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Zangief by SmuvMoney

Version: 0.006 | Updated: 07/28/99

Version 0.006
July 28, 1999
By David J. Antoine/$muvMoney 
Copyright (c) 1999 David J. Antoine

Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999.  All 
Rights Reserved.


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objects are registered trademarks and copyrighted (c) 1991-1999 Capcom.  All 
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I'll make this clear: This document is MINE and there is NO UNAUTHORIZED USE of 
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Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed 
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Notice that Mark Kim as well as I acknowledges ALL of Kao Megura's works and 
admires his work and he wanted to imitate his copyright.  This copyright that 
you see is similar to Mark Kim's copyright on his LA Machine Guns Anti-
Terrorist Manual.


- What Is This?
- Where To Find This FAQ
- Special Thanks : Special People, FAQ Writers/Contributors

- Introduction To Street Fighter Alpha 3
- Introduction To Zangief
- Legend : General Notation, Joystick/Button Layout, Button Presses
- Universal Moves : ISMs, Moving & Blocking, Special/Other
- Zangief Command Attacks : Body Press, Double Knee Drop, Aerial Headbutt, 
Ground Headbutt, Dynamite Kick, Russian Kick
- Zangief Throws : German Suplex, Face Bite, Stomach Claw, Pile Driver, Air Pile 
Driver, Screw Pile Driver, Atomic Suplex, Flying Power Bomb 
- Zangief Special Moves : Double Lariat, Quick Double Lariat, Banishing Flat
- Zangief Super Combos : Final Atomic Buster, Aerial Russian Slam 

- Normal Moves : Standing/Crouching/Jumping LP/MP/HP/LK/MK/HK
- Throws : German Suplex, Face Bite, Stomach Claw, Pile Driver, Air Pile Driver,
Screw Pile Driver, Atomic Suplex, Flying Power Bomb
- Special Moves : Double Lariat, Quick Double Lariat, Banishing Flat
- Super Combos : Final Atomic Buster, Aerial Russian Slam

- Basic
- 2-in-1
- Variable

- General : Poking, Jumping, Ticking, Countering, Recovering
- Vs CPU : Rolento, Chun Li, M. Bison
- Vs Human

- Storyline : Opening Storyline (Personal Data, Special Moves, Opening 
Introduction), Vs Rolento, Vs Chun Li, Vs M. Bison
- Ending
- Win Quotes
- Animations
- Colors

- Acknowledgements : Vesther Fauransy, Kao Megura, Chocobo, Michael Torres, 
Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, NT, Benjamin Chen, Jason 
Lee, Sabre, ShinJN, Gamefaqs.com
- What's New In This Version : Version 0.005, Version 0.004, Version 0.003, 
Version 0.002, Version 0.001, Upcoming



Before reading this FAQ, make sure that the following carats, hyphens, numbers, 
asterisks, and periods line up.


If they do not, please switch to a fixed font like Courier or Courier New or 
else certain parts will be unreadable.

What Is This?

This is a FAQ detailing SFA3 Zangief, the "Red Cyclone" of Mother Russia.  Even 
though many other people have put together FAQ's for him, I wanted to put one 
together in an effort to help make Zangief a more viable character as well as 
better other people's and my own Zangief ability.  Unfortunately, most people 
have written off Zangief as a "spin the joystick and pray" character, but there 
is a lot more to him than that.  I will discuss Zangief's moves and throws and 
super combos.  I then go on to analyze/discuss their uses.  I also include 
combos and versus strategy towards the end of this FAQ followed by miscellaneous 
information about Zangief.

Where To Find This FAQ

Sooner or later, I will post this on my web site at this location: 
http://members.tripod.com/davidja/faqs/sfa3zangief.txt.  I will also attempt to 
put this on gamefaqs.com.  In the meanwhile, enjoy.

Special Thanks

This FAQ would not be possible without the work and efforts of the following 

Special People

-God for allowing me to grace this earth
-My parents and family for birthing, raising, loving, and tolerating me
-Myself for finally deciding to be man enough to write a FAQ and face 
criticism on my FAQ and SFA3 techniques

FAQ Writers/Contributors

-Vesther Fauransy for his help with the copyright information
-Kao Megura, Chocobo, Michael Torres, Nefar, Svenyip & Shred-Man, Kailu Lantis, 
Robert Iu, NT, Benjamin Chen, Jason Lee, Sabre, and ShinJN for their FAQ's
-Capcom for another great albeit flawed in some spots arcade and PSX SFA3 (and 
hopefully DreamCast SFA3)
-a.g.sf2 (alt.games.sf2) for being a good source of info for all SF games
-Gamefaqs.com for having such a huge depository of information on so many 
video games and for eventually posting this FAQ

Full acknowledgements (FAQ titles, etc) are listed at the bottom of this FAQ.


The first thing you need to know about Zangief are what moves he has and can use 
against his opponents.

Introduction to Street Fighter Alpha 3

In an effort to make this FAQ a whole lot shorter, I am assuming that you have a 
working knowledge of Street Fighter.  If you are completely new to Street 
Fighter Alpha 3, then I suggest you read the following FAQ's: 

Kao Megura's Street Fighter Alpha 3 FAQ
Nedfar's Street Fighter Alpha 3 Combo System and General

They are both listed below in the Acknowledgements section and can be found at 
http://www.gamefaqs.com.  If you have a basic understanding of Street Fighter 
and can do without, then read on.

Introduction to Zangief

Zangief is a wrestler, plain and simple.  His strengths are in his throws and 
incredible power of his blows.  His major weakness is essentially his lack of 
speed.  Since he is so strong, he can trade hits and still win.  If you are 
afraid of or dislike throwing, don't bother reading the rest of this FAQ.


The format used in this legend is loosely based on James Chen's X-Men versus 
Street Fighter combo model/format.  

General Notation

+ : Perform simultaneously             _ : Or (or simply the word "or")
, : Perform next motion                => : Perform next sequence          
/\ : Leave ground for attack           \/ : Land from a jumping attack
* : Hold direction/button              ^ : Release button(s) held down
X n : Perform n times/repeatedly       XX : Cancel into special move/super combo
J : Jumping                            CU : Cross Up
Close : Standing close                 Far : Standing far
(air) : Move can be performed in air   air : Move can only be performed in air
360 : One full joystick rotation       720 : Two full rotations of the joystick
(XAV) : Available in X, A, or V-ISM

Joystick/Button Layout

           1P                            2P
UB  U  UF                     UF  U  UB
  O O O                         O O O
   \|/    (LP)  (MP)  (HP)       \|/    (LP)  (MP)  (HP)
B O-O-O F                     F O-O-O B
   /|\    (LK)  (MK)  (HK)       /|\    (LK)  (MK)  (HK)
  O O O                         O O O
DB  D  DF                     DF  D  DB

For the purposes of this FAQ, I am assuming that you are facing right, i.e., the 
default 1P side.  If you happen to be on the 2P side, simply switch the left and 
right joystick commands to get the same effect.  I will be using both letter and 
joystick notation to describe each move.

Up/Back(UB)    Up(U)       Up/Forward(UF)    Light     Medium    Hard 
                                             Punch     Punch     Punch
      O             O             O 
       \            |            /           (LP)      (MP)      (HP)         

Back(B)        Neutral(N)  Forward(F)        Jab       Strong    Fierce
      O-            O            -O          Short     Forward   Roundhouse
Down/Back(DB)  Down(D)     Down/Forward(DF)  (LK)      (MK)      (HK)
       /            |            \           Light     Medium    Hard 
      O             O             O          Kick      Kick      Kick

Button Presses
P/K : Any Punch/Kick                PP/KK : Two Punches/Kicks 
3P/3K : All Punches/Kicks           P_K : Any Attack
LL : Light Punch + Kick (LP + LK)   MM : Medium Punch + Kick (MP + MK)
HH : Hard Punch + Kick (HP + HK)    SS : Same Strength Punch + Kick (LL_MM_HH)
START :  Arcade Start button        SELECT : PSX Select button 

Universal Moves

Most of these are self-explanatory, but it is good to mention them since the 
game engine for Street Fighter Alpha 3 had undergone some major changes.


The ISM chart below is courtesy of Kao Megura's SFA3 FAQ.

ABILITIES               X-ISM               A-ISM               V-ISM
Air Blocking            No                  Yes                 Yes
Air Recovery            Yes                 Yes                 Yes
Ground Recovery         No                  Yes                 Yes
Taunts                  Only Dan            Yes                 Yes
Guard Power Rating      High                Varies              Varies
SC/OC Gauge Speed       Slow                Normal              Fast
Levels Available        1                   3                   2 (50% / 100%)
Alpha Counter Cost      n/a                 1 SC + 1 GP         50% OC + 1 GP
Damage Rating           x1.2*               x1.0                x0.8
Defense Rating          x0.8                x1.0                x1.0

(OC = Original Combo aka Variable Combo)
(GP = Guard Meter Point)
(SC = Super Combo Level)

I further break down what these ISMs mean to Zangief in the MOVES ANALYSIS & 
STRATEGY section.

Moving & Blocking

You have to move your character around somehow.  Second to importance to moving 
is blocking.  Without blocking, you will eventually die from a dizzy or an empty 
life bar.  However, too much blocking/defending and you will also die thanks to 
the guard meter and guard crushing.  To reduce your guard meter, you can use 
guard protection, which is blocking right when the attack strikes you.

(XAV) Move Forward: F 


(XAV) Move Backwards: B


(XAV) Crouch: DB_D_DF

 / or | or \
O     O     O
(XAV) Jump: UB_U_UF

O     O     O
 \ or | or / 

(XAV) High Block: B


(XAV) Low Block: DB 

(AV) Air Block: air B_DB

O     O     O
 \ or | or /  O- or  /

Special/Other Universal Moves

These are moves that every character unless the ISM dictates otherwise.  
Remember that (SS) means Same Strength Punch and Kick.

(XAV) Guard Protection: B_DB

O- or  /

(AV) Damage/Dizzy Reduction: B, F X n + Any X n

O- -O X n + Any X n
(XAV) Air Recovery: air B_N_F + PP

O- or O or -O + PP

(AV) Ground Recovery: N_F + KK

O or -O + KK

(AV) Alpha Counter: F + SS

-O + SS

(V) Variable Combo: (air) SS

(air) SS

(XAV) Throw: B_F + PP_KK 

O- or -O + PP or KK 
(XAV) Air Throw: air B_F + PP_KK  

O     O     O
 \ or | or /  O- or -O + PP or KK 

(XAV) Tech Hit: B_F + PP

O- or -O + PP


O- or O or -O + START_SELECT

Zangief Command Attacks

Zangief has a lot of command attacks.  They do no damage when blocked unlike 
special moves, but they are necessary for Zangief to survive.

(XAV) Body Press: air D + HP

 O    O
/  or  \ | + HP
(XAV) Double Knee Drop: air D + LK_MK

 O    O
/  or  \ | + LK or MK
(XAV) Aerial Headbutt: air U + MP_HP

| | + MP or HP

(XA) Ground Headbutt: F + HP

-O + HP

(V) Ground Headbutt: F + MP

-O + MP

(XAV) Dynamite Kick: DB + MK

 / + MK

(XAV) Russian Kick: DB + HK

 / + HK

For some reason, the shorter version of Zangief's foot sweeps [DB + MK_HK] are 
considered command attacks while the longer versions [D_DF + MK_HK] are 
considered normal attacks.  I have a serious gripe with this - I think they 
should be reversed IMHO.  However, for the sake of consistency, I have used the 
standard convention.

Zangief Throws

Zangief has the most throws in the game.  He is the only character that has 4 
distinct ground throws.  He only has one air throw AFAIK.  Of course, he also 
has his special move throws, which are listed here.

(XAV) German Suplex: B_F + PP

O- or -O + PP

(XAV) Face Bite: B_F + KK

O- or -O + KK

(XAV) Stomach Claw: DF_DB + PP

 / or \  + PP
O      O

(XAV) Pile Driver: DF_DB + KK

 / or \  + KK
O      O

(XAV) Air Pile Driver: air B_F + PP

O     O     O
 \ or | or /  O- or -O + PP

I tried this on my Playstation.  Even though the ground Pile Driver is a KK 
throw, the Air Pile Driver is a PP throw.    

Note the multiple methods for the 360 throws.  I put the three best ways to 
perform it on the ground.  I will explain the motions further in analysis.

(XAV) Screw Pile Driver: 360 + P

               O O                                 
O-  / | \  -O /  | + P 
   O  O  O

              O  O
-O \  |  / O-  \ | + P 
    O O O

            O O O
 / | \  -O /  |  \ O- + P 
O  O  O

               O O O
O-  / | \  -O /  |  \ O- + P 
   O  O  O 

              O  O  O
-O \  |  / O-  \ | /  -O + P 
    O O O

(XAV) Atomic Suplex [Close 360 + K]:

               O O                                 
O-  / | \  -O /  | + K 
   O  O  O

              O  O
-O \  |  / O-  \ | + K
    O O O

            O O O
 / | \  -O /  |  \ O- + K 
O  O  O

               O O O
O-  / | \  -O /  |  \ O- + K 
   O  O  O 

              O  O  O
-O \  |  / O-  \ | /  -O + K 
    O O O

(XAV) Flying Power Bomb [Far 360 + K]

               O O                                 
O-  / | \  -O /  | + K 
   O  O  O

              O  O
-O \  |  / O-  \ | + K
    O O O

            O O O
 / | \  -O /  |  \ O- + K 
O  O  O

               O O O
O-  / | \  -O /  |  \ O- + K 
   O  O  O 

              O  O  O
-O \  |  / O-  \ | /  -O + K 
    O O O

Zangief Special Moves

(XAV) Double Lariat: 3P => B_F

3P => O- or -O

(XAV) Quick Double Lariat: 3K => B_F

3K => O- or -O

(AV) Banishing Flat: F, D, DF + P 

-O | \  + P
   O  O

(X) Banishing Flat: F, DF, D + P

-O \  | + P
    O O

Zangief Super Combos
(XA) Final Atomic Buster: 720 + P

               O O O                 O O 
O-  / | \  -O /  |  \ O-  / | \  -O /  | + P
   O  O  O               O  O  O

              O  O  O               O  O  
-O \  |  / O-  \ | /  -O \  |  / O-  \ | + P
    O O O                 O O O

            O O O                 O O O
 / | \  -O /  |  \ O-  / | \  -O /  |  \ O- + P
O  O  O               O  O  O

               O O O                 O O O
O-  / | \  -O /  |  \ O-  / | \  -O /  |  \ O- + P
   O  O  O               O  O  O

              O  O  O               O  O  O 
-O \  |  / O-  \ | /  -O \  |  / O-  \ | /  -O + P
    O O O                 O O O

(A) Aerial Russian Slam: D, DF, F, D, DF, F + K

| \  -O | \  -O + K
O  O    O  O


Once you know Zangief's moves, the next step is to know how and when to use, and 
more importantly, not use them.

Normal Moves

Zangief has a blistering array of normal moves that can keep an opponent on his 
toes until you hit them with the special moves.

Light Punch/Jab


Zangief performs a vertical chop that starts above his head and stops at his 
waist.  Standing LP sets up juggles with his Double Lariat and the Aerial 
Russian Slam.  It is good anti-air for any opponent over his head.  I will 
explain those combos in the COMBOS/Other section.  It also is a great set-up for 
ground ticks into a Screw Pile Driver (SPD), Atomic Suplex (AS), or Final Atomic 
Buster (FAB) on standing opponents.  It does not hit crouching opponents, but it 
is quick enough that you can land an SPD, AS, or FAB before the crouching 
opponent realizes that the jab did not hit him.  It is kind of slow, but it 
recovers pretty quickly, which is why ticking off of it is easy.  It is also 


Zangief executes a quick, low knife hand.  Crouching LP can actually chain into 
itself for an easy combo or guard meter damage.  You can also chain into a 
crouching or standing light kick/short after one or two low jabs.  It also makes 
for an excellent tick into an SPD/AS/FAB.  This has great priority up close and 
can hit most body projectiles (Blanka's Rolling Attack, E. Honda's Sumo Head 
Butt, etc).  This is one of Zangief's best overall normal moves.


Zangief attacks with an outstretched knife hand.  This move is great for air-to-
air battles.  It stops a lot of moves including X-ISM Rolento super jump 
attacks.  You can use this to counter most moves by anyone who has a 
significantly higher jump than Zangief.  I wouldn't use this at all on a 
grounded opponent as it only hits standing opponents at close range.

Medium Punch/Strong


Zangief chops horizontally into the screen.  Outside of some anti-air (and even 
that is reaching somewhat), I can't really think of too many uses for this.  
Standing MP lost its ability to hit certain foot sweeps in SFA3.  It is also 
pretty slow and doesn't hit crouching opponents.


Zangief does a crouching uppercut.  This is good anti-air for character who jump 
in from pretty far away.  If you counter hit an airborne opponent with this 
move, you can usually catch him/her with an Aerial Russian Slam (ARS).  On the 
ground, this move will not hit an opponent at point blank range - only the 
upward fist and lower arm actually hit the opponent.  


Zangief does a vertical chop that covers his front in the air.  This is not as 
fast as the jumping jab, but it has its air-to-air uses.  The beginning of the 
motion will hit opponents in the air above Zangief.  However, it is only decent 
for air-to-ground attacking since you can't hit opponents very deep with it.  
You can use this to jump over projectiles and counter in some cases.

Hard Punch/Fierce


Zangief throws a reverse punch that packs a wallop.  Even though it doesn't hit 
crouchers, it is still useful if you need to punish a missed attack from afar.  
It does large guard meter damage as well.  However, its execution and recovery 
are slow.  I have also seen it used occasionally for anti-air as a change of 
pace since almost Zangief's whole arm can hit the opponent.  You can also use 
this for opponent who like to flip out/air recover.  This will usually make them 
regret it.  


Zangief throws a reverse low punch that packs a wallop.  This punch, like its 
standing counterpart, has incredible reach and hits almost as hard.  You can 
even punch over certain foot sweeps due to its range.  It is still slow in 
execution and recovery, but it makes for a great punisher.


Zangief has many options with jumping fierce.  If Zangief jumps straight up, he 
can throw a downward punch that will hit crouching opponents or initiate his 
Aerial Headbutt.  The Aerial Headbutt [U, U + MP_HP] can dizzy an opponent if it 
hits twice in a short period of time.  If Zangief jumps forward or back, he can 
either do a flying punch (bka the Superman Punch) or perform the high-priority 
Body Press. The Superman Punch can hit from seemingly miles away and is useful 
in both air-to-air and air-to-ground.  With the Superman Punch, don't try to 
jump and counter projectiles.  Zangief's body stretches out so far that his legs 
usually hit the projectile when he tries to punch even if he already cleared the 
projectile.  The Body Press is hands down his best jumping maneuver.  It covers 
a very large hit radius, can hit deep and cross up very easily, and can hit 
certain anti-air counters or trade with them.  It is also very good for air-to-
air battles on opponents who have a lower jump.  Many an unfortunate opponent 
has been defeated by proper Body Press usage.

Light Kick/Short


Zangief kicks at ankle level.  This move has decent range and comes out quick.  
You can also tick off of it, but the crouching short is better for this purpose.  
Unlike Ryu's, I don't think Zangief can hit many foot sweeps with it - if I'm 
wrong, someone email me with some examples.  It is also bufferable, but you have 
to be really close for anything to combo with it.


Zangief throws out a quick foot sweep.  Chances are you will be using this move 
to tick your favorite 360/720 throws than any other.  Why?  It hits low, comes 
out pretty quickly, and has good priority within its range.  There are other 
very good moves to tick from, but this one has been the traditional Zangief 
favorite.  To top it all off, it is also bufferable.  


Zangief has two jumping moves from light kick.  He will either perform a quick 
round kick in the air or he will do a Double Knee Drop.  The Double Knee Drop is 
second to the Body Press to air-to-ground jump-ins.  The medium kick version is 
better, but the light kick will leave you slightly closer for ticks.  It can 
also counter a lot of anti-air normal moves.

Medium Kick/Forward


Zangief performs a mid-level round kick.  This move lost the ability to hit 
crouching opponents, but it is still a good poke because it is his longer-
reaching moves.  It doesn't have the range of a hard punch, but it comes out a 
lot quicker.  It is no longer bufferable (it was in the Saturn version of SFA2). 


Zangief has two crouching middle kicks.  One looks like his crouching short - 
this is the Dynamite Kick.  It is bufferable and has good reach.  You can tick 
with it if you hit from point blank range, i.e., from a cross-up.  The other MK 
has Zangief leaning against the ground throwing a long, low side kick that 
hovers an inch above the ground.  It reaches pretty far, but it doesn't have 
very high priority.  Other characters can usually hit this with their own foot 
sweeps if you miss.


Zangief has two options with the jumping middle kick.  He will either throw out 
a jumping front kick or perform the Double Knee Drop.  This version of the 
Double Knee Drop is by far the better of the two.  It hits a lot better but 
doesn't stay out as long.  You can use the normal jumping forward to jump over 
and counter fireballs in some cases.

Hard Kick/Roundhouse


Zangief performs a high spinning kick.  This moves comes out very slow.  It 
doesn't hit crouching opponents.  It isn't very good for anti-air since it is 
slow and hard to time.  I don't even think it hits twice at close range anymore 
(gotta research that though).  I do not like this move at all.  The only 
somewhat redeeming thing you can do with this is time it for a counter hit for 
an airborne opponent and go into the Aerial Russian Slam.  Otherwise, avoid it.


Like the crouching MK, Zangief has two options with the crouching hard kick.  If 
you hold DB, you will get the Dynamite Kick, which looks like his crouching 
short except that it knocks down.  The other foot sweep has Zangief leaning 
against the ground throwing a monstrously long foot sweep (compared to the 
Dynamite Kick).  If you're within range of the Dynamite Kick, use it because it 
comes out a lot faster.  Otherwise, use the longer foot sweep.  These are 
basically your only knockdown normal moves.


Zangief throws a drop kick.  This is also good for anti-air if you are quick.  
It hits best on the way up as a surprise move.  I have trouble sometimes using 
this for air-to-ground jump-ins.  If I try to hit too deeply, I will end up 
throwing nothing - Zangief will start to throw out the drop kick but will land 
instead.  This is a pretty good asset when used correctly.


Zangief has the most throws in the game period.  It is your primary 
responsibility to land as many throws as possible or use the threat of those 
throws to set up damage in other ways.

German Suplex (XAV) [B_F + PP]

Zangief turns his opponent around, wraps his arms around his opponent's waist, 
and bends backward to slam him/her on the shoulders and back.  This is my 
preferred normal throw of choice.  Your mileage may vary.  I tend to use normal 
throws when I can't pull off a 360 in time.  However, it does leave them far 
away, forcing Zangief to work to get back inside again.  This throw does 
moderate damage and has decent range.  

Face Bite (XAV) [B_F + KK]

Zangief holds the opponent and bites his/her face repeatedly.  This is one of 
two holds that Zangief has.  You can follow up the hold with a standing middle 
kick if the opponent does not flip out/air recover.  There isn't much to say 
about this hold.  It does OK damage for a hold, but the Stomach Claw does 
better.  I tend to use the German Suplex as my normal ground throw.  However, I 
have nothing personal against this throw.
Stomach Claw (XAV) [DB_DF + PP]

Zangief squeezes the opponent's midsection with a vice-like claw grip.  Like the 
Face Bite, this is also a hold.  I don't think any follow-ups exist though.  
Zangief is one of the few characters who can throw from a crouching position.  
If he misses, he does a crouching version of his "missed throw" animation.  As 
with all his normal throws, they seem to have good range.  This seems to does 
more damage than the Face Bite.

Pile Driver (XAV) [DB_DF + KK]

Zangief grabs his opponent and puts his/her head between his legs.  He then hops 
in the air and drives the opponent's head into the ground.  This is Zangief's 
other crouching throw.  I don't tend to use Zangief's KK throws that much.  
However, they seem to have the same range as the PP throws AFAIK (more research 
is necessary).  Unlike the Screw Pile Driver, your opponent does not fly too far 
away from you so you can still pester/tick/poke on the ground - watch out for 
those wake-ups and reversals though.

Air Pile Driver (XAV) [air B_F + PP]

Zangief grabs his mid-air opponent and puts his/her head between his legs.  He 
then drives the opponent head into the ground.  This is essentially the aerial 
version of his pile driver.  I almost never air throw with Zangief.  I am 
usually hit or I hit the opponent before I get into air throw range.  I am not 
sure on how good/bad the range really is.  This is Zangief's only air throw upon 
further review.  It is done with PP on my PSX, not with KK as I had listed from 
Kao Megura's FAQ.  I'll also check an arcade 
version to verify this as well.

Screw Pile Driver (XAV) [360 + P]

Zangief grabs his opponents and grunts.  He then jumps high while spinning in 
the air and places the opponent's head between his legs.  He finally drops the 
opponent on his/her head, forcing the opponent to bounce far away from him.  The 
range is dependent on what version you use.  The LP version has the furthest 
reach (but not by much) but does the least damage.  The HP version is the one I 
(and most other players) usually go for.  There is a small zone where the HP 
version will miss but the LP version will grab the opponent.  However, the  
damage difference makes the HP the version you should be using for the most 
part.  In all versions, the opponent is bounced far away.  If you should grab a 
cornered opponent, the SPD will automatically spin away from the corner (BOO!) 
before landing.

Your whole game plan is to create opportunities for your 360 throws especially 
this one and use the SPD to create other opportunities for damage.  Even though 
Capcom has attempted to make this throw worse and worse, it is still one heck of 
a special move.  Even though its execution is no longer instantaneous, it is 
still pretty fast.  Because it is no longer instantaneous, ticks using the SPD 
can be jumped out of.  Also, you can not go into this directly off of a jump-in 
anymore unless you wait for the hit/block stun to end.  Listed below is probably 
Zangief's main 360 jump-in tick.  Note that there are many others that you can 
use, but this is by far the most common:

(XAV) Body Press \/ Crouching Short => Screw Pile Driver: J_CU D + HP \/ DB + LK 
=> 360 + P

 O                               O O O
/  | + HP \/  / + LK => | \  -O /  |  \ O- + P
   O         O          O  O

The low short can be replaced by a low jab, standing jab, or standing short.  If 
you cross up with the Body Press, you can use a low jab-low short/standing 
short chain, a low jab chain, or a Dynamite Kick/low middle kick.  As long as 
you don't buffer the SPD into the previous move, i.e., SPD during block/hit 
stun, the SPD will grab unless the opponent escaped the tick.  You can use the 
Double Knee Drop as well.  Both the Body Press and Double Knee Drop will leave 
you in range for an SPD tick.  You can, of course, tick from the ground when 

You can also do jump-in attacks directly into an SPD if you remember not to go 
for the SPD immediately upon landing.  The best one for this IMHO is the jumping 
roundhouse.  It hits the opponent further away than a Double Knee Drop or a 
Fierce Splash, which tend to keep your opponent closer to you.  If you hit with 
the Roundhouse, pause briefly then unleash the SPD/AS.  You should still be 
within range for at worst the jab SPD.  This helps to mix up your ticks so your 
opponent won't be able to defeat them as easily.  If they block the jump-in, 
then proceed into a ground move before the SPD.  Otherwise, the opponent can 
punish you or at least push you away if he/she blocks the jump-in and you throw 
nothing afterwards.  You can also use other methods to set up ticks so that your 
opponent is always guessing.  Instead of throwing one low short and going for 
the SPD, you can throw two (or another jab/short) assuming you're in range.  No, 
it won't combo, but it can be sometimes be enough to throw off an opponent's 
timing and get the SPD where one short into SPD would have been jumped out of 
because it was expected.  Some of the best Zangiefs I have seen almost never use 
the same tick twice.  They will tick from standing/crouching jab or short or any 
jumping or ground attack can be reasonably ticked from into FAB/AS/SPD.

Before I forget, let me briefly explain some of the principles behind 360-degree 
throws.  In actuality, you only need to do a 270-degree motion on the joystick 
to execute a 360-degree throw.  A 270-degree motion is simply 6 consecutive 
points on a joystick, i.e., F, DF, D, DB, B, UB, U.  However, for some people 
(like myself), it is easier to do a 360 than a 270 even though the motion is 
longer.  I tend to use a 360-degree motion starting from F, B, or DB (actually 
315 degrees from DB to B) for all my 360-degree throws.  If you have never done 
360-degree throws consistently before, I suggest you practice before using this 
in your repertoire.  Once you're able to do them from a standing position (F or 
B) and from DB with any reliability, then feel free to use this move.  For 
Zangief, doing 360-degree motion throws at will is a must if you hope to get 
anywhere with him.

Atomic Suplex (XAV) [Close 360 + K]

Zangief grabs his opponent and grunts.  He does a German Suplex, then flips the 
opponent over, jumps in the air, and does a power bomb.  The three versions of 
the Atomic Suplex (AS) look more or less alike, but the LK version allows 
Zangief to get back in range quickly.  The other two knock the opponent further 
away.  The Roundhouse Atomic Suplex does about the same damage as an SPD so use 
it as a change of pace.  In all cases, the AS switches direction with your 
opponent, i.e., if you were facing 1P before the AS, you will be facing 2P 

This move is very underrated.  It actually seems to come out faster than the 
Screw Pile Driver.  Its range is vastly improved from SFA2, but it doesn't have 
the range of the Jab Screw Pile Driver.  However, the range is enough where 
almost all of the ticks that work for the SPD work for the AS.  The basic jump-
in 360 tick is repeated for convenience:

(XAV) Body Press \/ Crouching Short => Atomic Suplex: J_CU D + HP \/ DB + LK => 
360 + K

 O                               O O O
/  | + HP \/  / + LK => | \  -O /  |  \ O- + K
   O         O          O  O

If you are too far away or you attempt the AS while the opponent is block/hit 
stun, the Flying Power Bomb will come out, which will not work as well for the 
tick for it is much easier to see coming and avoid.  However, the AS does seem 
to grab the opponent faster than an SPD does.  Try to mix up your ASes and SPDs 
to keep the opponent on its toes.

Flying Power Bomb (XAV) [Far 360 + K]

Zangief runs toward the opponent.  Once he reaches them, he grabs them and jumps 
through the air and lands, slamming the opponent on his/her back.  I tend not to 
use this move because it is easy to see and even easier to escape.  I usually 
get this move to come out if I perform an Atomic Suplex incorrectly or from out 
of range.  Even at close range, Zangief has a long start time before he even 
starts running.  This is by far the slowest of the 360-degree throws.  He does 
cover about a half-screen distance before he performs a "missed throw" 
animation.  If you miss with this, punishment is a given.  The only thing I can 
think of as a tick for the FPB is to buffer this off of the Dynamite Kick:

(XAV) Dynamite Kick XX MK Flying Power Bomb: DB + MK XX 360 + MK

                    O O O
 / + MK XX | \  -O /  |  \ O- + MK
O          O  O

Instead of doing the 360 + K motion so that it ends after block/hit stun, you 
are actually buffering the FPB off of the Dynamite Kick.  It's not a very easy 
or effective tick, but it's probably the best one I can think of with the Flying 
Power Bomb.  As with all ticks, it can be jumped out of.  Stick to the other 
SPD/AS/FAB ticks and you'll be OK.  I would use this once in a blue moon to keep 
the opponent guessing.

Special Moves

As many throws as Zangief has, he also has some very good and hard-hitting 
special moves that aid his quest.

Double Lariat (XAV) [3P => B_F]

Zangief spins in place with his arms outstretched.  This is one of Zangief's 
better anti-air moves.  It can juggle very well especially if you move forward 
after performing the 3P motion.  You can get up to 3 hits on a juggle.  I 
usually get two hits on jump-in opponent.  This also knocks out cross up 
attempts very nicely.  Some opponents can hit the Double Lariat cleanly from the 
air (Chun Li, Blanka, Vega and anyone with a very high jump it seems) so don't 
overuse this.  Even though this move doesn't hit crouching opponents, this move 
can actually be used in jump-in (cross-up) combos if the opponent is standing.  

The Double Lariat also protects Zangief from certain projectiles (Hadokens, 
Tiger Shots, and Sonic Booms I think).  The projectile will simply pass through 
Zangief as he spins.  In fact, you can actually pass through a Shinku Hadoken up 
close with the Double Lariat.  You can not go through Grand (Low) Tiger Shots 
with the Double Lariat.  That is what the Quick Double Lariat is for (read 
below).  The Double Lariat is also vulnerable low.  Don't overuse it on the 
ground unless you're really close to an opponent chucking a projectile.  
However, an opponent can sweep you for free damage if you don't reach them in 
time.  If you're far away and don't want to take damage from the projectile, you 
can use the Double Lariat.  If you want to nullify/pass the projectile but 
advance and gain ground nonetheless, the Banishing Flat (read below) is better 
for this purpose than a moving Double Lariat.  

There is something that I should mention about performing this move.  Make sure 
that you press forward/back AFTER you hit 3P as it is listed in the title of 
this section.  Why?  If you do B_F + 3P_3K, the arcade version of SFA3 will 
register that as a throw [B_F + PP_KK] and not as the Double Lariat.  If you're 
trying to counter a jump-in, that is not what you want.  On the Playstation 
version, you will do the Double Lariat instead of the throw when you hit B_F + 
3P or 3K (YAY!).  I found this out the hard way when I played the arcade SFA3 
after playing the Playstation version for so long.  If you want to avoid 
problems with the Double Lariat, put the joystick in neutral or down (to avoid 
high attacks) before hitting 3P, and the Double Lariat will always come out 
regardless of what version you're playing.  

Quick Double Lariat (XAV) [3K => B_F]

Zangief quickly spins in place with his arms fully outstretched.  This move 
looks similar to the Double Lariat except the duration is a lot shorter.  It 
doesn't seem to have all the anti-air priority that the Double Lariat has, but 
it still can used as such.  It will also hit crouching opponents but only at 
close range at the beginning of the animation.  Since you spin for a lesser 
period of time, it's not as easy to sweep.  It still can be swept, but you space 
yourself right, you will be able to block the sweep.  Like the Double Lariat, it 
will go through projectiles.  However, slower projectiles present a problem 
since Zangief spins for such a short time compared to the Double Lariat.  You 
almost have to hit 3K and move forward right before the projectile hits you 
to make sure you get through it cleanly.  This version of the Lariat goes 
through Grand (Low) Tiger Shots but does not go through Tiger Shots (BOO!).  It 
still goes through Hadokens and Sonic Booms when timed correctly.  The Quick 
Double Lariat also sets up many of his V-ISM combos and can be used to finish a 
combo on a cross-up.  As I mentioned before, you may want to put the joystick in 
neutral or down before hitting 3K to avoid performing a throw.  All in all, most 
of the properties for the Double Lariat fit the Quick Double Lariat with the 
above exceptions.  Since the Quick Double Lariat has a shorter duration than the 
Double Lariat, any knockdowns with the Quick Double Lariat can be followed up 
better than with the Double Lariat.  Keep this in mind - you may be able to set 
up a tick or stay close to your opponent using the Quick version.

Banishing Flat (XAV) [(AV) F, D, DF + P; (X) F, DF, D + P]

Zangief spins and attacks with a glowing hand.  The distance you go on the 
Banishing Flat depends on what punch button you press (Jab is the shortest, 
Fierce is the furthest).  The LP version has the least lag of the three.  The 
glowing hand that accompanies this move will actively nullify projectiles but 
not super combo projectiles.  This is a great way to nullify projectiles and 
advance without resorting to jumping or the Double Lariat.  It can also hit 
people out of the air, but I wouldn't depend on it to do so.  It is also a very 
important move in Zangief's V-ISM combos as it advances him quickly during a 
Variable Combo (VC) especially the Fierce version.
It can also be used as a setup for an SPD/AS/FAB.  If you do the move and hit 
the opponent, you should be in range for an SPD/AS/FAB.  If you time and space 
it correctly, you can grab an opponent upon completion of the Banishing Flat.  
However, if you do the wrong version and end up too close to the opponent, you 
will probably be punished because they will come out of block/hit stun before 
you come out of move stun.  However, at the right ranges the Banishing Flat is 
hard to counter.  You can even grab the opponent on a miss if your opponent is 
defensive or turtling.  In fact, you don't have to worry about block/hit stun if 
you miss - just your move stun.  If you use a LP version and miss, the opponent 
has to quickly hit you since the recovery is shorter than most people realize.  
The other two versions have slightly longer recovery and can be punished more 
easily for missing.  Overall, this is an underused move (especially by yours 

Super Combos

Zangief has only two super combos, and frankly that's all he needs.

Final Atomic Buster (XA) [720 + P]

Zangief grabs his opponent and performs an Atomic Suplex followed by two Screw 
Pile Drivers.  This is by far the most feared super in the game for good reason.  
If the opponent is caught napping, he loses half of a life bar in probably the 
most brutal way imaginable.  This move will grab almost any special move that 
occurs on the ground including Dragon Punches if the opponent's leg or legs are 
still on the ground.  I personally have grabbed Ryu's Dragon Punch and Guy's 
"Hurricane Kick" with this move.  In both cases, at least one foot was still on 
the ground when Zangief grabbed them.  The FAB allows Zangief to have incredible 
comeback power.  Most of the SPD/AS ticks work here as seen below.

(XA) Body Press \/ Low Short => Final Atomic Buster: J_CU D + HP \/ DB + LK => 
720 + P

 O                               O O O                 O O O
/  | + HP \/  / + LK => | \  -O /  |  \ O-  / | \  -O /  |  \ O- + P
   O         O          O  O               O  O  O

The range of the FAB is much improved over SFA2.  It more or less has the range 
of his Fierce SPD.  You no longer have to be at point blank range to grab the 
opponent.  Use this to your advantage.  This is a huge plus since you can tick 
on the ground with this as you would a HP SPD.  Of course, you have to be a LOT 
faster getting the FAB off than an SPD.  There are other ways to land the FAB.  
You can simply jump in but not attack and grab them once you land.  This can 
surprise the opponent if you have been doing various jump-ins beforehand.  You 
can do it off of the Banishing Flat or even a taunt since they both keep you on 
the ground long enough to perform the 720 motion.  You can do directly off a 
jump-in attack, but the timing is weird to say the least.  As with the SPD, the 
hit/block stun issues still carry weight with the FAB.

Note that only Levels 2 & 3 do huge damage.  The Level 1 doesn't do much more 
damage than a Fierce SPD or Roundhouse AS so try to avoid using Level 1 FABs 
unless you need the extra priority.  Level 2 does do very good damage - enough 
damage to warrant use if you don't have all three levels and really need to do 
lots of damage quickly.  However, it is best to use a Level 3 for the sheer 
difference in damage between Levels 2 and 3.  Both Level 2 or 3 FABs in A-ISM 
are good for comebacks.  In X-ISM, Zangief performs the Level 3 version of the 
FAB.  As with most Super Combo throws, it's all or nothing so make sure that you 
successfully land this.  A loss of confidence (and of round or match) may follow 
a missed FAB attempt. ;)
Aerial Russian Slam (A) [D, DF, F, D, DF, F + K]

Zangief leaps towards an airborne opponent with his outstretched hand and grabs 
them.  Then he slams them to the ground.  Just when it was safe to jump away 
from the FAB, they gave Zangief this is A-ISM.  It is best to use this throw 
when the opponent is almost under you since the only part that really grabs is 
the outstretched hand that is over his head when he jumps.  You can also use 
this if you counter a jump-in attack or hit an airborne opponent.  If you get a 
counter hit on the ground on an airborne opponent, you can usually hit the 
opponent with a Level 2 or Level 3 even if they air recover.  Talk about 
punishment for jumping in.  More importantly, you can get it without a counter 
hit if you do the following 2-In-1 with the Standing Jab on an airborne 

(A) Standing Jab XX Aerial Russian Slam: D, DF, F + LP XX D, DF, F + K

| \  -O + LP XX | \  -O + K
O  O            O  O

What this should look like on the screen is this:

- Opponent starts jump-in or is in the air

(Zangief starts first D, DF, F motion and hits LP)
- Zangief bobs down slightly then pops up and throws a LP that hits opponent up 
into the air for a potential counter hit

(Zangief does second D, DF, F motion and hits K)
- Zangief goes into super animation and jumps up to greet opponent before 
opponent can flip out or even reach apex of reeling animation (in most cases)

This scenario actually takes about a second to execute, but I thought it would 
be easier to explain it than just have the diagram.  If you buffer it like this, 
you can grab the opponent with the Level 1 with no counter hit, saving up to two 
more levels for other purposes.  Ordinarily you can not hit someone out of the 
air without a counter hit and then grab with the super motion.  A Level 3 ARS 
does almost as much damage as a Level 3 FAB in A-ISM so try to add this move to 
your arsenal if you haven't already.  The two-hit air combo above will be well 
worth it if you can punish foolish jump-ins.

Another way to set the ARS up is by starting a SPD/AS/FAB tick with a crouching 
short (as an example - choose your favorite simple tick).  If you think the 
opponent will jump in anticipation of the SPD tick, stand up and hit jab and 
buffer the ARS into it as shown in the diagram.  If the opponent did jump, you 
may get a (counter) hit and a free ARS for correct anticipation.  If the 
opponent doesn't jump or reel in the air, make sure you don't do the ARS or else 
you will fly off into nowhere and be punished for it.  I consider this scenario 
an advanced technique because you have to anticipate the opponent quite well on 
this one.  If the opponent doesn't jump and the jab hits, then tick off the jab 
or buffer a Banishing Flat to stay inside.  Of course, the opponent can counter 
the standing jab if they were crouched, but that is the chance you take.  I am 
sure there are other set ups that you can use to get your opponent in the air 
and abuse them with the ARS - I just can't think of any.  Any feedback would be 
appreciated on this one.


I list most of the basic and 2-in-1 combos below with the Body Press [air D + 
HP] as the jump-in.  However, The jump-in combos below can also be done with a 
MK Double Knee Drop [air D + MK] or even a deep jumping Roundhouse.  This, of 
course, does not apply to the cross-up combos.

Basic (3+ Hits)

Zangief is not a combo machine.  In fact, most of his combos end with SPD/AS/FAB 
tick attempts.  I will not list ticks here - they are already mentioned in the 
appropriate sections under analysis.  The only move that Zangief can chain off 
of is a crouching jab.  He can chain into another crouching jab or a 
crouching/standing short.

(XAV) Body Press \/ Crouching Jab X 3: J_CU D + HP \/ D + LP X 3 

/  | + HP \/ | + LP X 3
   O         O

(XAV) Body Press \/ Crouching Jab (X 2) => Crouching Short: J_CU D + HP \/ D + 
LP (X 2) => D + LK:

/  | + HP \/ | + LP (X 2) => | + LK
   O         O               O

(XAV) Body Press \/ Crouching Jab (X 2) => Standing Short: J_CU D + HP \/ D + LP 
(X 2) => LK

/  | + HP \/ | + LP (X 2) => LK
   O         O             

The (X 2) after the LP means you can throw out a second low jab before chaining 
to the LK.  This won't work on some of the thinner characters.  Both of these 
are good setups for any 360 ticks.  However, 3 low jabs will knock almost all 
characters out of range.  Use 1 or 2 jabs in the first combo or one jab in the 
second and third combo and then go for the 360 throw.  The LP-LK chain will 
usually only work on a cross-up tick unless you use the Jab SPD.  Then I think 
you can still do it on a DEEP jump-in.


Zangief has the following bufferable moves:

Standing/Crouching Jab/Light Punch
Standing/Crouching Short/Light Kick
Dynamite Kick [DB + MK]

The only 2-in-1 combos Zangief can perform are with his (Quick) Double Lariat 
and his Banishing Flat.  The Banishing Flat can only be buffered off of a 
Dynamite Kick.  If you can get this combo consistently, then more power to you.

(XAV) Cross Up Body Press \/ Crouching Short XX (Quick) Double Lariat: CU D + HP 
\/ D + LK XX 3K_3P

/  | + HP \/ | + LK XX 3K_3P
   O         O

I prefer using the Quick version on a cross up since it does hit crouching 
Opponents when up close.  You can also use either standing or crouching jab or a 
standing short as well.  If your opponent is standing, then either one will work 
for big damage.

(AV) Body Press \/ Dynamite Kick XX Fierce Banishing Flat: J_CU D + HP \/ DB + 
/  | + HP \/  / + MK XX -O | \  + HP
   O         O             O  O

(X) Body Press \/ Dynamite Kick XX Fierce Banishing Flat: J_CU D + HP \/ DB + 

/  | + HP \/  / + MK XX -O \  | + HP
   O         O              O O

In X-ISM, this combo is a lot easier because you have one less motion to perform 
(the DF).  You have to hold DB when pressing MK or else you'll get the longer 
forward, which is NOT bufferable.  If that happens, just go for the SPD/AS/FAB 
if you're in range.  Since you can't do the MK during the motion of the 
Banishing Flat, this combo is a little harder than your traditional Dragon Punch 
combo.  The window is kind of small especially if you don't hit deep with the 
Dynamite Kick.  Maybe I'm just a scrub - that's why even I have some trouble 
doing this combo. ;)

The reason I prefer the Fierce Banishing Flat is that I end up within range for 
an SPD/AS/FAB.  This combo also does a lot of damage.  If you're able to get a 
SPD/AS/FAB after this combo, then you have maximized the use of this combo along 
with the Banishing Flat and have taken at least more than half a lifebar from 
your opponent.  The Banishing Flat maneuver will only buffer into a true combo 
off the Dynamite Kick.  If you use any other bufferable move (LP or LK), it can 
be blocked, but you may still end up in a favorable position near your opponent 
depending on what version you use.


Variable combos in general can do incredible amounts of damage especially if you 
have your opponent in a corner.  The damage can rival and surpass even the best 
super combos under ideal conditions. To start a variable combo, simply press any 
two same strength buttons: LP + LK (LL) or MP + MK (MM) or HP + HK (HH).  In my 
shorthand, these are known as LL, MM, and HH respectively (Light, Medium, and 
Hard Strength).  At the beginning of a Variable Combo, you are somewhat 
invincible to most normal and special moves.  In other words, you can blow 
through someone's attack and launch a counterattack that can lead to a large 
combo.  The only thing you need to watch out for is that you till have to charge 
during Variable Combos, which was not the case for Custom Combos in SFA2.  If 
you do not charge quickly in a VC, you will mess up the VC if a charge move is 

Most of this section comes courtesy of the V-ISM FAQ by Chocobo (JVP).  If the 
VC is mine, a (DJA) will be listed at the start of the combo.  Note that LL, MM, 
and HH are Light/Medium/Hard Punch + Kick respectively.

(JVP) Opponent Is Anywhere - Start VC w/ LL => Quick Double Lariat => Standing 
Fierce XX whiffed Fierce Banishing Punch => Repeat From Standing Fierce: LL => 
3K => HP XX F, D, DF + HP ... HP XX

LL => 3K => HP XX -O | \  + HP ... HP XX 
                     O  O

To my own admission, I have incredible trouble doing this combo.  Someone 
actually did this at the recent Mid West Tourney, and it did major damage so I 
know it is possible.  I still don't have the timing down for it.  The Fierce 
juggles them and the whiffed Banishing Flat keeps Zangief close for the next 

(JVP) Opponent is Anywhere - Start VC w/ LL => Quick Double Lariat => Fierce 
Banishing Flat => whiffed Crouching Short XX Fierce Banishing Flat => Repeat 
from Crouching Short: LL => 3K => F, D, DF + HP => D + LK XX F, D, DF + HP ... D 
+ LK

LL => 3K => -O | \  + HP => | + LK XX -O | \  + HP ... | + LK
               O  O         O            O  O          O

This is similar to the previous VC, but you are using the Banishing Flat to hit 
and advance forward while using the low short to keep the timing precise.  The 
opponent will be juggled by the Banishing Flat.  I think you may be able to do 
this combo with a standing LK or MK, but the timing becomes different.  More 
research is required.

(JVP) Opponent Is Anywhere - Start VC w/ LL => Body Press \/ Any Attack XX 
Screw Pile Driver: LL /\ UF, D + HP \/ P_K XX 360 + P

       O                                 O O O
LL /\ /  | + HP \/ P_K XX O-  / | \  -O /  |  \ O- + P
         O                   O  O  O

In a VC, Zangief can grab the opponent with an SPD/AS regardless of hit/block 
stun.  In fact, the VC above will come out as a 3-hit combo on the screen.  
Outside of a VC, this is simply a tick.  Since it is a true combo, you do have 
to buffer the SPD from the previous ground attack.  You can either start the VC 
combo in midair or start the VC on the ground and then jump in.  


Armed with all this information, how are you supposed to defeat the opposition?  
Well, this sections aims to do just that.


There are certain strategies that will aid you in most if not all your matches.  
They are listed first before the specific character strategies.


(under construction)


(under construction)


(under construction)


(under construction)


(under construction)


Vs CPU Rolento (Stage 5)

Fortunately for Zangief, CPU Rolento is not that hard since he doesn't use the 
jab-low fierce guard meter trap and solid keepaways that X-Rolento is famous 
for.  In fact, he doesn't do that many normal moves.  If he does jump through 
the air, you can nail him with a jumping jab and earn a counter hit.  Try not to 
jump on him from afar since he has good anti-air normal moves (close/far fierce, 
strong, roundhouse).  If he counters your jump-in, I think he can hit you again 
in the air before you land if he super jumps.  Once you knock him down and get 
close to him, you can introduce him to the Body Press of Doom (continuous Body 
Splashes used to confuse the opponent) or set up SPD/AS/FAB ticks.  Rolento does 
have some trouble hitting this move cleanly especially on wake-up I think unless 
he does the Mine Sweeper Super Combo.  If he does the Air Raid (the move from 
the wall to jump-in attack) or super jump and attack, you can reversal SPD/AS 
(don't do this on human Rolentos - you'll eat a Patriot Circle combo most of the 
time).   If he does the roll toward you, block and counter.  I only wish 
fighting human Rolentos were this easy.

Vs CPU Chun Li (Stage 9)

If Shin Bison didn't have the Psycho Drive Crusher, I'd rather face him than 
Chun Li.  She seems to rape my Zangief at higher levels while offering a 
formidable challenge at lower levels.

(under construction)

Vs. CPU M. Bison (Stage 10)

(under construction)

Vs Human

(under construction)


In this section, I present Zangief's storyline, ending, win quotes, animation, 
and colors. 


This section will describe why Zangief is fighting in SFA3 and the ensuing 
story.  It is courtesy of Svenyip & Shred-Man. 

Opening Storyline

This is the stuff you see at the beginning of a 1P SFA3 arcade game.

Personal Data

Height: 7.0 FT
Weight: 237 Lbs.
Blood Type: A

Special Moves

Double Lariat
Vanishing Fist
-O \  | P
    O O
S. Pile Driver
               O O
O-  / | \  -O /  | P
   O  O  O

Opening Introduction

Known as the "Red Cyclone," he is the Russian hero, Zangief.
He targets the secret organization "Shadaloo..."
A power that threatens the security of his country.

Stage 5 Mid-Boss Storyline: Rolento

Zangief: I understand you were in an organization known as Mad Gear.
Zangief: Do you know anything about "Shadaloo"?
Rolento: What do you want with them?
Rolento: They are my target. If you stand in my way, I'll eliminate you... 
Zangief: Hmm... Shadaloo has made enemies of everyone...
Zangief: My Great Leader's judgement was sound, after all...
Zangief: I must destroy Shadaloo, for the glory of mother Russia!

Stage 9 Mid-Boss Storyline: Chun Li

Chun-Li: Where are you heading?
Chun-Li: Shadaloo isn't an organization you can defeat all by yourself.
Chun-Li: You'd better leave it to the I.C.P.O.!
Zangief: But... I fight for the pride of my great country!
Zangief: I won't be disgraced by backing out! Allow me to prove myself!

Stage 10 Final Boss Storyline: M. Bison

Bison: What does the "Red Cyclone" of Russia want with me?
Zangief: You're the one who oppresses the people of my country with fear!
Zangief: I will use all my might to put an end to your misdeeds!
Bison: Hm hm hm... These visits are beginning to amuse me!
Bison: The very thought of you crushed, crippled and bereft of all hope!


I believe this is courtesy of Kailu Lantis' Endings FAQ.

(Zangief faces a fallen Bison.)
Zangief: Whoever commits evil acts will be destroyed in the end! If you repent 
now, the people of Russia may reconsider.... It is not too late! You can still 
make amends! Oh! How could I forget? I must take care of the facilities....

(Zangief walks out of scene. He arrives at the Shadaloo base exterior.)
Zangief: So, this is the underground base of Shadaloo....

(In the Shadaloo base halls, Zangief walks in and stops suddenly.) 
Zangief: Huh?! Who are you?! You must be a member of Shadaloo...!

(Honda walks into scene.)
Honda: No...! Wait! My name is Honda.... I've come to teach these criminals a 
lesson! I heard they're selling arms and drugs.... But.... I'm lost! 
Zangief: So, you're my comrade! If so, would you assist me? I heard that there 
is a machine called the "Psycho Drive".... My mission is to destroy that weapon 
with my bare hands!
Honda: Could it be what I saw in the room back there? Something strange was 
placed in the middle of that room....
Zangief: Guide me there!

(Zangief and Honda walk out of scene. They arrive at the Psycho Drive room.)
Zangief: Yes!! This must be it!! I'll cut the power to this thing 
inmediately.... Huh...?!

(The Psycho Drive statue begins to move. It fires a beam which reflects itself 
on a satellite in outer space, and falls on Bison, who stands up.)
Bison: ...Hm hm hm.... Ha ha ha!!

(Happy Bison.)
Bison: My Psycho Drive is invincible!!! As long as I have Psycho Power, death 
has no meaning to me!

(Back in the Psycho Drive room.)
Honda: Uh-oh.... It's moving!!
Zangief: There's no time.... The only way to stop it is.... Yes! You! Help me 
with this!!

(Zangief and Honda face each other.)
Zangief: Are you ready?!
Honda: Anytime!!

(Zangief grabs Honda and executes several Screw Piledrivers with him, trashing 
the whole mechanism.)
Zangief: Ha ha ha!! My destructive power combined with your weight...! Together, 
there is nothing we cannot destroy!

(Back in the stage, Bison gets dizzy.)
Bison: ...?! Nonsense!! Why did the Psycho Drive stop?

(Burning Bison.)
Bison: No...it can't be...!

(Exploding Bison.)

(Portrait of Zangief and Honda shaking hands and laughing.)
Zangief: Hey! You've really got something there!
Honda: You are quite impressive yourself, my friend. 
Zangief/Honda: Wha ha ha ha ha!! Gwa ha ha ha ha!! 

This is how Zangief, the hero of Russia, completed his mission. The heroism of 
Zangief, and Honda, his comrade of Japan... ...will be admired and praised by 
all of the people of Russia.

Win Quotes

I believe this is courtesy of Robert Iu's FAQ.

Consider yourself lucky! At least you can still walk!
Flesh! Bone! Viscera! My body of steel knows no weaknesses! 
I'll dedicate this fight to the people of Russia! 
I'm like a cyclone... If you get too close you'll be sucked in! 
If you had a stronger body, you might not have been paralyzed! 
It is not too late to build your body! Strengthen those triceps! 
Nothing can escape my deadly swirling attacks! 
Spun uncontrollably skyward... Driven brutally into the ground!


This section covers Zangief's win poses, taunts, and opening animations.

Unfortunately, you don't get to see all of Zangief's win poses unless you are 
playing another Zangief on PXS SFA3.  However, Kao Megura has listed the various 
win poses for Z:

- LP : Zangief throws his arms up and grunts. 
- MP : As with LP, but he has a quote. 
- HP : Zangief flexes his chest muscles, then poses and grins while saying 
"Bolishoi paveida!" (Big victory!) - I think! ;) 
- LK : As with HP, but he laughs instead. 
- MK : Zangief takes a flask of vodka from his belt, drinks it, and breathes out 
a blast of fire. While he's breathing, Blanka drops down and holds out a fish so 
that Zangief ends up cooking it. Blanka goes off-screen with a grin, and Zangief 
looks back at the screen, grinning, his face covered in ash. 
- HK : As with MK, but Blanka stays hanging from the ceiling along with the 
fish, both of them charred.  

Zangief's taunt is courtesy of ShinJN's FAQ:

[neutral] - Flexes his arms

I believe his opening animation is the following:

Zangief takes off his cape and throws it behind him and off the screen to begin 
the fight.  He will sometimes also do his taunt as an opening animation.


Zangief has 6 different color outfits - 2 (P or K) per major ISM.  However, on 
the Playstation, it is possible to choose any color from any ISM.  According to  
ShinJN, this is how the Playstation buttons map to the arcade version of SFA3 
for the color schemes:

Square: ¯\_ These buttons correspond to
X:      _/  the X-ism colors 

Triangle: ¯\_ These buttons correspond to 
O:        _/  the A-ism colors

R1: ¯\_ These buttons correspond to
R2: _/  the V-ism colors

On the PSX, Square, Triangle, and R1 are the Punch versions of each ISM while X, 
O, and R2 are the kick versions IIRC.  You can not select characters with L1 or 
L2 even if you have them mapped as attack buttons (like I do on my PSX 
joystick).  That being said, here are the colors for Zangief as revealed through 
the PSX SFA3 training mode:

- Square : Light grey wristbands, wrestling trunks, and boots 
- X : Black wristbands, wrestling trunks, and boots (my fav)
- Triangle : Red wristbands, wrestling trunks, and boots
- O : Blue wristbands, wrestling trunks, and boots
- R1 : Purple wristbands, wrestling trunks, and boots
- R2 : Orange wristbands, wrestling trunks, and boots


I wasn't sure what to call this section.  This basically notes all the sources 
of this FAQ and changes between FAQ revisions.


It is necessary to acknowledge the work of past FAQ writers without whose 
tireless work, knowledge, and information I would not able to write this FAQ.  I 
have listed the author and his/her FAQ and what information I pulled from 
his/her FAQ into mine.  The FAQ is a compilation of information found, read, 
researched or even discovered by me.  However, many people have found 
information in this FAQ out and written about it long before I put together this 
FAQ.  In fact, reading some of these FAQ's may enhance your experience or skill 
in SFA3.  That being said, here are my main sources and references for this FAQ 
outside of my own SFA3 experience:

Mark Kim/Vesther Fauransy

Web Site: http://www.verasnaship.net
Email: verasnaship@verasnaship.net
FAQ: LA Machine Guns: Rage of the Machines For the Sega AM3 Arcade Game Anti-
Terrorist Manual Version 0.0.2 (Build 0114)
Copyright (c) 1999 Mark Kim.  All Rights Reserved.

Chris MacDonald/Kao Megura

Web Page: http://members.xoom.com/megura/ or http://i.am/kao
Email: kmegura@hotmail.com
Unpublished works Copyright (c) 1998-1999 Kao Megura.  All Rights Reserved.

Joe VanPelt/Chocobo

Email: chocobo@mindspring.com
FAQ: Street Fighter Alpha 3 (arcade and PSX) VC Guide, version 1.8
Copyright (c) 1999 Joe VanPelt.  All Rights Reserved.

Michael Torres

Email: michaeltorres@prodigy.net
FAQ: SFZ3 V-Ism Faq for PSX/Arcade 2.0
Copyright (c) 1999 Michael Torres.  All Rights Reserved.

Colin Caldwell/Nedfar

Web Page: http://members.spree.com/sip/nefdar 
Email: nefdar@hotmail.com
FAQ: Street Fighter Alpha 3 Combo System and General FAQ
FAQ: Street Fighter Alpha 3 Comprehensive Adon Guide / FAQ
Copyright (c) 1999 Colin Caldwell.  All Rights Reserved.

Michael "Svenyip" Troupe & Shawn "Shred-Man" Dumas

Emails: svenyip@javanet.com and shredder@bcn.net respectively
FAQ: Street Fighter Alpha 3 "PLOT FAQ" Version 1.0
Copyright (c) 1999 Michael "Svenyip" Troupe & Shawn "Shred-Man" Dumas. All 
Rights Reserved.

Kailu Lantis

Emails: jcarlo@hotmail.com, lantis@mailexcite.com, kailu_lantis_SNK@yahoo.com, 
or al760412@campus.ira.itesm.mx
Copyright (c) 1999 Kailu Lantis.  All Rights Reserved.

Robert Iu

Emails: robertsmac@aol.com
FAQ: Street Fighter Alpha 3 Quotes and Dialogue Guide v1.0
Copyright (c) 1999 Robert Iu.  All Rights Reserved.

Jani Jagga/NT

Email: shatty99@yahoo.com
Copyright (c) 1999 Jani Jagga/NT.  All Rights Reserved.

Benjamin Chen

Email: bechen@ic.sunysb.edu
FAQ: Street Fighter Alpha 3 - --Zangief FAQ v0.2---
Copyright (c) 1998, 1999 Benjamin Chen.  All Rights Reserved.

Jason Lee

Email: pikachu_jl@hotmail.com
FAQ: Street Fighter Alpha 3 COMPREHENSIVE Zangief FAQ Version 1.2
Copyright (c) 1999 Jason Lee.  All Rights Reserved.

Hans C. Yu/Sabre

Email: goutan@yahoo.com
FAQ: Street Fighters Alph(a) 3: Zangief FAQ Version 1.0
Copyright (c) 1999 H. C. Yu.  All Rights Reserved.


Email: shinjn@yahoo.com
Copyright (c) 1999 ShinJN.  All Rights Reserved


Web Site: http://www.gamefaqs.com/features/contribute/howtowrite.html
FAQ: "How To Write a FAQ for GameFAQs"

What's New In This Version

Version 0.006

-Revised legend and headings

Version 0.005

-Revised Table of Contents
-Revised legend
-Attempted to shorten FAQ

Version 0.004

-Added win poses
-Adding General VS Strategy
-Revised heading structure
-Revised legend

Version 0.003

-Revised legend structure
-Added another FAQ writer to copyright
-Added Colors and Taunts section

Version 0.002

-Finished moves analysis
-Finished combo section

Version 0.001

-First version of FAQ
-Skeleton architecture from my Birdie FAQ
-Added storyline and moves-Wrote normal moves analysis


-Vs Strategy (Human)
-Other improvements based on feedback


This is not the last word on SFA3 Zangief by far.  However, I do hope that this 
FAQ may one day be the most complete word on Zangief.  I would appreciate any 
tips on the FAQ itself or any Birdie tips you may have.  Email me at the address 
below any comments/questions/critiques/flames.  Thank you for taking 
your time to read this.

This Electronically Published Document is copyrighted (c) and trademarked (tm) 
by David Antoine.  All Rights Reserved.  This document is protected by 
applicable copyright laws and international treaties.  Unauthorized 
reproduction, retransmission, and/or a breach of copyright, partial or full, may 
result in civil and criminal penalties and is subject to maximum punishment and 
prosecution to the highest extent possible by law.  Please properly credit David 
Antoine where credit is due.  This document is the sole property of David 

David J. Antoine/$muvMoney
Copyright (c) 1999 David J. Antoine
John 14:27
Numbers 6:24

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