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Zangief's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

11 Comments

Zangief Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 40 50 20 C*Sp*Su 4 6 7 -1 2
Close Medium Punch HL 90 100 40 Sp*Su 5 2 14 -2 1
Close Hard Punch HL 140 200 60 - 7 4 20 -6 -1
Close Light Kick HL 30 50 20 - 4 2 10 -1 2
Close Medium Kick HL 90 100 40 Sp*Su 5 2 15 -3 0
Close Hard Kick HL 140 200 60 - 7 4 21 -5 -1
Far Light Punch HL 30 50 20 C*Sp*Su 4 2 7 3 6
Far Medium Punch HL 70 100 40 - 4 2 10 2 5
Far Hard Punch HL 140 200 60 - 12 3 18 -3 1
Far Light Kick HL 30 50 20 Sp*Su 4 2 7 2 5
Far Medium Kick HL 90 100 40 - 7 6 18 -10 -7
Far Hard Kick HL 140 200 60 - 11 4 16 -2 2
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 3 6 2 5
Crouch Medium Punch HL 80 100 40 - 8 5 12 -3 3 Forces stand
Crouch Hard Punch HL 120 200 60 Su 12 4 16 -2 2
Crouch Light Kick L 40 50 20 Sp*Su 4 3 7 1 4 Low attack
Crouch Medium Kick L 90 100 40 - 9 4 15 -5 -2 Low attack
Crouch Hard Kick L 120 200 60 - 9 5 18 -5 D Low attack, cannot fast recover
Jump Up Light Punch H 60 50 20 - 5 5 - - -
Jump Up Medium Punch H 90 100 40 - 7 4 - - -
Jump Up Hard Punch H 140 200 60 - 10 6 - - -
Jump Up Light Kick H 50 50 20 - 7 4 - - -
Jump Up Medium Kick H 90 100 40 - 9 5 - - -
Jump Up Hard Kick H 120 200 60 - 9 6 - - -
Jump Toward Light Punch H 60 50 20 - 6 5 - - -
Jump Toward Medium Punch H 90 100 40 - 7 3 - - -
Jump Toward Hard Punch H 120 200 60 - 11 6 - - -
Jump Toward Light Kick H 50 50 20 - 7 4 - - -
Jump Toward Medium Kick H 80 100 40 - 9 10 - - -
Jump Toward Hard Kick H 120 200 60 - 11 6 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Down + Hard Punch (Air) H 100 150 60 - 6 7 - - -
Down + Light Kick (Air) H 50 50 20 - 8 6 - - -
Up + Medium Punch (Air) H 100 500 40 - 4 6 - - -
Up + Hard Punch (Air) H 120 600 60 - 6 12 - - -
Down Forward + Hard Kick L 120 200 60 - 14 7 22 -11 D Low attack, cannot fast recover
Focus Attack Level 1 HL 90 100 20 - 23 5 32 -21 -21
Focus Attack Level 2 HL 120 150 40 - 17+16 5 32 -15 D
Focus Attack Level 3 - 170 200 60 - 65 5 32 D D
Forward Throw 0.9 160 180 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 160 180 40 - 3 2 20 - D Throw range 0.9
Spinning Piledriver Light Punch 1.65 180 100 40/100 - 2 2 52 - D Throw range 1.65
Spinning Piledriver Medium Punch 1.45 200 150 40/100 - 2 2 50 - D Throw range 1.45
Spinning Piledriver Hard Punch 1.35 250 200 40/100 - 2 2 48 - D Throw range 1.35
Spinning Piledriver EX 1.35 200 150 -250/0 - 4 2 47 - D 1~5 , Throw range 1.35
Banishing Flat Light Punch HL 120 100 30/30 Su 11 2 21 -7 -5 6~20
Banishing Flat Medium Punch HL 130 150 30/30 Su 13 2 22 -8 -6 8~22
Banishing Flat Hard Punch HL 140 200 30/30 Su 16 2 23 -9 -7 9~25
Banishing Flat EX HL 80*50 50*50 -250/0 Su 13 1*1 27 -9 1 1~13f invincible, 14~22 , Pursuit Property
Lariat Punch HL 120*140 150*200 30/40 Su 4 2(4) 7(2) 7(3) 9(2) 8(4) 3 14 -44 D 1~3 , 1~54 , 6~54
Lariat Kick HL 110*130 100*150 20/30 Su 4 2(4) 5(3) 8(4) 3 14 -22 D 1~32 , 1~32
Atomic Suplex 1 220 200 30/140 - 2 2 45 - D Throw range 1.0
Atomic Suplex EX 1 240 200 -250/0 - 2 2 45 - D , Throw range 1.0
Flying Powerbomb 0.9 200 150 30/80 - 1 2 45 - D Throw range: light 2.9, medium 3.2, hard 1.2
Flying Powerbomb EX 0.9 220 200 -250/0 - 1 2 45 - D , Throw range 5.0
Super 1.2 450 0 -1000/0 - 1+0 2 46 - D 1, Throw range 1.2
Ultra 1 1.4 520 0 0/0 - 1+0 2 46 - D 1, Throw range 1.4
Ultra 2 0.95 450 0 0/0 - 0+3   58 - D
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by mikepanda on February 23, 2009 at 4:57 p.m. #1

uhh.... i dont get it.

 

Posted by ColSonders on February 25, 2009 at 6:16 a.m. #2

What's not to get?

I'm a little confused with the Double German Suplex...is that the same command as the flying powerbomb at point blank?

 

Posted by Sifu V on February 27, 2009 at 3:10 a.m. #3

Yup

 

Posted by BQuasar on March 19, 2009 at 10:39 a.m. #4

Am I reading this wrong, the super does more damage than the ultra?

 

Posted by Sablicious on March 20, 2009 at 9:13 a.m. #5

How is it he has 4 start-up frames for his EX SPD yet only 2 for the standard one? It seems to grab a lot quicker for the EX version...? o_0

 

Posted by zangief on March 24, 2009 at 10:14 p.m. #6

can't find the info for

jump forward down+punch

the body splash

 

Posted by Zangief on April 20, 2009 at 1:14 p.m. #7

I'm pretty sure my ultra does more than my super

 

Posted by egief on May 15, 2009 at 10:47 p.m. #8

it depends on the lvl of the Ultra, the higher the meter the more damage it does, at max lvl, it's at 600.
the super has a set damage (500) since it uses a full super bar which is only obtainable by attacking the opponent.

 

Posted by what? on August 10, 2009 at 4:13 p.m. #9

DOUBLE GERMAN COMES OUT IN 1 FRAME?? THAT'S SICK

 

Posted by STRONG on September 21, 2009 at 6:39 a.m. #10

ZANGIEF IS # 1
WE LOVE YOU ZANGIEF
LOOOOOOOOOOOOOOONG LIFE

 

Posted by Painkillers on September 21, 2009 at 6:16 p.m. #11

Is he crouch medium punch unbeatable, or a very good anti-air like balrog's crouch fierce, I see it's only 1 frame slower, so I guess it must be...

 

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