the air. While Cap is doing
his super, this is a perfect time to get Zan close enough. If the
opponent fights Zan, he'll get hit by the sword. Zan gets in and
by the time the sword ends, the FAB is activated. Now that's
evil! I've tried everyone's super with this and none are as
effective as this one. Just remember that you have to act fast
and dash with Zan to get close. If they are able to get away from
Zan or fight Zan after the sword, do the sword again so they get
hit hard or do the Captain strike. Zan being Mega Zan helps cuz
blocking is no longer an issue.
----STRUGGLE TO ADVANCE----
Your advance guard will be your greatest weapon to
getting a SPD. I can't tell you how important it is now. Everyone
will do their best to keep you away. Play the computer and
practice to instinctively advance guard on all occasions!!! Those
who have a magic series zigzag on the ground have the best
advantage of pushing you away. You've got to push. I don't even
do it enough but that's changing. The blocking features of MvsC
is better now cuz you have the ability to rotate the joystick to
do the SPD while blocking rapid-chipping supers.
----MEGA MAYHEM----
Mega Zangief is not a middle time character. You
either start as him and kick as much butt as you can and switch
out when you're low, or you turn into him when your opponent has
only one fighter left and you want to pressure him. Though the
flame is better than before, Being Mega Zan has its drawbacks big
time. The Siberian Blizzard is better however, but Mega Zan is a
fear element now, not a seperate character.
TO STOP THE BEST
----STAY AWAY----
What part of "away" don't you
understand??? Just kidding. Really, avoid the SPD. Teleport,
Super jump, dash back, hell sweep if you have the range, but only
go in when you know that you got Zan under pressure. A cool
headed Zan is a winning Zan. Fireball to chip away and super even
if it doesn't connect.
----HOW LOW CAN YOU GO?----
Attack the feet...period and set Zan up for a
launch or a super. Don't get pretty or Zan will give you a
makeover.
----MEGA MAN'S SECRET----
I have tried and tried to figure out this problem.
There are many times where I have tried to grab Mega Man and he
slips through my arms...while he's standing!!! Ducking however,
I've given up on cuz he has the size to squat low enough to avoid
a SPD. So Mega Men, Attack low!! But don't think you'll be safe
forever. Cuz that's just for the SPD, not the FAB, Running Bear
hug, the Double Fab or the UFAB!
VS....
VS. RYU
Dominate Ryu fast by using Mega Zan to start out with and get in
there to SPD. Beware though, once you do that, they may change to
E.Ryu to get the fireball barrage. Keep your combo short and hit
once and SPD.
VS. CHUN LI
Take charge and take a chance! Air lariat her to show her that it
doesn't take triple jumps to avoid you. Tag em and SPD in the
air. She'll try to lightning kick you. If you have the energy,
advance guard. If not wait for her recovery pose(SHE NOW HAS TO
RECOVER) and sweep her.
VS. ZANGIEF
This is fun!!! All I can tell you is that it all depends on who
pulls off the SPD and the FAB first.
VS. MORRIGAN
Morrigan will evade your grasps at all cost. She has good range
attacks and you'll have to jump on her from time to time. Watch
out for that uppercut, a smart morrigan will air uppercut to
avoid your air lariat.
Advance guard her gun super and grab her, it will be hard so try
to be up close! Dash under her when she does the infinite air
fireballs.
VS. CAP COMMANDO
This will be your test of skills. Cap Com has everything he needs
to keep you away. Hell he's got friends!! But you'll have to just
take the hits and advance guard through his attacks!!! You SPD
skills will have to be good cuz Cap Com will abuse all
advantages. Control your super jumps so you can fake out Cap and
make him do the Cap corridor. There's your chance to hurt him.
VS. MEGA MAN
Your worst nightmare! Stay patient and advance guard through his
attacks and avoid the MegaBuster fierce when they hold the button
down. Don't bother with SPD and do the FAB. Avoid using Mega Zan
or you'll be getting the big hurt!! Anticipate his attacks for
they are repetative!
VS. CAP AMERICA
You better bet that his shield will be between Him and your SPD,
But don't give in. My favorite thing to do is dodge the shield
slash all together and keep him from geting to it. Then he'll
have nothing. Charging star is faster so watch out for it cuz if
you block it, you can cripple him. He'll double jump alot so wait
for the second jump and go up there with a lariat. If you are
standing and he jumps at you, either SPD or lariat when you block
the first hit.
VS. SPIDER MAN
Little web crawler will try everything he can to stop you. This
is a time to roll into Mega Zan at the start of the match. If you
are in the middle of the match and spider tags in, keep your
socks on and wait. Penetrate his defenses by countering in the
air by advancing guard his combos then SPD. Watch your feet and
use that C.forward to pop him a nasty hit. If you're fast enough,
cancel out with a jab banishing hand.(uppercut with a punch
button.). Expect him to jump on you after attacking blocked feet,
so use your leaping air throw(uppercut with a kick), and punish
him. Launch only when you know it's clean. When you've got his
energy level down, check to see if he's on super level 2 and
pressure him to use up one. When he's down to level 1 super
meter, change into Mega Zan and cripple him. Spider has no supers
that can stop you. If he tags out, so do you.
VS. JIN
You're going to have some fun with him. Jin has to come after
you. Everything he does plays right into your arms for a SPD.
Watch out for the dynamite explosion and his C.roundhouse and you
should have him in the palm of your hands.
VS. STRIDER
Strider is a dead little ninja when facing me with Zangief cuz he
still has to attack reguardless of his distance moves. But for
those who think differently, I can relate. So keep the fight
close and block alot. Strider will believe you're hesitant,
that's when you give him an air combo of your own. If he throws a
bomb your way, take a chance and grab him with the SPD while he's
posing. Strider is capable of doing a jump in 3 hit combo while
you are standing. Block at least two and then do the lariat!!!!
You'll have a better chance of surviving. Play safe and use the
Variable crossover to confuse the guy. Don't take this fight
personal, you have to tag out and use helpers to keep strider at
a normal pace.
VS. VENOM
Venom has the upper hand when it comes to distance. You'll need
patience cuz Venom has enough for the both of you. Use the
dropping air elbow to throw him off. Use the forward kick to get
him to block then go for a SPD right when the boot contacts.
Block the venom fang and try to stick a lariat in before he
lands. Venom bite will be used constantly so your best bet is
jump at him frequently and try to get in. Send you helpers and
tag out of you feel you're losing. Use Mega Zan if you start out
with him and venom or if you tag in with Zan and venom is low on
energy. If you have Mega Zan, careful of the the Venom Death
bite!!! Jump high and go for a quick FAB.
VS. HULK
This is a difficult one. Hulk will keep you at bay. But remember
that you must commit!! I like to try to SPD hulk by grabbing his
S.fierce after I block it. I try to tag out and use someone else
and whittle hulk down, then tag back in and go into Mega Zan when
Hulk has used up his Supers. That way you can get in a FAB or a
Double FAB. But remember, Hulk has 3 supers that covers different
areas so you really can't take chances and just beat him down
with heavy attacks like he owes you money!
VS. GAMBIT
Throw gambit off by going for sweeps into the banishing hand.
Watch out for his launcher and block the S.fierce.
You can SPD the cajun ground strike once you block it.
Only use heavy attacks when gambit is on the ground. Air combo
when possible but keep an eye out for the long range air fierce
gambit has.
VS. WOLVERINE
Watch your feet! Wolvie will jump attack and try a double hit
then work the feet to launch you. Anticipate that wolverine will
attack first and just block in the air, then SPD when he uses a
heavy attack. Do your best to try air throw. If you do a Variable
Crossover, watch for Wolvie's fatal claw which catches everyone.
Don't take the fight personal and use helpers to destroy his
defenses.
VS. WAR MACHINE
War Machine has everything he needs to keep you away and attack
head on. Stay cool and try to evade by super jumping. Throw
without hesitation and SPD with the strong or jab for a quick
spin. Be careful, W. Machine will chip away your energy all day
so try to stay close.
Migs here! Check out the main Zangief page here to learn the move commands and combos!