Medium Punch, Medium Punch, Medium Punch
9, 9, 15
29, 32, 49
700, 600, 900
High
--
Only combos on counter hit. Third hit always scales to 80% (720).
--
+2, +2, Knockdown +27
-2, -6, -17
4, 4, 3
17, 20, 32
Down, Down + Medium Kick, Medium Kick, Medium Kick
9, 9, 10
28, 30, 36
500, 500, 700
High
--
Third hit only combos if second hit counter hits.
--
+4, -3, -2
-3, -4, -10
3, 3, 3
17, 19, 24
Double Lariat
15
PP
72
1200
High
Projectile invincible on frames 6-45. Hold forward or back to move during the attack, can continue adjusting direction as long as the attack is active. First hit connects with crouching opponents, all followup hits whiff on crouching opponents.
--
Knockdown +27...56
-41...-12
2, 2, 2, 2, 2
27
Double Lariat (Overdrive)
12
PPP
62
500, 1000
High
Projectile invincible on frames 1-36. Hold forward or back to move during the attack, can continue adjusting direction as long as the attack is active. First two hits connect with crouching opponents, all followup hits whiff on crouching opponents.
--
Knockdown +38...57
-25...-11
2, 2, 2, 2, 2
26
Screw Piledriver (Light Punch)
5
360 + LP
61
2500
Throw
--
--
Knockdown +30
--
3
54
Screw Piledriver (Medium Punch)
5
360 + MP
61
2900
Throw
--
--
Knockdown +28
--
3
54
Screw Piledriver (Heavy Punch)
5
360 + HP
61
3300
Throw
--
--
Knockdown +28
--
3
54
Screw Piledriver (Overdrive)
5
360 + PP
61
3400
Throw
--
--
Knockdown +28
--
3
54
Borscht Dynamite
(5+1) + 4
360 + K
**
2900
Throw
360 directional input can be stored for up to 20 frames before activating with Kick.
--
Knockdown +19
--
3
**
Borscht Dynamite (Overdrive)
(5+1) + 4
360 + KK
**
3000
Throw
Has Limited Juggle Potential. 360 directional input can be stored for up to 20 frames before activating with Kick.
--
Knockdown +19
--
3
**
Russian Suplex / Siberian Express
10 / 28...80
Forward, Down-Forward, Down, Down-Back, Back + K
61 / ...251
2900 / 2700
Throw
Does Russian Suplex if close to opponent, does Siberian Express if mid range or far from opponent. Technically two different versions of Siberian Express, based on mid range or far range. Siberian Express has one hit of armor, but only on the far ranged version.
--
Knockdown +26 / Knockdown +29
--
2
50 / 41
Russian Suplex (Overdrive) / Siberian Express (Overdrive)
10 / 23...80
Forward, Down-Forward, Down, Down-Back, Back + K
61 / ...251
3200 / 3000
Throw
Does Russian Suplex if close to opponent, , does Siberian Express if mid range or far from opponent. Technically two different versions of Siberian Express, based on mid range or far range. Overdrive Siberian Express has two hits of armor, but only on the far range version, starting on frame 3 and lasting until the grab activates.
--
Knockdown +27 / Knockdown +29
--
2
50 / 44
Tundra Storm
6
Down, Down + Heavy Kick
79
2400
Parry
Specifically parries standing kick attacks (normals, specials, and drive impacts are all possible if the move is a standing kick).
--
Knockdown +5
--
50
24
Aerial Russian Slam (Level 1)
11
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
3500
Throw
Fully invincible on frames 1-17.
--
Knockdown +29
--
7
60
Cyclone Lariat (Level 2)
18
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
3160 (3060) / 1100
--
Fully invincible on frames 1-18. Breaks armor. Projectile invincible on frames 19-119. If no direction is pressed, Zangief will do 3160 damage and side swap after he body slams the opponent. Holding a direction will chose that direction and prevent the sideswap, but only do 3060 damage. Holding Punch causes a Limited Juggle State rather than the body slam, which does 1100 damage.
--
Knockdown +5 / Knockdown +87 / ** / **
-35
**
52 / 25
Bolshoi Storm Buster (Level 3)
7
720 + P
4800 (5300)
Throw
Fully invincible on frames 1-7. Critical Art in parenthesis. Opponent CANNOT jump away after the screen freeze.
--
Knockdown +26
--
1
116
Stats
Health — 11,000
Forward Walk Speed — 3.64
Back Walk Speed — 2.50
Forward Dash — 22 frames / 100.656 distance
Back Dash — 25 frames / 71.220 distance
Prejump Frames — 5
Neutral Throw
5
30 (whiff) / 170 (hit) [0 (hit)]
1200 [1800]
Throw
--
Hold throw to initiate an elbow drop, data in brackets.
--
+22 [0]
3
23
Forward Throw
5
30 (whiff) / 180 (hit)
1500
Throw
--
--
--
+10
3
23
Back Throw
5
30 (whiff) / 151 (hit)
1400
Throw
--
--
--
+8
3
23
Down Throw
5
30 (whiff) / 151 (hit)
1500
Throw
--
--
--
+14
3
23
Down-Forward Throw
5
30 (whiff) / 135 (hit)
1200
Throw
--
--
--
+33
3
23
Down-Back Throw
5
30 (whiff) / 150 (hit)
1500
Throw
--
--
--
+9
3
23