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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.
-
-
-