There’s been a lot of arguing about Zangief’s nerfs and tier status lately, and some of the country’s best and most innovative Gief’s have moved away from the Red Cyclone. As a result, this forum has been a little dead lately and actual strategy discussion has slowed to a crawl. Well this data should be helpful for anyone still interested in Zangief and working with the tools that are left to him.
I’ll add more moves as I do them.
The following italicized text is from the readme file with the videos.
UNDERSTANDING HITBOXES:
Solid Yellow boxes: This represents the physical space that the character is occupying. These do not represent hittable boxes. It is there so the characters, when both are pressing forward, they cannot pass through eachother. Moves that can pass through the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents yellow area.
Solid Yellow long horizontal boxes: I am not sure what this info represents. But in a lot of moves, it appears on frame 1 of the move’s startup.
Solid Red boxes: This represents the attack’s active hitbox. If this box collides with the opponent’s vulnerable box(explained further down), it will register a hit. The data that is shown inside the red hitbox, is not important, they are values representing range/height/etc… basically, important info for the development team only
Solid Green Boxes: This is considered a Projectile Active hitbox. Same rules apply as the red hitbox when it comes to registering a hit.
Solid Blue hitbox: This is a throw’s active hitbox. If this throw collides with a throw vulnerable box(explained further down) on the opponent, a throw will be triggered.
Green lined boxes: This represents the character’s vulnerable hitbox. If any attack’s solid red hitbox or projectile’s solid green hitbox collides with the green lined box, a hit will be registered.
Blue lined boxes: This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue Lined box, a throw will be triggered
Red lined boxes: This represents the character’s vulnerable hitbox, just like the green lined boxes, but it is invincible to projectile attacks(solid green hitboxes).
Normals
Standing Normals
Crouching Normals - His Crouching MP is active for 5 frames. The first 2 active frames are shown in the picture and the last 3 active frames are all the same as the last frame shown in the picture.
Crouching LP - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Crouching%20Normals/CrouchingLP.png
Crouching MP - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Crouching%20Normals/CrouchingMP.png
Crouching HP - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Crouching%20Normals/CrouchingHP.png
Crouching LK - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Crouching%20Normals/CrouchingLK.png
Crouching MK - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Crouching%20Normals/CrouchingMK.png
Crouching HK - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Crouching%20Normals/CrouchingHK.png
Forward Jumping Normals - The first 3 active frames of his Jumping LP are shown. It’s active for 2 more frames after these and these 2 frames look just like the 3rd frame. All three active frames of his Jumping MP are shown.
Neutral Jumping Normals
Close Normals
Close LP - All 6 active frames are shown.
Active Frames 1 and 2 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Close%20Normals/CloseLP12.png
Active Frames 3 and 4 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Close%20Normals/CloseLP34.png
Active Frames 5 and 6 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Close%20Normals/CloseLP56.png
Close HK - All 4 active frames are shown.
Active Frames 1 and 2 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Close%20Normals/CloseHK12.png
Active Frames 3 and 4 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Close%20Normals/CloseHK34.png
Command Normals
Special Moves
Green Hand - The active frames for the LP, MP, and HP versions of the Green Hand are all identical and they are all active for 2 frames. The EX version is invulnerable (except to throws) starting from frame 1 and continues up to and includes the first active frame. As you can see, this invulnerability ends on the second active frame of the move. I’m a little disappointed in the Green Hand hitbox, I think is should extend horizontally out more.
LP, MP and HP Green Hand - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Green%20Hand/BanishingFlat.png
EX Green Hand - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Green%20Hand/EXGreenHand.png
SPD - The normal SPDs become active on frame 2, the EX SPD becomes active on frame 4. The 3 startup frames on the EX version are invulnerable to everything except throws.
LP and MP SPD - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/SPD/LPMPSPD.png
HP and EX SPD - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/SPD/HP_EX_SPD.png
Punch Lariat - Lariat was a bitch to do. I decided to show all the startup frames and all the active frames but to skip the frames where it can’t hit. So far I’ve only done the punch lariat, I’ll add the kick lariat when I get time.
Lariat - 3 Startup Frames - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/01LariatStartup123.png
Lariat - Active Frames 1 and 2 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/02LariatActive12.png
Then there are 4 inactive frames where the Lariat loses all ability to hit. Followed by 7 more active frames, listed below.
Lariat - Active Frames 3 and 4 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/03LariatActive34.png
Lariat - Active Frames 5 and 6 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/04LariatActive56.png
Lariat - Active Frames 7 and 8 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/05LariatActive78.png
Lariat - Active Frame 9 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/06LariatActive9.png
Then there are 2 inactive frames where the Lariat loses all ability to hit. Followed by 7 more active frames, listed below.
Lariat - Active Frames 10 and 11 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/07LariatActive1011.png
Lariat - Active Frames 12 and 13 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/08LariatActive1213.png
Lariat - Active Frames 14 and 15 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/09LariatActive1415.png
Lariat - Active Frame 16 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/10LariatActive16.png
Then there are 3 inactive frames where the Lariat loses all ability to hit. Followed by 9 more active frames, listed below.
Lariat - Active Frames 17 and 18 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/11LariatActive1718.png
Lariat - Active Frames 19 and 20 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/12LariatActive1920.png
Lariat - Active Frames 21 and 22 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/13LariatActive2122.png
Lariat - Active Frames 23 and 24 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/14LariatActive2324.png
Lariat - Active Frame 25 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/15LariatActive25.png
Then there are 2 inactive frames where the Lariat loses all ability to hit. Followed by 8 more active frames, listed below.
Lariat - Active Frames 26 and 27 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/16LariatActive2627.png
Lariat - Active Frames 28 and 29 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/17LariatActive2829.png
Lariat - Active Frames 30 and 31 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/18LariatActive3031.png
Lariat - Active Frames 32 and 33 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/19LariatActive3233.png
Then there are 4 inactive frames where the Lariat loses all ability to hit. Followed by 3 more active frames, listed below. After these 3 active frames there are a final 14 frames of recovery, the first of which is shown.
Lariat - Active Frames 34 and 35 - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/20LariatActive3435.png
Lariat - Active Frame 36 and Recovery - http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Lariat/21LariatActive36andEnd.png
As with the T. Hawk info, please let me know if any mistakes were made or links are dead or stuff like that. Also, let me know if this info is posted elsewhere as that would save me a lot of time.