Zangief

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
7
18
400
High
Chain, Special, Super
--
--
+4
+2
3
9
Hitbox Image
Standing Medium Punch
9
29
700
High
Target Combo
--
--
+2
-2
4
17
NormalHitbox Image Full ChargeHitbox Image
Standing Heavy Punch
16...32
40...58
1000
High
--
Can hold Heavy Punch to charge up. When held/charged fully, grants 1 hit of Upper Body Strike Armor on frames 4-34. For lower charges, armor starts up on frame 4 with as little as a 1 frame charge (17 frame startup), but the armor runs out early. Armor duration increases up to the last active frame as charge time goes up.
--
+3
-3
3
22
Hitbox Image
Standing Light Kick
7
25
400
High
Special, Super
--
--
-2
-4
2
17
Hitbox Image
Standing Medium Kick
10
32
800
High
--
--
--
+1
-4
4
19
Hitbox Image
Standing Heavy Kick
13
37
1000
High
--
--
--
+3
+1
4
21
Hitbox Image
Crouching Light Punch
6
15
300
High
Chain, Special, Super
--
--
+6
+1
2
8
Hitbox Image
Crouching Medium Punch
8
26
700
High
Special, Super
--
--
+3
-1
3
16
Hitbox Image
Crouching Heavy Punch
12
54
1000
High
--
--
--
Knockdown +20
-19
8
35
Hitbox Image
Crouching Light Kick
4
18
250
Low
Chain
--
--
0
-3
3
12
Hitbox Image
Crouching Medium Kick
9
29
700
Low
--
--
--
+2
-2
3
18
Hitbox Image
Crouching Heavy Kick
12
41
1000
Low
--
--
--
Knockdown +32
-13
3
27

Unique Attacks

Hitbox Image
Down-Forward + Medium Punch
7
30
800
High
Special, Super
--
--
-1
-3
3
21
Hitbox Image
Forward + Medium Kick
14
34
600
High
--
--
--
0...+6
-4...+2
7
14
Hitbox Image
Forward + Heavy Punch
14
33
900
High
--
--
--
+6
+4
5
15
Hitbox Image
Forward + Heavy Kick
22
53
900
Overhead
--
--
--
Knockdown +28...+32
-12...-8
7
25
Hitbox Image
Down-Forward + Heavy Kick
16
59
1000
High
--
Wall Splats in the corner on Punish Counter.
--
Knockdown +21
-18
4
40
Hitbox Image
Down, Down + Medium Kick
9
28
500
High
Target Combo
--
--
+4
-3
3
17

Target Combos

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

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+11
+8
7
3 Landing
Hitbox Image
Jump Medium Punch
8
--
700
Overhead
--
--
--
+10...
+7...
5
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
Knockdown on aerial hit.
--
+15...
+7...
6
3 Landing
Hitbox Image
Jump Light Kick
5
--
300
Overhead
--
Crosses up.
--
+2...
-1...
10
3 Landing
Hitbox Image
Jump Medium Kick
8
--
500
Overhead
--
--
--
+6...
+3...
8
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+12...
+8...
7
3 Landing
Hitbox Image
Jump, Down + Heavy Punch
9
--
800
Overhead
--
Crosses up.
--
+14...
+10...
9
8 Landing
Hitbox Image
Neutral Jump, Up + Heavy Punch
8
--
800
Overhead
Special
--
--
+18...
+13...
4
3 Landing

Special Moves

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

Super Arts

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

Misc.

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