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    Zangief by PhatDan81

    Version: 1.5 | Updated: 07/26/00 | Printable Version | Search This Guide

    ZANGIEF
    
    ===========================================================================
    Game: Marvel vs. Capcom 2: New Age of Heroes
    Zangief Character Guide FAQ V.1.5, updated on 7/26/00
    by Daniel (PhatDan81) Finch dan@finch.com
    Unpublished work Copyright 2000 Daniel D. Finch
    ===========================================================================
    CONTENTS
    
    I.    Background
    II.   Legend
    III.  Regular Moves
    IV.   Special Moves
    V.    Supers
    VI.   Combos
    VII.  General Strategy
    VIII. Misc. Stuff
    IX.   Legal Stuff
    ===========================================================================
    I. BACKGROUND
    ===========================================================================
    
    Who is Zangief?  Zangief is a wrestler from Russia.  He was first introduced in
    the Street Fighter II series as a competitor in the tournament.  He's also
    appeared in all the Street Fighter Alpha Games (except the first one) and all
    the VS. series games.  He is known mainly for his high-powered grabs and his
    Spinning Clothesline attack.  He is the innovator of the Spinning Pile Driver. 
    He got the idea for this when he was picked up by a cyclone and spun around. 
    Another thing he's known for is wrestling bears for fun, which is why he has so
    many scars on his body.  Ever since Street Fighter II, he's been an underdog
    and a very unique character.
    
    ===========================================================================
    II. LEGEND
    ===========================================================================
    
    ------------------------------------------
    ABBREVIATIONS
    
    U     Up
    D     Down
    B     Backward
    F     Forward
    S     Standing
    C     Crouching
    J     Jump/Jumping
    SJ    Super Jump/Jumping
    360   Rotate Joystick Once
    P     Punch
    K     Kick
    AC    Air Combo
    A1    Assist 1
    A2    Assist 2
    THC   Team Hyper Combo
    LP    Light Punch         Jab
    MP    Medium Punch        Strong
    HP    Hard/Heavy Punch    Fierce
    LK    Light Kick          Short
    MK    Medium Kick         Forward
    HK    Heavy/Hard Kick     Roundhouse
    
    -------------------------------------------
    BASIC COMMANDS
    
    LP+LK            Calls in second partner
    HP+HK            Calls in third partner
    A1               Calls in second partner to attack
    A2               Calls in third partner to attack
    Snapback         D, DF, F + A (one level), an attack that forces
                     opponent out if it hits
    Variable Counter B, DB, D + A (one level; while blocking) tags in
                     partner and causes partner to automatically attack
    Crossover Combination  A1 + A2 (one to three levels)
    
    All three characters come in and do a specific super.  The two secondary
    characters then step out after they do their supers.  If this is done when the
    super meter is at level two, then the primary character and only one secondary
    character do supers.  If the meter is at level one, then only the primary
    character does a super.
    
    ===========================================================================
    III. REGULAR MOVES
    ===========================================================================
    -------------------------------------------
    PUNCHES
    -------------------------------------------
    JAB
    
    1.  Standing
    
    A basic standing jab, it's a little slower than most other jabs, but it's still
    a good attack for starting combos.  This can combo into a Spinning Pile Driver.
    
    2.  Backward (Elbow Drop, ground version)
    
    Zangief falls forward, holding his elbow out, knocking the opponent down when
    it hits.  It doesn't combo off anything and it doesn't combo into anything.  I
    don't really recommend using this.  The start-up and recovery delays on it are
    not very good.
    
    3.  Crouching
    
    Same as the standing version, this is also used to start combos.  I'm not sure
    if this also combos into a Spinning Pile Driver.
    
    4.  Jumping
    
    Same as the crouching version, this is used for starting air combos.
    
    5.  Down (in air; Elbow Drop, air version)
    
    This is the air version of his elbow drop.  It's much more useful than the
    ground version, but it still has the same recovery delay as the ground version.
     Use this as a surprise attack or to punish a character while they are doing a
    beam super.
    
    -------------------------------------------
    STRONG
    
    1.  Standing
    
    Zangief holds his hand out and does a sideways swipe.  Use it as a combo
    filler.  This combos into some of his special moves.
    
    2.  Crouching
    
    This is Zangief's primary launcher attack.  He does an uppercut while
    crouching.  It has pretty decent range.  In this game, you can now combo into
    it, which can make it easier to connect.
    
    3.  Jumping
    
    Zangief does a downward swipe with his arm.  This is used as an AC filler and
    to combo into AC finishers.
    
    -------------------------------------------
    FIERCE
    
    1.  Standing
    
    Zangief takes a step forward and extends his arm out.  It has good range and it
    does good damage.  It also combos into some special moves.  The other good
    thing about this move is that even opponents with super armor will get stunned
    if it hits them.  The bad thing about this move is that some smaller opponents
    can crouch under it and it has a slow start-up and recovery.  Always cancel
    into a special move after doing this move.
    
    2.  Crouching
    
    Same as the standing version, this version has a little less range though. 
    Otherwise it has the same priorities as the standing version.  This move hits
    both crouching and standing opponents so use it against opponents who like to
    crouch under the standing version.
    
    3.  Jumping
    
    Zangief extends his arm out downward at about a 45-degree angle.  This is used
    as an AC finisher.  It can also be used as a jump-in attack.
    
    4.  Forward (in air)
    
    While in the air, Zangief positions his body parallel to the ground and extends
    his arm straight out.  This is used for aerial confrontations or as an AC
    finisher.
    
    5.  Down (in air, Siberian Splash)
    
    While in the air, Zangief again positions his body parallel to the ground, but
    this time he holds his hands out, doing a belly-flop.  This can be used for
    aerial confrontations when the opponent is below you.  This can also be used as
    an AC finisher, but it's mainly used as a jump-in attack.  Be careful about
    using this move because it will lose out to launchers, vertical supers and
    dragon punches.
    
    -------------------------------------------
    KICKS
    -------------------------------------------
    SHORT
    
    1.  Standing
    
    A basic standing LK, Zangief does a shin kick.  It has poor range and is used
    either for poking or starting combos.  It comes out faster than his jabs.
    
    2.  Crouching
    
    A basic low LK, it has slightly better range than the standing version.  It
    comes out just as fast and pretty much has the same priorities as the standing
    version.
    
    3.  Jumping
    
    Zangief basically swings his leg straight out.  It doesn't have very good range
    but it comes out pretty fast.  Use this to start air combos.
    
    4.  Down (in air; Knee Drop)
    
    Zangief points his knees downward and uses them to attack his opponent.  This
    has the same priorities and weaknesses as his Siberian Splash, except this has
    a less horizontal range and will beat out some launchers.
    
    -------------------------------------------
    FORWARD
    
    1.  Standing
    
    Zangief swings his leg straight out.  It has the same priorities as his
    S.Strong, but has better range.
    
    2.  Crouching
    
    A basic low MK, it has about the same range as the standing version and also
    has the same priorities as the standing version.
    
    3.  Jumping
    
    Same thing as his J.Short, except he uses his other leg, plus this has better
    range and does more damage.  Use this as an AC filler and to combo into an AC
    finisher.
    
    -------------------------------------------
    ROUNDHOUSE
    
    1.  Standing
    
    Zangief falls backward while swinging his legs upward.  This has pretty good
    range.  It hits twice and acts as a mini-launcher.  If it connects you can jump
    afterwards and do a Spinning Pile Driver.  It can also set him up for your
    super of choice.  The start-up and recovery are a little slow.  Use this as an
    anti-air attack.
    
    2.  Crouching
    
    This is Zangief's sweep attack.  It has above average range and is easy to
    combo into.
    
    3.  Jumping
    
    Zangief positions his body parallel to the ground and extends both legs
    straight out.  It has good range and should be used as an AC finisher or for
    aerial confrontations.  It comes out faster than his J.F.Fierce.
    
    ===========================================================================
    IV.  SPECIAL MOVES
    ===========================================================================
    
    A (*) means that the move can be done in air at any time.
    A (h) means that the move can be cancelled into a super only if it does not
       connect while the move is being performed.
    A (H) means that the move can be cancelled into a super while it is being
       performed.
    A (N) means that the move cannot be done in air in Mega Zangief mode.
    A (I) means that the move can only be done in Mega Zangief mode.
    A (R) means that the move cannot be done in Mega Zangief mode.
    
    UPWARD THROW D, DB, B + LP
    
    This is basically Zangief's strong throw from the first MVC and from the Street
    Fighter Alpha Series.  In this game Capcom has made it a command attack, since
    there's no medium punch button in this game.  It still has the same priority as
    it did in the other VS games.
    
    GLOWING FIST (H)(R) F, D, DF + P
    
    Zangief does a quick spin and then hits the opponent with the back of his fist.
     His fist is also glowing and it will neutralize fireballs.  Use this in combos
    and also to travel forward.  Otherwise, it's a joke of a move if not used
    properly.
    
    AERIAL RUSSIAN SLAM F, D, DF + K
    
    Zangief jumps forward slowly and if the opponent is in his path, he will grab
    them and throw them to the floor.  If the opponent doesn't get grabbed, Zangief
    will fall back down to the ground.  The grab that he does cannot be blocked,
    but can be (or at least used to be) tech-hit out of.  After the peak of the
    jump, Zangief will be able to attack on the way down.  Use this mainly to
    travel forward and do jump-in attacks.
    
    The upward part is very unreliable to connect and the opponent has to be at a
    specific point.  Also keep in mind that on the upward part, Zangief is
    vulnerable to attacks, so be careful about when you use this move.  The kick
    button used determines how far forward he jumps.  The short version causes him
    to jump at about a 70-degree angle and the roundhouse version causes him to
    jump at a 45-degree angle.  When Zangief's in Iron Body mode, he travels even
    shorter.  Don't use this move in Mega Zangief mode.
    
    SIBERIAN BLAST (H)(I) D, DF, F + P
    
    Mega Zangief does a Yoga-Flame-like move, except he breathes out cold air and
    not fire.  If it connects, it juggles the opponent(s).  Use this to neutralize
    beams and fireballs and for jump-in attacks.  If the opponent tries to get
    really close to you while you're recovering from this, do a Spinning Pile
    Driver or Final Atomic Buster while they're trying to combo you.
    
    SPINNING CLOTHESLINE (H)(N) 2P
    
    It's one of Zangief's classic moves.  He extends his arms out in opposite
    directions then spins around.  In this game, the priority of this move has been
    improved.  It now has a juggling effect, hitting multiple times.  It still goes
    through fireballs too.  It can now be comboed into also.  It will also cancel
    into his Final Atomic Buster and Siberian Blizzard.  Comboing this into a Final
    Atomic Buster is not guaranteed.  See Section VII to find out more.  Be careful
    about using this move because you leave yourself open to sweep attacks.
    
    SPINNING LARIAT (H)(N) 2K
    
    Zangief does a quicker and less-damaging version of his Spinning Clothesline. 
    This move is very easy to combo into, but has lost its priority in air combos. 
    It also hits once and then knocks the opponent away, so it won't combo into any
    supers.  This version also doesn't go through fireballs.  Use this move as an
    AC finisher.  Stick with the punch version on the ground.  The good thing about
    this version is that you're not open to sweep attacks.
    
    FLYING POWER BOMB (h) B, DB, D, DF, F + K
    
    Zangief slowly dashes forward holding his arms out and when he gets to his
    opponent he grabs them and jumps up and then slams them.  It does decent damage
    and it combos nicely off a S.Roundhouse.  If you start the move when the
    opponent is right next to you, Zangief will do a suplex, then do a flying power
    bomb, inflicting more damage.  Zangief has super armor while doing this move,
    so it will take more than just jabs to knock him out of this.  Also keep is
    mind that Zangief is very vulnerable to many attacks while he's dashing
    forward, so use it as a surprise move or as a mistake punisher.
    
    SPINNING PILE DRIVER (*)(h) 360 + P
    
    It's another one of Zangief's classic moves.  He grabs the opponent, jumps up
    in the air, spins around while traveling through the air, then slams his
    opponent to the ground.  It's unblockable and it has short range, however
    Capcom has decided to make the move more damaging.  Rotate the joystick while
    the move is going on to make it do as much damage as possible.  If it misses,
    he will be holding his arms out, unable to do anything for a second.  Make sure
    that you're very close to the opponent when you do this move.  This move is
    even more dangerous in Mega Zangief mode because he can't be knocked out of it.
    
    ===========================================================================
    V.  SUPERS (HYPER COMBOS)
    ===========================================================================
    
    In this game, Zangief has lost his Double Final Atomic Buster for some reason I
    can't imagine.  However he has gained more ways of comboing into his Final
    Atomic Buster, which kinda makes up for it.  Plus, he can easily combo into his
    Hyper Lariat.
    
    MEGA ZANGIEF MODE B, D, DB + LK (one level)
    
    Zangief taunts and his skin turns to iron.  While he's in this mode, he can't
    be launched, stunned or knocked down.  The purpose of this is to do Spinning
    Pile Drivers and Final Atomic Busters and stopping at nothing to do them. 
    While doing any move, you cannot be knocked out of it, so take advantage of
    that.  Also be aware that you cannot block at all.  If you want tips on how to
    play in Mega Zangief mode, see Section VII (General Strategy).
    
    FINAL ATOMIC BUSTER 360 + 2P (one level)
    
    This is one of the few supers in the game that cannot be blocked.  Zangief
    slowly dashes forward, attempting to grab his opponent.  When he does, he does
    two suplexes, then finishes off with a Spinning Pile Driver.  It still does
    massive amounts of damage.  You can rotate the joystick while he's doing the
    pile driver to make it do more damage.
    
    The redder he gets, the more damage the final slam will do.  The priority of
    this super has improved since you can now cancel into this off of a Spinning
    Clothesline, Glowing Fist or Siberian Blast.  He has super armor the whole time
    when he's dashing forward trying to grab his opponent.  Use this only in combos
    or to punish mistakes.  Throwing this out at random means eating a super or a
    nasty combo.
    
    HYPER LARIAT/CROSSOVER COMBINATION A1 + A2 (one to three levels)
    
    Zangief travels forward doing a series of Spinning Clotheslines.  It's easy to
    do and it works well with beam supers and rushing supers.  You can only do it
    as a team super, which kinda sucks.  If you want to do the super with just
    Zangief, press both assist buttons when your super meter is at level one.  Make
    sure it connects, because Zangief taunts after he does the super, which leaves
    him open for attack.
    
    SIBERIAN BLIZZARD (I) 360 + 2K (one level)
    
    Zangief does a vertical version of his Hyper Lariat.  He travels straight up
    while doing a Spinning Clothesline.  This beats out any non-projectile attacks,
    even Hulk's Gamma Crush!  This combos off his launchers or off a Spinning
    Clothesline.  If you connect it in the corner, you can follow up with a
    Spinning Pile Driver or Final Atomic Buster afterwards.  Watch out for its
    recovery time though.
    
    ULTRA FINAL ATOMIC BUSTER (R) 360 + 2K (three levels)
    
    This is the granddaddy of all slam supers.  Zangief does a more powerful
    version of his Final Atomic Buster.  In this one he does two flying suplexes,
    then one giant Spinning Pile Driver.  Just like the Final Atomic Buster, you
    can rotate the Joystick to make the final slam do more damage.  The thing that
    sucks is that during the start-up, Zangief just stands still trying to grab his
    opponent.  If you do manage to get it to connect, the amount of damage it will
    do is very rewarding.  Capcom has increased the amount of damage this does,
    making it even more damaging.
    
    ===========================================================================
    V. COMBOS
    ===========================================================================
    
    -------------------------------------------
    MAGIC SERIES
    
    Ground            Light to Medium or Light to Heavy
    Jumping           Light to Medium or Light to Heavy
    Super Jumping     Stronger
    -------------------------------------------
    Launchers         C.Strong/DF.Fierce, S.Roundhouse (2nd hit, mini-launcher)
    Strikes           None
    Knockdown         C.Roundhouse
    Snapback          S.Fierce
    AC Finishers      SJ.Fierce, SJ.F.Fierce, Siberian Splash, SJ.Roundhouse,
                      Spinning Lariat, jab Spinning Pile Driver, Fierce Air
                      Throw, Roundhouse Air Throw
    Assists/Crossover Counter    _   Crossover Combination
      A   Spinning Clothesline    \
      B   Flying Power Bomb       |- Hyper Lariat
      C   Aerial Russian Slam    _/
    
    All combos listed here may begin with a jump-in attack.  J.Fierce may be
    replaced with a Siberian Splash or a knee drop attack (J.D.Short).  S.Short may
    be replaced with C.Short.  S.Forward may be replaced with C.Forward.  S.Fierce
    may be replaced with C.Fierce--against small characters, replace S.Fierce with
    C.Fierce.  Zangief should always start combos with a jump-in attack, unless of
    course your opponent is already standing right next to you.
    
    1.  S.Jab, Spinning Pile Driver
    2.  S.Jab, Snapback
    3.  S.Jab, S.Fierce, Glowing Fist
    4.  S.Jab, S.Fierce, Glowing Fist, Spinning Pile Driver
    5.  S.Jab, S.Fierce, Snapback
    6.  S.Jab, S.Fierce, Siberian Blast
    7.  S.Jab, S.Fierce, Spinning Clothesline
    8.  S.Short, S.Forward, Spinning Clothesline
    9.  S.Short, S.Forward, Snapback
    10. S.Roundhouse, jump (Spinning Pile Driver)
    11. S.Roundhouse, Siberian Blast
    12. S.Roundhouse, Flying Power Bomb
    13. S.Roundhouse, Spinning Clothesline
    14. J.Fierce, C.Short, C.Strong, SJ.(Jab, Forward, [AC Finisher])
    15. C.Short, C.Strong, Siberian Blizzard
    16. S.Jab, S.Fierce, Glowing Fist, Final Atomic Buster
    17. S.Jab, S.Fierce, Glowing Fist, Ultra Final Atomic Buster
    18. Air Spinning Lariat, S.Roundhouse, Spinning Pile Driver
    19. Air Spinning Lariat, S.Roundhouse, Final Atomic Buster
    20. In Corner: S.Fierce, Siberian Blast, Final Atomic Buster
    21. In Corner: S.Fierce, Spinning Clothesline, Siberian Blizzard
    22. S.Roundhouse, Final Atomic Buster
    23. Siberian Blast, C.Short, C.Strong, Siberian Blizzard
    23. S.Roundhouse, Siberian Blizzard
    24. S.Short, S.Forward, Hyper Lariat/Crossover Combination
    25. S.Short, S.Forward, Spinning Clothesline, Siberian Blizzard
    26. S.Roundhouse, Spinning Clothesline, Siberian Blizzard
    27. Tag in, Snapback
    28. Tag in, Siberian Blast
    29. In Corner: Siberian Splash, S.Jab, S.Strong, Spinning Clothesline, Siberian
        Blizzard, Spinning Pile Driver
    30. In Corner: Siberian Splash, S.Jab, S.Strong, Spinning Clothesline, Siberian
        Blizzard, Final Atomic Buster
    31. In Corner: Tag in, Siberian Blast
    32. In Corner: Tag in, Siberian Blast, Final Atomic Buster
    33. In Corner: Tag in, Spinning Clothesline, Siberian Blizzard, Spinning Pile
        Driver
    34. In Corner: Tag in, Spinning Clothesline, Siberian Blizzard, Final Atomic
        Buster
    35. In Corner: Tag in, C.Jab, C.Strong, SJ.(Jab, Forward, [AC Finisher])
    
    -------------------------------------------
    COMBO TREE
    
    Thanks to 3pwood (mayfield_john@hotmail.com) for this concept.  This is
    basically a tree of what attacks combo into other attacks.  Keep in mind that
    this does not list every possibility.  It is basically to give you an idea of
    what attacks to do according to the attacks you start with.
    
         START
    
         S.Roundhouse        J.Fierce, Siberian Splash, Knee Drop
               |                              |
               |                              |
               |         ----------------------------------------
               |        |                     |                  |
               |        |                     |                  |
               |     Spinning           S.Jab/S.Short      C.Jab/C.Short
               |   Pile Driver                |                  |
               |                              |                  |__________
               |          -------------------------------                   |
               |         |                    |          |                  |
               |    S/C.Fierce              S.Strong   Spinning             |
      _________|         |                    |      Pile Driver            |
     |                   |------------------->|                             |
     |        ---------------------        Spinning       __________________|
     |       |                     |     Clothesline     |
     |       |                     |          |          |
     |    Glowing              Siberian       |          |
     |      Fist                 Blast---->Siberian      |
     |       |                     |       Blizzard      |
     |       |                     |                     |
     |--->Spinning                 |                     |
     |  Pile Driver,               |         --------------------------
      ->Final Atomic<--------------         |                          |
          Buster,                           |                          |
        Ultra Final                     C.Strong                 C.Roundhouse
       Atomic Buster                        |
                                            |
                                          SJ.Jab
                                        SJ.Forward
                                       [AC Finisher]
    
    -------------------------------------------
    TEAM HYPER COMBOS
    
    Zangief's supers are mainly made for starting THC's.  Final Atomic Buster can
    be used as a filler for some supers, but he has a very limited choice.  Final
    Atomic Buster can be a setup for almost any super in the game.  If you find any
    possibilities as far as THC's go and it's not listed here, e-mail me and I'll
    put it up.  I'll give you credit for it as well.
    
    1: first partner's super, 2: second partner's super, 3: third partner's super
    
    A. 1. (Zangief) Final Atomic Buster 2. ANY SUPER except Time Flip 3. Third
       partner's super
    
    B. 1. In corner: (Mega Zangief) Siberian Blizzard, Final Atomic Buster 2. ANY
       SUPER except Time Flip 3. Third partner's super
    
    C. 1.  First partner's super 2. Hyper Charging Star, Crawler Assault, Gamma
       Crush, Gamma Quake, Shinkuu-Tatsumaki Senpuu Kyaku, Venom Web, Royal
       Flush (up close), Fatal Claw, Berserker Barage X or Weapon X 3.
       (Zangief) Final Atomic Buster
    
    D. 1.  Hyper Charging Star, Crawler Assault, Gamma Crush, Gamma Quake,
       Shinkuu-Tatsumaki Senpuu Kyaku, Venom Web, Royal Flush (up close), Fatal
       Claw, Berserker Barage X or Weapon X 2. (Zangief) Final Atomic Buster 3.
       ANY SUPER except Time Flip
    
    E. 1.  (Mega Zangief) Siberian Blizzard 2. Any vertical super, Blodia
       Vulcan, Royal Flush, Magnetic Shock Wave, Super Optic Blast, Fatal Claw,
       Maximum Spider or Venom Web 3. Third partner's super
    
    Below are some very painful team-ups for THC's.
    
    Use Zangief, Hulk and Captain America in that order.
    
    1. Start with a Final Atomic Buster.
    2. On the last slam, cancel into a Gamma Crush.
    3. Upon the last hit from the Gamma Crush, cancel into any of Captain America's
       supers.
    
    With the same team, make Captain America your first partner and Zangief your
    third partner.
    
    1. Start with a Final Justice (you may use Hyper Stars & Stripes or Hyper
       Charging Star instead if in the corner).
    2. On the last slam or hit, cancel into a Gamma Crush.
    3. Upon the last hit of the Gamma Crush, cancel into a Final Atomic Buster.
    
    Use Zangief, Ryu and Jin in that order.
    
    1.  Start with Final Atomic Buster.
    2.  On the last slam, cancel into a Shinkuu-Tatsumaki Senpuu Kyaku.
    3.  Cancel into a Blodia Punch or Saotome Cyclone.
    
    You must time it correctly right after the Final Atomic Buster or Ryu's super
    will miss.  Here's some THC possibilites that I received from JPlatt
    (tetsuo1@home.net).  Use Zangief, Captain America and Iron Man in that order.
    
    1. Do a Final Atomic Buster using Zangief.
    2. On the last slam, cancel into a Final Justice.
    3. On the last slam of Final Justice, cancel into a Proton Cannon (War
    Machine's
       Proton Cannon won't work in this setup).
    
    You can replace Final Justice with Hyper Stars & Stripes.
    
    ===========================================================================
    VII. GENERAL STRATEGY
    ===========================================================================
    
    Zangief is a counter-attacker.  The only way he can win battles is by getting
    close to his opponents.  Getting to your opponent may be the problem.  His dash
    doesn't do well because it's so slow.  Use Glowing Fist or Aerial Russian Slam
    to get close to your opponent, or simply just super jump.  Any opponent feels
    intimidated when Zangief's right up next to them.  When you get up close, mix
    up your jabs, shorts, launcher attack and glowing fists.  If you're right next
    to your opponent do a Spinning Pile Driver immediately.
    
    The only time Zangief should be doing air combos is if his super meter isn't
    charged up high enough.  In this game, Zangief can no longer do his air combo
    to Spinning Lariat to S.Roundhouse to Final Atomic Buster combo.  One thing to
    be aware of also is that his Spinning Pile Driver does just as much damage as
    his air combos.  Your main focus should be on connecting Spinning Pile Drivers
    and Final Atomic Busters as much as possible. Zangief's Spinning Pile Driver
    can be comboed into in the air but it is very difficult.
    
    If you want to win using Zangief, you need to learn how to do the 360 motion on
    the joystick.  It's actually a 270 motion, but it's safer to do the full 360
    motion.  If you don't know how to do it effectively, then you're probably not
    going to win. If you don't want to learn the 360 motion then you should really
    think about choosing another character.  Once you have learned how to do the
    360 motion effectively and on how to get near your opponent, you should be OK. 
    Below is a list of scenarios of when to do his Spinning Pile Driver:
    
    1.  You see your opponent jumping your way.  Jump straight up then do a
        Spinning Pile Driver.
    2.  You're at mid-range and your opponent just threw a fireball.  Jump over
        the fireball, then do a Spinning Pile Driver.
    3.  Your opponent blocked or crouched under a S.Fierce.  Cancel immediately
        into a Spinning Pile Driver.
    4.  You just hit your opponent with a S.Jab.  Cancel immediately into a
        Spinning Pile Driver.
    5.  You're in mid-air and you see your opponent jumping your way.  Right as
        he gets near you, do a Spinning Pile Driver.  This requires precise
        timing, but you should get used to it.
    6.  You just blocked a jump-in attack.  Right after you block the attack, do
        the 360 motion and as soon as they land, you should be in the process of
        grabbing them.
    7.  You just blocked an attack and your opponent is right next to you or has
        landed right next to you, unable to do anything.  Do a Spinning Pile
        Driver.
    8.  You just super jumped over a beam super.  As soon as you land behind the
        opponent do a Spinning Pile Driver.
    9.  You just did a Spinning Pile Driver, Final Atomic Buster or knocked down
        your opponent and they rolled.  As soon as they finish rolling and they
        stand up right next to you, do a Spinning Pile Driver.
    10. You're lying on the ground and your opponent is foolishly standing right
        next to you.  As soon as you get up, do a Spinning Pile Driver.
    11. You're in Mega Zangief mode and your opponent is in the process of starting
        up a super right next to you--or they're in the process of doing a rushing
        super.  Do a Spinning Pile Driver.
    
    Some of these will take a little practicing, but you'll certainly be a very
    dangerous opponent once you've mastered how to use a Spinning Pile Driver
    effectively.  In Scenarios 2 and 7 through 11, you can replace Spinning Pile
    Driver with Final Atomic Buster or Ultra Final Atomic Buster.  If you find a
    scenario where you should do a Spinning Pile Driver and it's not listed here,
    e-mail me and I'll add it on.  I'll give you credit for it as well.
    
    Zangief's supers do large amounts of damage.   They all can also be comboed
    into.  Final Atomic Buster should be used as much as possible.  It can be
    comboed into and does very good damage.  Use it to punish mistakes or combo it
    off of a Spinning Clothesline, Glowing Fist or Siberian Blast.
    
    Canceling Spinning Clothesline into Final Atomic Buster is not guaranteed. 
    Your opponent has a split second to counter before getting grabbed.  However,
    as Mega Zangief you have a much better chance of landing it off of a Spinning
    Clotesline.  Hyper Lariat should only be used in combos because of its bad
    recovery.  You can also use it on an opponent who has next to nothing left on
    their life bar.
    
    When playing as Zangief, Hulk is an excellent teammate.  They work great
    together.  Hulk's B assist (horizontal Gamma Charge) can set Zangief up for a
    Spinning Pile Driver, Final Atomic Buster, Siberian Blizzard or even an Ultra
    Final Atomic Buster.  Hulk's Gamma Crush and Gamma Quake supers set Zangief up
    for a Final Atomic Buster or Siberian Blizzard.  Zangief's B assist sets Hulk
    up for a Gamma Wave or a Gamma Quake in the corner.  Final Atomic Buster and
    Siberian Blizzard set Hulk up for a Gamma Crush or Gamma Quake.
    
    Siberian Blizzard, which can only be done in Mega Zangief mode, should not be
    used very much.  You can combo into it off of a Spinning Clothesline or a
    launcher attack or you can use it to counter jump-in attacks.  There really
    isn't much use for it otherwise.  It tends to be a little awkward to connect
    and to get all the hits in.
    
    Ultra Final Atomic Buster which can be done only as regular Zangief, is
    strictly for punishing mistakes.  It's hard combo into unlike his other supers
    plus it has very poor range.  You must be right next to your opponent for this
    to connect.  Only do this super if you're absolutely sure that it will connect
    or in a desperate situation with your opponent right next to you.
    
    When playing as Mega Zangief, you need to be very careful.  As I mentioned
    earlier, the purpose of this for Zangief to do Spinning Pile Drivers and Final
    Atomic Busters while stopping at nothing to do them.  Zangief is a little
    slower in this mode.
    
    Walking forward to get to the other side of the screen is not a very effective
    way to do it.  You can forget about using his dash.  His dash is almost useless
    in this mode as well as his Aerial Russian Slam.  Instead you will need to do a
    lot of jumping and super jumping.
    
    When playing as Mega Zangief, mix up your Spinning Clotheslines, Spinning
    Lariats and attempts to do Spinning Pile Drivers.  Use Siberian Blast to
    counter jump-in attacks and also to neutralize beams and fireballs.  When you
    see your opponent beginning to attack you, do a Spinning Pile Drive immediately
    to grab them out of it.  If an opponent tries to hit you with a rushing super
    (Crawler Assault, Hyper Charging Star, etc.), do a Spinning Pile Driver or
    Final Atomic Buster as soon as possible to grab them out of it.  You can also
    do a Hyper Lariat to counter such supers.
    
    When grabbing opponents out of supers, you have to time the grab just right so
    the opponent's super does as little damage as possible right before you grab
    them.  If they start the super right next to you, do a Spinning Pile Driver or
    Final Atomic Buster immediately.  If they start the super at a short distance
    away from you, time it so that you grab them as soon as they get right next to
    you.
    
    Thanks to JPlatt (tetsuo1@home.net) for the tips on countering rushing supers. 
    If you're not used to the 360 motion yet, do a Spinning Lariat instead to knock
    an opponent out of a rushing super.  You'll miss out on damage, but it's a safe
    and quick way to counter.
    
    Beam supers should always be super jumped over with you landing behind the
    opponent.  After doing so, it's time for you to do a Spinning Pile Driver or
    Final Atomic Buster.  All automated supers (Captain Storm, Final Justice,
    Maximum Spider, etc.) do not work on Mega Zangief, so if your opponent tries to
    foolishly do one on you, punish with a Siberian Blast, Spinning Pile Driver or
    Final Atomic Buster.
    
    You should not turn into Mega Zangief against characters with high-priority
    projectiles and effective beam supers.  Also, do not turn into Mega Zangief if
    your life bar is low--it is very risky to do this.  Here's a list of which
    characters to use and not to use Mega Zangief against:
    
    YES                                NO
    Amingo (do not jump over him)      Captain Commando
    Captain America                    Mega Man
    Jin                                Roll
    Strider                            Hulk
    Guile                              Bulleta
    Charlie                            Silver Samurai
    Ryu                                Akuma
    Ken                                Tron Bonne
    Dan                                Omega Red
    Venom                              Colossus
    Spider-Man                         Sentinel
    Wolverine                          Thanos
    Rogue                              Gambit
    Psylocke (be very careful)         Cyclops
    Felicia                            Sonson
    Shuma-Gorath                       Anakaris
    Kobun (be careful)                 Morrigan
    Sabretooth (be very careful)       Dhalsim
    Zangief                            B.B. Hood
    Cammy                              Storm
    Hayato                             Ruby Heart
    Iceman (be EXTREMELY careful)      Blackheart
    Chun-li
    Juggernaut (be very careful)
    Jill
    M. Bison (be careful)
    Marrow
    Sakura
    Spiral
    
                                       NEVER
                                       Cable
                                       War Machine
                                       Iron Man
                                       Dr. Doom
    
    As you may have noticed, I've made some changes to my list above since the
    previous versions.  It may change as time goes on after I play the game more
    and more.  After reading an e-mail from JPlatt (tetsuo1@home.net) and after
    some further research, I changed my mind about using Mega Zangief against
    certain characters.  I've also included strategies for using Mega Zangief
    against certain characters.
    
    In another e-mail I had recently received regarding Mega Zangief, which I will
    choose not give out his or her name, although they know who they are and you
    can find MVC and MVC2 character FAQ's written by them.  They make a point in
    the letter that there is no character that you should "never" use Mega Zangief
    against.  The reason why I put that you should never use Mega Zangief against
    these specific characters is because I find that you have a better chance of
    beating these characters by not using Mega Zangief.
    
    In that same e-mail, they also point out that Zangief is a good offensive
    character and that he must be in order to win.  I also do think that he is good
    offensively but just not as good as most other characters.  He can be used
    offensively but I, along with some other Zangief players, prefer to use him
    defensively unless you really need to go offensive with him, like your opponent
    is brain-dead, playing cheap-away or is jumping around like an idiot.
    
    Finally, in that same e-mail they share some things with me about Zangief that
    I already know and stuff that you will learn or already have learned by reading
    this FAQ.  He also includes some other things about using Zangief which I
    choose not to include in this FAQ.
    
    Jill is a cinch with Mega Zangief.  She's so overrated, overplayed and
    predictable, it's not even funny.  Her Charging Star knockoff move (both
    regular and super versions) should be grabbed out of or knocked out of with a
    Hyper Lariat.  If she does that missile super, just super jump over the whole
    thing and make her take it from behind.
    
    Her pets can easily be jumped over, crouched under or knocked away with any
    move.  The zombies are even more useless against Mega Zangief.  The flaming
    zombie looks like Tom Green playing one of his jokes on acid (absolutely
    nothing against Tom Green, it's just a figure of speech)!  Through all the
    grunting and moaning, it all would translate into something like this:
    
    "My bum is on fire!
    My bum is on fire!
    And if I try to hit you
    it won't do jack!
    'Cause your body's made of iron
    and you won't get stunned!"
    
    After you knock a flaming zombie down, you can hear it saying:
    
    "My bum is on the ground!
    My bum is on the ground!
    I guess that it was worthless
    for me to attack you
    So I guess that now
    the joke is on me!"
    
    If a Jill player throws out a zombie then tries to jump at you, jump up and
    give her a nice big Mega Zangief hug taking a good amount of life away.  After
    all that countering, Jill will probably not think of any good ideas and will
    probably just super jump around like an idiot.  After a few more Mega Zangief
    hugs victory will be yours.
    
    Chun-li should be pretty easy to beat with Mega Zangief.  When you see a
    Kikou-Shou starting up and she is next to you, use Spinning Pile Driver, Hyper
    Lariat or Final Atomic Buster to stop her from doing it.  When you see her
    coming your way with a Lightning Legs super, time it just right so you grab her
    out of it with a Spinning Pile Driver or Final Atomic Buster.
    
    Juggernaut should not be much of a problem with Mega Zangief.  If it wasn't for
    his high-priority throws, his Head Crush and his Juggernaut Punch, he'd be a
    complete joke--however he is of no threat to Mega Zangief whatsoever.  One
    thing you should avoid doing is throwing out Siberian Blasts at random--he
    could Head Crush you as you're recovering, in which you will not be able to
    counter.  As soon as you hear him say "Head Crush!" you have a split second
    afterwards to start doing a 360 motion or simply do a Spinning Lariat or Hyper
    Lariat.  He may get a couple hits in, but he'll end up with more life lost than
    you will via Spinning Pile Driver, Final Atomic Buster or Hyper Lariat.
    
    When you see a Juggernaut Punch coming your way, immediately do a Spinning Pile
    Driver or Final Atomic Buster to counter.  His Body Press, which is a joke of a
    move, can easily be countered with a Siberian Blast or a Spinning Clothesline
    cancelled into a Siberian Blizzard.  If he's dumb enough to try attacking you
    when you're close to him, punish with a Spinning Pile Driver or Final Atomic
    Buster.
    
    Iceman will keep Mega Zangief constantly on his feet and in the air.  However,
    Mega Zangief can still ice this guy (no pun intended).  Expect a lot of Ice
    Beams, Avalanches and Arctic Attacks.  Whenever you see an Arctic Attack start
    up, super jump immediately.  You will get hit by a couple chunks of ice on your
    way up, but you should be OK.  You may need to do a couple Spinning Pile Driver
    attempts while in the air to avoid the super.  Afterwards, land behind Iceman
    and punish him with the grab of choice.
    
    All suspected Ice Beams should be neutralized with a Siberian Blast.  If he
    throws out an Ice Beam directly above you, punish him with a Siberian Blizzard.
     If you're in the air with him and he tries to do an Ice Beam, punish with a
    Spinning Pile Driver.  If he does an Avalanche while he's in the air and he
    lands next to you, punish with a Spinning Pile Driver, Final Atomic Buster or
    Siberian Blizzard.  If you stay close to him as much as possible, you shouldn't
    have much to worry about.
    
    Assists A and B are Zangief's best assist attacks.  Assist A is a more
    defensive assist.  Use it against jump-ins and to help your partner out of
    corner pressure.  Since it juggles, you can use it to set up your primary
    character for a super.
    
    Assist B is more of a mistake-punishing assist.  It can also be a good surprise
    attack.  If this connects, it will set up your primary character for an OTG
    attack.  When using Zangief, make sure that at least one of your other
    characters has a projectile assist or an assist that will cover the entire
    screen to help Zangief in case he is on the other side of the screen.
    
    ===========================================================================
    VIII.  MISC. STUFF
    ===========================================================================
    -------------------------------------------
    ADVANTAGES AND DISADVANTAGES
    
    ADVANTAGES
    
    1.  Good range
    2.  High-priority, high-damaging special moves
    3.  Highly damaging supers
    4.  High-powered grabs
    5.  Good counter-attacker
    6.  Simple, yet effective combos
    7.  His heavy attacks will stun characters with super armor with one hit
    8.  One of the strongest overall and strongest Capcom character in the game
    
    DISADVANTAGES
    
    1.  Slow; even slower as Mega Zangief
    2.  Big
    3.  Slow recovery delays on many of his moves
    4.  Must be near opponent to do any damage
    5.  Cannot block as Mega Zangief
    6.  Low-priority air combos
    7.  Slow recovery delays on all his supers
    8.  Difficult to learn
    9.  Not very many offensive moves
    10. Often has a difficult time with small characters
    
    -------------------------------------------
    SPECIAL FEATURES
    
    Zangief's dash, although it's slow, it can act as a grab.  If you dash right up
    to your opponent, Zangief will grab them.  Afterwards, press Fierce or
    Roundhouse and Zangief will perform one of his regular throws.  If you wait too
    long after Zangief grabs them, the opponent will either escape or tech hit. 
    Zangief has super armor while he's attempting to do a Flying Power Bomb or
    Final Atomic Buster when he's in regular mode.
    
    -------------------------------------------
    UPDATES
    
    1.1 Fixed a few typos, touched up a few things, added more tips on
        how to use Mega Zangief, thanks to JPlatt (tetsuo1@home.net)
    1.2 Added a paragraph on how to fight Jill in Section VII (General
        Strategy) as Mega Zangief, added a few more things in Section VII
        and touched up a few things
    1.3 Added a Combo Tree to all of my FAQ's--special thanks goes out to 3pwood
        (mayfield_john@hotmail.com) for the concept; touched up a few things
    1.4 Added more combos, added more info in Section VII
    1.5 Added two more combos (Combos 29 and 32), thanks to flanbeau@bestweb.net
    
    -------------------------------------------
    ACKNOWLEDGEMENTS
    
    KMegura for the information on Zangief's moves
    MVCMasters (members.tripod.com/mvc_central) for some tips on how to use
       Zangief
    JPlatt (tetsuo1@home.net) for the tips on using Mega Zangief
    Capcom for making such an awesome game
    3pwood (mayfield_john@hotmail.com) for the Combo Tree concept
    flanbeau@bestweb.net for some combos
    
    ===========================================================================
    IX. LEGAL STUFF
    ===========================================================================
    
    This FAQ is Copyright (c) 2000 by Daniel Finch.  No part of this FAQ may be
    reproduced, or re-posted on the Internet in its original, unedited and
    unaltered format or redistributed under a different name in any way whatsoever.
     Any Internet, commercial or public use is prohibited without written
    permission from the author.  Profit from this FAQ in any form is also
    prohibited.  Any similarities between this FAQ and another FAQ or another web
    page are unin-tended and coincidental. Marvel characters are registered
    trademarks of Marvel Comics.  Street Fighter II, Street Fighter Alpha, Zangief,
    all other Capcom characters and Marvel vs. Capcom 2: New Age of Heroes are
    registered trademarks of Capcom.