Zangief
"I'd shake your hand but your arms are over there! Hahahaha....."
Zangief is Russia's version of Captain America. He's the kind of guy that would do just about anything for his country. During one of his weekly bear wrestling trips, Zangief was told that Onslaught's wrath might fall upon mother Russia. The big wrestler wasted no time flying to New York and alongside the other heroes. Zangief's special moves and supers have lost some power in this game but don't count him out just yet. He is slightly faster, has better range and has one added improvement that will be discussed later on. He also has a new level three Ultra Final Atomic Buster and a new kind of appeal that rivals Dan in MSF.
Elbow Drop
+MP
Zangief suddenly comes down on his opponent with his elbow, smashing the pavement. When it connects, it will always knock them down and if done in the air, it can be used as a great surprise move. I've found that it is difficult for opponents to counter this move even if it misses!
Siberian Splash
+HP
This move can be done in the air only. While jumping, press down and Fierce to make Zangief assume the belly flop position. He has a lot of priority while doing this but he is vulnerable to any anti air move. The best thing about it is that this move will easily set up his special grabs. Just land on em and SPD while they're still blocking!
Double Knee Drop
+LK or
+MK
Instead of doing a normal kick, Zangief sticks his knees out and tries to hit his opponent with em. It's a useful move for setting up SPD's as well even though the timing is trickier than with a Siberian Splash. It's also great for hitting an opponent that is immediately under Zangief.
Spinning Clothesline 3P
Zangief spins around with his arms outstretched. This is great as an anti-air move cause it'll trade hits with just about any air attack. Watch out cause if your opponent ducks it, Zangief is definitely gonna get sweeped. Be careful with this move and don't try it too often on the shorter opponents! He can do it in the air but it comes out too slowly to be effective. It does a lot of damage if does manage to connect though!
Spinning Lariat 3K
Zangief does a quicker version of his Spinning Clothesline. It's a lot less risky than the regular version cause he cannot be sweeped and it comes out quicker too. It's best used in the air as an Air Combo Finisher. After being hit by one of these, the opponent will fall helplessly to the ground and Zangief can follow up with any of his special grabs.
Green Hand 

+P
Gief spins once while taking a step forward as he slaps the back of his hand at his opponent. This will absorb fireballs and it also sets up the Spinning Pile Driver. The punch button used determines the distance, recovery time and damage that this move does. Use your judgement when choosing which one to use.
Air Grab 

+K
Zangief jumps up and grabs his air borne opponent. He then slams them down on the ground for some good damage. Use this move to teach them to stay on the ground. Watch out though cause he has to catch the opponent at a very specific point. The Roundhouse version is useful for getting the big Russian to the other side of the screen quickly. Short should be used for opponents that are right on top of him.
Spinning Piledriver 270 degrees+P
Without a doubt, one of the most intimidating and powerful special moves in the game. Zangief grabs his opponent, jumps into the air and slams them down while spinning. Though the damage that it does has been toned down yet again, it's a lot easier to connect with cause it's been given increased range and it's a lot easier to pull off now. Depending on the punch button you use, he will either grab quickly or slowly. The quicker grabs do less damage and have less range while the slower grabs do a lot of damage and have massive range. It can be done in the air and if you're really good, you can use em as AC Finishers.
Running Bear Grab 



+K
Zangief walks up to his opponent and Power Bombs them into the ground. If done up close, he will do a double slam for double damage. A lot easier to pull off than the Spinning Piledriver and it has more range too. Zangief has super armor while walking up to his opponent, allowing him to absorb a few hits before grabbing them. The strength of the kick button used determines how far he'll walk. Novice Zangief players should do this more often because it's so easy to use.
Final Atomic Buster 270 degrees+2P(Level One)
This is the move that every opponent dreads falling into. Zangief slowly walks toward his opponent and when he grabs him, he'll do two Suplexes, a Piledriver and then a Super Spinning Piledriver. Though weaker than it's MSF counterpart, the damage is still great and anyone hit by this move is often as good as dead. Try to surprise them with it cause the smaller guys can avoid it rather easily. Also, you should rapidly spin the joystick after it connects to get the most damage out of it.
Ultra Final Atomic Buster 270 degrees+2K(Level Three)
Here it is fellers! The move that we've all been looking for! The big Russian will stay in place while trying to grab his opponent. If he manages to catch his opponent, he'll grab them and pull off a Power Bomb, two suplexes and a huge Spinning Piledriver. Ouch! Make sure it connects though or you'll waste three levels of super meter. Like the FAB, you should rapidly spin the joystick to get maximum damage from this move.
Iron Body 

+K(Level One)
Zangief taunts and a flash occurs as he becomes the walking zombie, Mega Zangief! While in Iron Body mode, he is unable to block but nothing will stop him. He cannot be launched and he cannot be made to flinch. There are advantages and disadvantages to using this move. When to use it depends on your judgement. Switch only when it's safe because he takes forever to actually change and often gets hit.
| Regular Zangief Mode | Mega Zangief Mode |
Running Bear Grab 

HP+HK(Level One)
This is the most painful counter in my opinion. It does tremendous damage when used to counter up close attacks. Watch out though cause it's totally useless against far projectiles and beam supers. Zangief can be used to counter multi hitting supers like Senretsu Kyaku and Berserker Barrage X but you've gotta wait until the final hit of the move before attmpting a counter. Punish them for trying to chip you to death. Hehehe....
Super Spinning Clothesline 

HP+HK(Level Two)
Zangief comes into the screen spinning. It looks like his custom combo from SF Alpha 2 if you just kept hitting the three punch buttons. It's not that great cause it can be ducked but it chips a good amount of life and does good damage if it hits. Short opponents can usually crouch under this though so make sure you have a partner that will cover Zangief's legs. All in all...it's better to do the......
Double Final Atomic Buster 

HP+HK(Level Two)
A truly painful and impressive team super. You must do the motion while Zangief is the legal man and up close to the opponent. Both the Russian and his teammate will then grab the hapless victim and do a Piledriver that drains half of their life away. It does even more damage if you have a power character as a teammate. It's also easier to do than the Final Atomic Buster I might add.....
| Combos | Strategies |
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