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Zangief.txt
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1998-05-27
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ZANGIEF AKA Gief, Beef, Charlie Brown (Good grief!)
Contents:
1. Introduction
2. Normal Moves Analysis
3. Command Moves Analysis
4. Special Move Analysis
5. Super Analysis
6. Combos
7. Gambits
8. Mega Zangief
9. VS
10. Good Partners and helpers for Zang
11. Zangief in a nutshell
12. Miscellaneous
Zangief is one of the more avoided characters in the game Marvel
Vs Capcom, primarily because the nearly everybody in the game is
overpowered (except for him), besides, there are lots of boring
scrubs whoÆve stuck to pixies throughout the entire crossover
series. This FAQ is meant to help the few people who are tired of
the pixies and CapComs get used to using the most enjoyable to use
character in Marvel Vs Capcom.
Before you read this FAQ, please keep in mind a few things.
1. This FAQ was written by me with no intention to profit monetary
wise. If I hear of it being sold by anybody, IÆm going to be
very pissed and I, um, will hate you very much. Scary, huh?
2. Marvel vs Capcom, Zangief and all Capcom characters are
registered trademarks of Capcom. Ditto Marvel characters to
Marvel. I have absolutely no affiliation with the above two
companies. If you do decide to be a heartless bastard and sell
my FAQ (I flatter myself, donÆt I?) you will have to answer to
them.
Legend
This is a list of the jargon I will be using in this FAQ.
Buttons:
P- Any punch
K- Any kick
LP- light punch
MP- middle punch
HP- heavy punch
LK- light kick
MK- middle kick
HK- heavy kick
PPP- Two or all three punches together, both are fine
KKK- Two or all kicks together
Joystick Commands: (numbers refer to computer keypad)(assuming
player is on right, reverse if on left)
dp-623
fb-236
rdp-421
270- Turn the joystick in a 270 degree motion starting from
anywhere, ending anywhere in a fluid motion. An example- 6321478.
The essential Zangief motion. MASTER IT!
hct-41236
Miscellaneous:
j. (as a prefix)- Jump towards your opponent and perform the
attack
c. (as a prefix)- crouch and perform the attack
sj.(as a prefix)- perform a super jump towards your opponent and
perform the attack.
(air)- move may be performed in the air
/- buffer into, in other words, to cancel the previous attack by
performing the motion of the next one.
>- follow up with
Normal Moves
The only of ZangÆs moves worth doing constantly are his HP and HK.
The rest suffer from poor range and damage and he can always use
his command moves and special moves to gain priority. Since Zang
is not Mr. Combo Lord, the LP, MP, LK and MK wouldnÆt see much
action except in air combos.
LP- Zang does a weakish jab. Has poor damage, range and
comboility.
MP- Zang does a chop. Ho hum. The crouching version is his
launcher but should not be used as an anti-air like other
launchers because it stretches out from his body.
HP- Zang does a straight punch. Good damage but suffers from lag
time and poor recovery. It usually better to cancel it with the
BP.
LK- A short range kick.
MK- A kick similar to the light version. The crouching version is
an okay poke because of itÆs range but this is MvC, not SF3 so and
pixies can still punish you while youÆre recovering.
HK- Zang does a roundhouse kick that does 2 hits when close. This
move has good range an can be used as an air defence. When close,
it lifts the opponent slightly allowing you to inflict more
damage. More on this later.
Command Moves
These are the most useful yet ignored part of ZangiefÆs arsenal.
In general, they allow him to set up his combos and slams and even
allow Zangief to quite literally get the drop on his opponents...
1. Swan dive- jump then 2+HP
Basically, Zangief does a swan dive, his chest spread liberally.
This move has great priority (but loses to anti-airs and
launchers). This moves biggest asset is the fact that it causes
the opponent to reel but does not knock him far from Zang. Sets up
most of his combos.
2.Knee dive- jump then 2+MK
Zang stretches both knees out. Similar to the swan dive, this is
another combo starter. The only difference is that it leaves Zang
even closer to the opponent but requires a little more accuracy to
connect.
3.Elbow drop- 6+MP
Zang suddenly has his body take a horizontal position and
stretches his elbow out before dropping down. Unlike the earlier
2, this does not set up anything. Its main use is to suprise the
opponent for a quick hit. It has a start up delay. This fakes most
people out who will dash to attack Zang and get soundly elbowed
instead. In the air, it is ok to æget the dropÆ on the opponent.
ItÆs damage is quite pathetic though, and even though it pushes
the opponent away and is relatively safe, pixies can dash while
Zang is recovering and you can kiss half you life bar good bye...
This moveÆs biggest use is itÆs psychological value. Knock and
opponent with it at least twice in a row and I youÆll get them so
paranoid, theyÆll be leaving themselves by blocking constantly or
attempting to anti-air you (which you can block and
counter...right?)
Special Moves
Spinning Piledriver(SPD)(air)- 270+p
This is the MOST lethal attack in ZangiefÆs arsenal. A special
throw, Zang performs a piledriver which spins and takes off one
fifth of your opponents life. This move has been significantly
weakened since MSF but its range has been somewhat increased. Can
be tech hit out off but IÆve yet to meet an opponent who can do it
100% of the time. The lighter punches will result in faster SPDÆs
but less damage and vice versa. Use this move as a counter attack,
a combo ender and a æserves you right for getting close to meÆ
attack.
Spinning Lariat(SL)(air)- PPP or KKK
Zang spins around, his fists outstreched. This is another Zangief
essential as it gives him priority and a is an excellent counter
attack. Punch version is slower and lasts longer. Kick version is
faster, ends faster and does not leave Zangs legs vulnerable which
the punch version does. In, the kick version knocks the opponent
very high up allowing for some serious combos. Do not overuse this
move or youÆll be kissed by a beam super. Use as an anti-air only.
Banishing Punch(BP)- DP+P
Also a Zang essential, Zangief spin so that his back faces the
opponent his hand spinning along with him, catching green fire.
This moves cancels all Zangs normal attacks and leaves him safe,
even when blocked. It might be possible for a REALLY good pixie
player to dash and combo you but chances are youÆll block in time
and punish him, more on punishing later. This move ticks into his
SPD and FAB and even when it connects, leaves the opponent stunned
just enough for you to pull an FAB or SPD just as they come out of
block stun. Avoidable but hard to do so. Lighter punches will have
a punch that comes out faster but inflicts less damage and reel
time. Vice versa applies.
The Flying Grab(FG)- DP+K
Zangief floats upwards. Heavy kick at a 45 degree and has good
range. Light kicks goes almost vertically upwards and has short
range. If his overides his opponent, as in his body, or at least
his arm superimposes the opponent, his grabs the opponent and
performs his punch air-slam. This move suffers from poor priority.
A single heavy slash by Strider will leave Zang reeling. Can be
used to get Zang closer to the enemy and is relatively safe if
used that way. If you want to use it as and anti- air, it will
only work against those who use light attacks and Ryu players who
jump and throw fireballs and rarely anything else. Use it very
carefully.
Running Bear Grab(RBG)- HCF+K
Zangief lumbers forward and if he touches the opponent will
perform a powerbomb. If it connects close, he will do a flying
suplex before the powerbomb. This moves activates the super
armour. This moves serves two purposes. Firstly as and SPD
substitute if you havenÆt got the 270 yet, less grab range than
the SPD though. Secondly, it serves as a...a...um... walking
unblockable attack, which is just what it is. Which means, you use
it just as your opponent is going to leave himself open to you.
The best example for this use is just after you connect his HK
close. This lifts the opponent slightly of the ground and if you
follow with a RBG, you grab him just as he lands. Of course the
FAB would be better... Performs this from far and get whacked big
time. You deserve to be....
SUPERS
These supers use those little bars at the bottom of your side of
the screen which say charge up as the fight proceeds. You start
with one. Unlike other characterÆs, ZangÆs supers are not cheese
fests and donÆt allow you to eat half your opponentÆs life in a
combo (a real combo anyway) or after launching your opponent. They
must be setup properly. So donÆt flail for a super the moment the
opponent comes into range...
The Final Atomic Buster(FAB)(1 level of meter)- 270+PPP
Zangief lumbers forward like in the RBG. If the get within SPD
range, his grabs the opponent, performs 2 suplexes, a light SPD,
then throws the opponent up and jumps after him, coming down with
a final SPD. This move is THE super of the game. Once you get the
270, you can cancel into the move easily and grab the poor sucka.
It takes of 30% odd life on the lowest settings. As with the RBG
and the SPD, you cannot such flail the moment you opponent comes
within range and hope to grab. Set it up with a tick, grab æem
just as they stop reeling or just as the opponent is in your face.
Continuously rotating the controller after the grab connects
causes Zang to turn red, inflicting around 5 more % of damage but
looks so undignified. Combing your hair as Zang slams the opponent
silly is so much better... Can you tell I just luv this super?
Iron Body(IB)(1 level)- RDP+LK
Activating this super causes Zang to taunt. Just as the taunt ends
ZangÆs flesh turns to iron and blood vessels to wires. Heart to
engine and you get the general idea. In this mode, Zang gains a
new special, new super and loses one of each in return. He is now
Mega Zangief (MZ). In this mode Zang cannot block but gets Mega
armour. This means hitting him will not cause him to reel but
slows him down slightly. Moves do considerably less damage on him
and spazz supers (Final Justice, Max Spider) donÆt get beyond the
first hit. He is much slower, jumps slightly lower, and if ZangÆs
dash was bad, this guyÆs is a virtual death trap for himself.
Needless to say beams supers and the like are totally devastating
to him. DO NOT PLAY HIM LIKE YOU WOULD ZANGIEF!!! See the tactics
section on how to play him effectively. He loses the BP and the
UAB but gains the Siberian blast and blizzard. Do the motion to
change to normal Zang again at the cost of another level. Oh yes,
if you get hit while morphing into MZ and the taunt gets
interrupted, you do not morph. However, since MZ does not reel,
this does not apply when switching back to normal Zang.
Siberian Blast(SB)- HCF+P
Zang huffs and puffs and blows out a blast of flame suspiciously
resembling DhalsimÆs Yoga Flame in the crossover series but is
blue in colour. If it hits, it will juggle 2- 3 times. Damage is
ok and is used to whack beams super fellows from a far and play
keep away (but why would want to do that with the SPD?). Will
trade hits with jump-in and since you have armour, you come of
better (but why would you want to do that with the SPD?). Its use
is rather specialized (Wolvie teleporting away from you? Wolvie
constantly throwing fierces to knock you away? Anticipate a beam
super?) thus it must not be overused. Sometimes, it is more of a
liability than a help since itÆs similiar motion and poor
detection by the machine will result in you pulling it off instead
of the SPD occasionally and will result in major damage to you if
the opponent avoids it since they can you a running dash to combo
you without being hit, jump behind you and.... You get the general
idea. IÆm not saying this move suxs, it doesnÆt but must be used
carefully.
Siberian Blizzard(SBZ)(1 level)- 270+KKK
Zang does a vertical spinning lariat setting the opponent on blue
flames. Has a vacuum effect and is not unlike KenÆs shinryuken. Ho
hum. It is a semi-effective air defense though and is comboable
and since Zang lands first after it... More in the gambits
section.
Ultra Atomic Buster(UAB)(3 Levels)- 270+KKK
This move can only be done in normal Zang mode for the simple
reason that in MZ mode he does the Blizzard. When I first heard
that Zang would be getting a level 3 super, I was so excited. The
UAB, however is a sad disappointment. Zang reaches out directly in
front of him. If he grabs, he does a power bomb, 2 suplexes then a
SPD. It takes of a disappointing 60% life considering itÆs poor
range and the 3 levels it eats. Damage can be increased the same
way you do for an FAB. Generally, avoid in real competition and
use it only for impressing scrubs...
Team Supers(2 levels)- QCF+P+K
Like Captain America, Zangief has 2 different team supers. When he
is called in or when he starts the teams super more than 1/2 a
screen away from the opponent, he does the Super Lariat, which
cannot be done normally but is created for the team super for the
sake of fairness (Imagine Zang FABing the opponent while he is
blocking a Shinkuu). This move is okayish and does good chipping
damage but unless itÆs a desperate fight where chipping counts
itÆs much more worth your 2 levels to do the double final atomic
buster(DFAB). This comes to effect when Zang is the one starting
the super and he is close to the opponent. Zangief walks forward,
his partner coming from the opposite side. If they connect they
perform a single piledriver that super jumps and takes off 50% of
the opponents life. Unlike the RBG or FAB the DFAB moves
reasonable fast and can be used to counter blocked Maximum
Spiders, and blocked ground-based attacks which have reasonable
recovery time. Use it with reasonable disgression. For example,
donÆt try to DFAB a Wolverine with a super meter or youÆll be
eating a Berserker Barrage X, EVEN if youÆve just blocked a c.HK.
Also keep in mind that IF successful, Zang will switch after
slamming the opponent. This is a good safe way to switch safely.
The DFAB does more damage if youÆve got stronger teammates.
COMBOS (more to come)
Zang is not exactly Mr. Combo Machine but a simple 5 hitter takes
of a lot considering he is the 2nd strongest character in the game
next to Hulk.
Easy Combos
1.jpin 2+HP or 2+MK> c.MP (launch)> j.LP> j.MP> j.HP
2.jpin 2+HP or 2+MK> c.HP/ BP
3. MP/ SL
4. RH (close, 2 hit)> Light FG/ Siberian Blizzard
Intermediate Combos
1. jpin 2+HP or 2+MK> c.MP (launch)> j.LP> j.MK> SL (kick
version)> you land before opponent, as he comes down, RH (2
hits)> Light FG or Siberian Blizzard
2. jpin 2+HP or 2+MK> c.MP (launch)/ Siberian Blast
3. jpin 2+HP or 2+MK> c.MP (launch)> j.LP> j.MK> j.light SPD
This combo is short does ok damage but is darn hard to connect.
IÆve only done it once but ending with a HP SPD. According to
Banshee, using a j.LK instead of a j.LP makes the SPD much easier
to connect. Also, this is the only ætrueÆ combo as far as I know
that will land an SPD.
As you can see, ZangiefÆs combos are pretty much the same. This,
does not mean he must be predictable to land good damage. Most
players will find themselves relying on Zangs wide range of
gambits to win...
Gambits
Here are mainly the ways to attack Zangief as well as dealing out
the most damage per sortie you make.
Juming in and Tagging That Slam:
Zangief can be played very offensively, especially with the aerial
command moves. Jumping in for combos is simply the most damaging
and a very affective way to play with him. When jumping in,
remember his ôBig Threeö and know when to use them. The j.HP does
incredible damge but pushes the opponents away quite a bit so is
best used against big guys like Hulk. Conversely, the diving knee
lets you get the most out of any opening you get on pixies. The
swan dive is a good balance betwwen the two and also has good
priority for ariel duos. If you found ZangÆs combos pretty short
and lacking in damage, itÆs because itÆs usually quite easy to tag
and FAB, SPD or RBG at the end of them. For example, after doing
the 2nd æeasyÆ combo listed in the FAQ, pulling of an FAB or SPD
will usually connect just as opponent comes out of reel time since
they wouldnÆt jump after being whacked and attempt a counter
attack. You can setup such slams easily if youÆve got the 270
master. For example, c.HP/ FAB will usually connect, grabbing the
opponent out of block stun. The ending combos with the BP will
also allow you to tick into the SPD and FAB if blocked, grabbing
æem just as they get out of block stun. Doing this constantly will
make you a very dangerous because of the sheer damage you do.
Creativity helps. Besides those mentioned above ,try these:
1. RH(2 hit)/ FAB or RBG. Here, Zang reaches them just as they
land.
2. (With MZ) Siberian Blizzard when the opponents in the corner>
you land first> FAB/ RBG as they fall. This has been confirmed by
Banshee.
The Flying Turtle:
As the name suggest, you play an aerial defensive game which you
will be used to employ against you Ryu clones and Capcoms who try
to play keep away. Jump forward, and block their anti-air. Once
you land you can do a few things:
1. FAB, RBG or DFAB. Strictly only if the opponent used an anti-
air which left him wide open like the heavy DP. Otherwise, forget
it unless you want to whiff or in the worse cases get whacked.
2. The BP. This is your best choice. The BP covers good distance.
If you are not that close, itÆs advisable to use the fierce punch
or forget about it. The point of the BP is to gain distance safely
and to allow you to tick into a SPD or FAB. Thus, try to make sure
it connects, even if blocked since an opponent not in blockstun
can combo half your life off while youÆre recovering.
3. Taunt. Purely for psychological purpose. This will force the
opponent to come out of his shell. Also note that unless youÆre
fighting a good opponent, youÆll probably eat a quick dash-in
combo so use with disgression.
4. Switch out. This is a tactic listed on Marvel Vs Capcom, The
Site. However, all red life your partner has disappears
immediately. The damage done is pathetic, and you canÆt combo
anything of it, so watch it...
The SlamminÆ Turtle:
This gambit is basically used against pixies. When you block an
opponent combo and leave him open in front of you, IMMEDIATELY
pull of an SPD of FAB. Example, Wolverine dasheses in for a
crouching zig-zag, you block all hits and pull the 270 and hit P
just after you block his c.HK. Geddit? You should cancel your
block stun and grab the recovering opponent. Dangerous but
effective, this is hard to pull of with 100% efficiency but can be
very unnerving for an opponent. Keep in mind that Urosburos makes
Strider neigh invulnerable and Wolvies can cancel out of their
recovery time anytime they are on the ground with the Barrage X.
For this purpose, do not use RGB as it has poorer grab range. If
you need breathing space, the SL will knock opponents away. Make
sure it hits though (i.e. use it on jumping attacking opponents).
Again, if the opponentÆs combo leaves him quite far from you, use
the BP to get close and tick. If you cannot do this, just push
block then BP into SPD. Another variationis to push block as they
start their combo allowing you to BP and punish them just as their
combo ends.
The Wake Up Call:
When youÆve got the opponent on the ground (e.g. SL with opponent
in corner, after an SPD) you might want to consider occasionally
trying a wake up slam. Basically, you just do a RBG or FAB and
time it so that you reach the opponent just as he gets up. It IS
escapable even when youÆve timed it very well but if say an
opponent tries to jump away a well-timed one, his feet will
suddenly feel like molasses and heÆs nailed ala Cyber GoukiÆs
infamous Shining Gou Shock. This is especially good against
rollers since they can be slammed. Most people, however can escape
this with a well times quick super (e.g Barrage X, Rush Drill,
Shinshoryuken). Even better is that you can wake them up with a
tick like the BP and slam them.
Generally, playing with Zangief only one of the above mentioned
gambits will result in death. It would take good coordination of
the 4 to get a convincing win over the harder opponents. Switching
between an aerial turtle and aerial killer is a good idea since
characters like Chun, Capcom and Warmachine will try to launch you
and kill off half your life. Master the SPD motion and canceling
you Hps with the BP and then into an SPD to do maximum damage,
both when ticking and when punishing. Also, bear in mind that
there are occasions where switching to MZ might just be the best
alternative...
Mega Zangief
The most important thing is to think of MZ as what he is, a super
who gives Zang added flexibility. He is not a character in his own
right and should not played like one. But do not keep on switching
between the 2 like an idiot. Remember, you only have ONE
lifebar...
The Iron Body-
Getting the Iron Body means you should play like you have one and
continuously advance (by super jumping) and going for SPDs and
FABs and interrupting combos with SPDs. You must keep in mind
that this is the only true way to play with MZ. Do not overuse the
SB. IÆve explained itÆs uses already and using it any other way is
simply inefficient and Zang will come out the worse in terms of
damage. The Lariat is used to knock away character who play mid
range keep away (i.e Wolverine), not an anti-air (you simply SPD
the opponent when he lands. Also remember that the SPD does not do
the damage it used to be and you must interrupt combos quickly if
you want to come out the better. You can also consider
interrupting combos with the SBZ for good damage since they can
æpushÆ
the FAB away. Character you should not do the Iron Body when
fighting are obvious- Megaman, Morrigan and suprisingly, Strider.
VS
I havenÆt played against good players of many characters so IÆll
just list the major ones.
Ryu- There are many types of RyuÆs. The combos kings who dash in
for combos constantly, the turtles who throw fireballs and anti-
air constantly, and the comboing turtles who launch you the moment
you jump at them. The first type will be constantly dashing in try
to launch you. Just block and use the BP to tick into SPD when
they leave themselves open. A good Ryu can keep the pressure by
mixing overheads, sweeps and constantly dashing in with shorts.
You can try using the light BP or you can try jumping vertically
as they dash. They will try to launch you. Just air-block. If Ryu
stops attacking and walks towards you, throw him or get ready to
tech. The turtles can be defeated using the Flying Turtle method.
FG can also be used to get close. Watch out though since it leaves
you vulnerable. Comboing turtles are similiar to their scrubbier
counter parts except getting launched can be very painful. Turning
into MZ can work well against all three but watch out for the
Shinkuus and try to reach them in one super jump. Gouki mode and
Ken mode are generally faster but arenÆt very much different.
Super jump over air-fireballers and Swan dive them. Also, the
Reppa means he can punish even a BP so play carefully.
Wolverine- Play him like you would a combo happy Ryu. Except that
you have to really watch out for when he starts walking towards
you to throw. æGoodÆ Wolverines (really ultimate losers) can eat
up half your life the moment you let them connect a short. If
youÆre turtling low, they can also suddenly do a regular jump then
dive into a Fatal Claw so be prepared to slam the punches and SL
him. In all, play a slamming turtle but counter only when heÆs
open. Also, the push block will be an invaluable ability since you
can push him away and BP him. If given the chance, use the flying
turtle. ItÆs always better to be on the offensive. Switching to MZ
is fine but do it only after knocking him down (most Wolvies like
to jump in so SL and morph with impunity). Also watch out so that
the flame doesnÆt come out at the wrong time or he can crouch
combo you without getting singed. Once in MZ mode, jump in like
crazy and deal with the Barrage X with the SBZ or an FAB! Just
donÆt let down or you wouldnÆt damage him enough to break even.
Spiderman- This one is a cinch. Two words, Iron Body. Spidey can
only do two things.
1. Try to continuously jump and hope to keep you away with the web
ball. No problem, just keep jumping with the fierce. Whack him if
he air dashes.
2. Attempt to use his normal attacks long range to keep you at bay
with lots of ticking attacks. Just use the lariat or better still,
the SBZ when he attacks. SPD and FAB should work since they have
excellent grab rage (2- 3 inches) though you must have good timing
since a good Spidey can combo you without getting in front of you.
DO NOT DO THE RBG.
3. Crawler Assault. SL, SB or SBZ. æNuff said.
Strider Hiryu- Basically, play him like you would Wolvie except
for a few differences. Firstly, his sword gives him good range and
priority so the SL is not too effective against jump-in. The
flying turtle works well since all Striders will try to launch you
and his launcher takes a bit of recovery and does not knock you
very far. DO NOT TURN INTO MEGA ZANGIEF! The SB does not stop the
Legion and Urosburos... Just use normal Zang. Strider, like Wolvie
does not often leave himself open very much. Punish him when he
does.
Hulk- ZangÆs easiest. Just mix between offensive jumping and
offensive turtling (watch for his launcher... he recovers slowly
from it and if you air- block it, FAB him!!). Due to his size,
itÆs very easy to follow even a jumping fierce with a combo into
SPD or FAB. If he takes to the skyÆs, you j.FP should beat him
since his attacks are primarily for air to ground. DonÆt let him
combo you or you might eat a Gamma Quake. He canÆt if you keep him
on the defence anyway, heh, heh. Tick, combo, tick and victory is
yours.
Morrigan/ Lillith- Tricky. She can play offensive and super
turtle. Play her, er, deal with her like you would Ryu in Ken or
Gouki mode. Turning into MZ should work but again try to reach her
in one jump and she canÆt Soul Laser you. If she tries the air
fireballs, deal with her the same way you would Spidey. SheÆs got
a trickier air-dash but that shouldnÆt be a problem. Super jump
the Eternal Slumber.
Captain Chee, er, Commando- Capcom players go either for combos or
turtling. Much like very specialized Ryu players. Against the
first, play defensively. If they go for the launcher, block
(believe me, you donÆt want to be launched) and go straight for
the FAB since CapcomÆs launcher leaves him vulnerable. If he goes
for a ground combo, push block then punish the minute he is open.
Same goes for Cap Corridor ground combos which are safe but can be
punished with BPÆs. Against turtlers, use the flying turtle.
Corridor recovery is longer than it seems. DonÆt even think of
going full offensive. I havenÆt tried yet but theoretically, MZ
should be very effective against this guy. Just keep going in for
the SPD.
Gambit- Again, similiar to Ryu. Except you donÆt want to be
tripped since Gambit has got a million ways to otg you. You could
go all out on the offence but watch out for the launcher. Also,
his kinetic cards do lots of damage to MZ so you might want to
take to do a double take before switching. DonÆt allow yourself to
get thrown since he can otg you after that.
Jin- JinÆs biggest strength is his priority. Good Jin players will
constantly be keeping the pressure on you hoping to catch you with
a Blodia punch combo. If he foot drills you, push block. This
should also last to push against the Dynamite that a decent Jin
player will tag at the end, allowing you to catch him with his
pants down. Literally. If he tries to barrage you with his jump
attacks, you could play slamminÆ turtle which should work because
of his recovery. SL will at least trade hits and give you some
breathing space. Most important, donÆt allow him to constantly
pressure you. Push, SL, SPD when youÆve got the chance. MZ would
work pretty well. Jump straight at him. If he tries to cheese you
with the Vulcan, walk in. You wouldnÆt take much damage, and the
moment he is out of the mech, FAB him.
Zangief- Ooohh, this is VERY fun. All I can say is play offensive
like you would against Hulk. Have fun trying to tick each other.
In the end, he who can mix Flying Turtle and Mr. Offensive the
best will come in victorious. If you have two MZs... Heh, heh.
Megaman/ Roll- MM has no seriously good anti-air so you can play
offensive. Watch out for the Hyper MM though. Do not play turtle.
Your jump- ins REALLY can bank on the length (or lack of it) of
his limbs by playing offensive. His height means that wake up FABs
can catch him quite easily (watch out for Rush Drill). Contrary to
popular belief, morphing to MZ is not necessary a death wish but
watch out for the drill. FG to get out of itÆs way if you have to.
Roll is just an easier MM with a better anti- air which does next
to zilch damage.
Venom/ Red Venom- Nice big fellow. Play offensive like you would
against Zang but throw in the air block occasionally æcos his ACs
hurt. His aerial moves have good priority but your FP will beat
him if he takes to the air. DonÆt flail with the SL since youÆll
just be inviting a web coffin. Punish the Venom Fang with the BP
tick. Again, MZ works well. SL the Venom Fang or FAB him at the
end of it. Jump in and attack continuously for Red Venom. You j.FP
should trade with his launcher, but only if timed properly (i.e-
released when closed).
Warmachine- Play him like you would Capcom when it comes to
turtling. You donÆt want to get launched. SL the diving knee. If
he throws Smart bombs first, push block and suddenly his æsafeÆ
jump-in wouldnÆt be very safe when you cancel the block with a SL.
When you anticipate a soldier beam, jump in and punish him. MZ IS
SUICIDAL.
Chun-Li/ Shadow Lady- Very dangerous. Your hardest fight (she
seems to be that way for everybody doesnÆt she?). Your best bet is
the Flying Turtle. BP into SPD when you land. DO NOT JUMP IN TO
ATTACK UNLESS SHEÆS OPEN. Against a decent Chun player, this will
allow her to eat half your life. DonÆt turtle, she can overhead
and throw you with impunity, and since she has got two supers that
otg so you wouldnÆt want to get knocked down. If the opponent
throws the infinity, you can either wait for it to end then fight
trying to not get caught in it or you can play another machine,
letting the bas**** rot and play against the computer his whole
life. The Thousand Burst Kick acts as a long range Reppa, so you
donÆt want to doing things that will leave you open, even from far
(e.g SLing from far, pulling a c.RH for no good reason...) Her
Bubble super means MZ will just die against her. You also wouldnÆt
want to use the FG to get near her with normal Zang. Ditto Shadow
Lady.
Captain America- Play him like you would get against Ryu except
with a few differences. CapÆs got both priority and speed. His
launcher is not too effective as an anti-air so it wouldnÆt hurt
to mix up offense and Flying Turtle especially since the Stars and
Stripes leaves him open for a quick c.HP/ BP combo into an SPD. MZ
should be okay, just super jump when he does the Hyper Charging
Stars and SL or SBZ the Hyper Stars and Stripes. Block his dash in
combos since he can tag a super at the end of it then punish ala
Slammin Turtle.
Helpers and Teammates for Zang
Teammates:
Captain America: My favourite! I call them Hands Across the Iron
Curtain since they represent two total different ideologies across
the Atlantic. Anyway, Both of these guys are VERY strong, which
means your opponent will be taking lots of damage no matter which
member you are using. Cap also has the keep away capabilities Zang
lacks and their DFAB just kills. Also, Cap can combo supers making
him extremely dangerous if you know how to use him.
War- Machine: Again, War- MachineÆs keep away abilities compliment
ZangÆs close range ones. Also, I you know how to play WM properly
(i.e. Combo Machine) you can also use him to do some serious
damage while Zangs rests, especially since he can combo the
Destroyer.
Chun- Li: Chun Li has speed, and priority, making her an excellent
teammate for anybody. The only problem is that she is too easy to
use and stands along, even above the likes of Wolverine and
Strider as the cheapass pixies of the game.
Megaman and Captain Commando should also be good teammates for
Zangief but I havenÆt tried them with Zangief before, I think.
Still, you could try.
Characters to avoid: Jin and Roll. These 2 are generally, like
Zangief and take extra effort to play well with. So unless you
have confidence in your skills with them (i.e. can combo the
Blodia Punch and Rush Drill consistently) avoid them.
Helpers:
Generally, the best helpers for Zangief are those who barrage
their opponent over a short period of time. These are the best
examples.
In order of best to okay- Unknown Soldier, Lou, Saki, Michelle
Hart and Arthur. These guys allow you to trap the enemy as they
constantly barrage him, giving you some breathing space. Also, can
you say FAB while they are blocking... The codes to access them
can be obtained at Marvel vs Capcom, The Site, its address is at
the end of this FAQ.
Of couse evergreens such as Colossus, Juggie and such are still
good but since Zang does not have the means to whack the opponent
while theyare being hit by them (except in the corner) they just
arenÆt as useful as they would be for other characters.
And generally people with projectiles.
Zangief in a Nutshell
Launcher- c.MP
Ground Magic- None, so buffer to do combos
Air Magic- Stronger
S.Jump Magic- Stronger
Throws- HP (air), MP*
Grabs- HK
Dash- PPP+ Forward or 66. Zangs dash is exceedingly slow. ItÆs
only saving grace is that he will have the opponent in a hold if
he connects during the dash. The hold can be followed with any of
his normal slams. Cute but impractical.
*The MP throw throws the guy way up. When he comes down, he can
block, and thus can be slammed. Pulling of an FAB here would
connect most of the time. Even harder for opponents to escape when
you are MZ.
Ending- Zangief walks up to Blodia (JinÆs mech) who looks like he
has no driver controlling him.
Zang- Hey Red Robot, Wanna fight?
Blodia- ...
Zang- (Switches to MZ) Grrrr... IÆm the Red Cyclone! (Approaches
Blodia).
Screen shows a globe with a mushroom cloud sticking out...
Miscellaneous
Honorable Mention:
Migs- If you didnÆt get this FAQ at his page, his is simply one of
the better MvC Sites out there, Marvel Vs Capcom, the Site run by
its ever friendly webmaster, Migs Rustia. Most of my combos were
taken from there. Thanks Migs.
The guys at MigÆs message board, especially Banshee and Kei who
gave me little bits of advice on the board.
MvC FAQ writers. In case you didnÆt realise, a lot of my anti-
character strats are tactics I concieved to deal with the anti-
Zang strats you write your FAQs!
And of course you if you actually spent that 100th of the amount
of time I used to create this FAQ during my exam period! (Hint)
Sites worth your time:
Marvel Vs Capcom: The Site- As mentioned above, this page is
great. www.geocities.com/Area51/Vault/5027/index.html
The Game Faqs Archive, many very useful FAQs, www.gamefaqs.com
The Arcade Games Page. A great page on arcade games in general.
Currently, its webmaster, Lancer is busy with the real world, so
no updates. Nevertheless, still a great page.
http://home1.pacific.net.sg/~lancer
This FAQ is proudly made in Singapore and written by sCruB. I can
be reached at cklcjjjm@cyberway.com.sg or better yet at MigÆs
board.