Zangief
"Sorry! Do you need medical assistance?"


Zangief has to rely more on combos than ever before. They gave him speed but all of his special throws have been massively weakened. You can still win by blocking and SPDing all day but it'd be better to learn some of his offensive combos. He's really a very surprising comboer.


Magic Series
Ground Magic: None
Air Magic:None
Super Jump Magic:Stronger
Strikes:None
Knockdowns:C.Roundhouse
Air Launchers:C.Strong, Strong Throw
AC Finishers: Fierce, Roundhouse, SPD,
Lariat, Strong Air Throw

Special Comments

- All of Zangief's moves charge up the super meter like crazy. This is the best reason for going offensive with him cause while you're opponent is blocking his attacks, they won't realize that you've got enough super meter for any of his three super grabs!

- Zangief's ground dash ends in a grab if he's close enough to his opponent. The range on this has been increased but it's still slow as hell. If you do manage to catch em, hit any button to slam.

- Zangief's Air Lariat will knock his opponent straight upwards, allowing Zangief to land ahead of time and do some incredible damage with his throws.


Combos
Easy Combos
1) C.Fierce --> Fierce Green Hand

2) J.Roundhouse \/ C.Roundhouse --> RBG or FAB

3) S.Roundhouse --> Short-Air Grab
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.

Harder Combos
1) 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.

2) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Air SPD
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.

3) J.DN.Forward \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ S.Roundhouse --> RGB, 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.

3) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward --> 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.

5) 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.

6) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ S.Roundhouse --> 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
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!

1) J.DN.Forward, Special Throw

2) J.DN.Forward \/ C.Short, Special Throw

3) Jump over enemy J.DN.Fierce \/ C.Fierce --> 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 --> Special Throw

7) Strong Throw the enemy up into the air then on their way down, RBG or S.Jab --> 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

Don't understand any of these terms? Go to the Legends and Definitions Page

MovesStrategies

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