Street Fighter 6/Zangief/Introduction: Difference between revisions

From SuperCombo Wiki
Line 21: Line 21:
* Having to approach your opponent slowly, both in neutral and after getting a hit
* Having to approach your opponent slowly, both in neutral and after getting a hit
* Relying on a small subset of tools with glaring weaknesses
* Relying on a small subset of tools with glaring weaknesses
* Using a minimal combo structure that relies heavily on Drive Rush without much room for improvisation
* Using a minimal combo structure that relies heavily on Drive Rush
* Limited reversal options  
* Limited reversal options  
* Very unfavorable matchups
* Very unfavorable matchups

Revision as of 22:31, 16 August 2023

Introduction

A colossal wrestler nicknamed the Red Cyclone. Zangief is dedicated to physical improvement and instructing his students.

Zangief is the original big-body grappler character, and acts as a lumbering monster who utilizes his size and long reach to intimidate the opponent into sitting still, before opening them back up with one of his many command grabs.

Zangief's gameplan is very simple: use his arsenal of good pokes like 5MP, 5HP, 5LP, and 5MK to wear down the opponent while slowly approaching them. Gief's huge size allows him to poke at longer distances than most of the cast, making it difficult for them to respond to his advance without surrendering space or committing to a high-risk option. Once the opponent has been conditioned to sit still, Zangief lurches forward and grabs his opponent with the signature Screw Piledriver. This command grab has completely absurd range, is incredibly fast, and deals monstrous damage on hit. SPD has the potential to instantly turn the tide of a match and sets up the remainder of the Zangief's gameplan.

From here, Zangief continues to approach his opponent, moving between safer options and risker options to capitalize on the mistakes of his opponents. Zangief has dozens of ways to set up tick throws and punish poor decision making. He also has a bunch of unique tools for hard reads, like Siberian Express. Additionally, Zangief's signature Lariat allows him to become projectile invulnerable for a while, giving him the ability to deal with fireballs somewhat. All of this, combined with his solid pokes, makes Zangief into a midrange menace.

While Zangief can be an effective character, he is notably not a vortex-style character like some other famous grapplers. Every time Gief uses Screw Piledriver, he sends the opponent nearly fullscreen and must play neutral all over again. Zangief is notably weak to keepaway, and in general must play very patiently. There are many strong zoners on the SF6 roster, which can make his life quite difficult. Even still, a good Zangief player is more than capable of overcoming his bad matchups compared to previous games. Choosing to stick with the Red Cyclone will let you live the wrestler power fantasy of your dreams while terrifying your opponents into submission.


Pick if you like: Avoid if you dislike:
  • A powerful throw game with strong normal and command throws
  • Incredible Punish Counter damage from both strikes and throws
  • Long-range abare to challenge spaced offense
  • Making hard reads for high reward
  • Getting into your opponent's head and instilling fear into their every move
  • Having to approach your opponent slowly, both in neutral and after getting a hit
  • Relying on a small subset of tools with glaring weaknesses
  • Using a minimal combo structure that relies heavily on Drive Rush
  • Limited reversal options
  • Very unfavorable matchups


Classic & Modern Versions Comparison

List of differences with Modern Zangief
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Crouching Medium Kick (2MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Cyclone Wheel Kick (6HK)
  • Smetana Dropkick (3HK)
  • Power Stomp (22MK)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • Modern Zangief has access to instant Level 3 Super Art, allowing for punishes and use in neutral that would otherwise be extremely difficult.

SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu