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|Stupendous, Itazan}} | |Stupendous, Itazan}} | ||
{{SFVCharacterChangeList | | {{SFVCharacterChangeList | | ||
* Forward throw (stand/crouch) position after throw adjusted | * Forward {{throw}} (stand/crouch) position after {{throw}} adjusted | ||
* Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit | * Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit | ||
* Stand LK recovery increased from 12f to 15f | * Stand LK recovery increased from 12f to 15f | ||
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* EX Borscht Dynamite (360+P in air) has a new animation if canceled into | * EX Borscht Dynamite (360+P in air) has a new animation if canceled into | ||
* '''VT2''' | * '''VT2''' | ||
** Stand HP xx VT2 cancel timing adjusted | ** Stand HP xx VT2 {{cancel}} timing adjusted | ||
}} | }} | ||
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===[https://www.youtube.com/user/SupermanSajam Sajam's] Character Breakdown=== | ===[https://www.youtube.com/user/SupermanSajam Sajam's] Character Breakdown=== | ||
<youtube>cjhkrafLpVM</youtube><br> | <youtube>cjhkrafLpVM</youtube><br> | ||
=== [https://www.youtube.com/channel/UCjcbWidM45e7i9dSjZOYNpQ Shoryuken's] Rising Up Series === | === [https://www.youtube.com/channel/UCjcbWidM45e7i9dSjZOYNpQ Shoryuken's] Rising Up Series === | ||
<youtube>1EXajG1gINI</youtube> | <youtube>1EXajG1gINI</youtube> | ||
<youtube>ZTIgoGG52v8</youtube> | <youtube>ZTIgoGG52v8</youtube> | ||
Line 133: | Line 133: | ||
{{SFVFrameDataRow | LP Screw Pile Driver (special move cancel) | | 360+LP | 280 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | 336 | 360|||||||||||||||}} | {{SFVFrameDataRow | LP Screw Pile Driver (special move cancel) | | 360+LP | 280 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | 336 | 360|||||||||||||||}} | ||
{{SFVFrameDataRow | MP Screw Pile Driver (special move cancel) | | 360+MP | 290 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | 348 | 360|||||||||||||||}} | {{SFVFrameDataRow | MP Screw Pile Driver (special move cancel) | | 360+MP | 290 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | 348 | 360|||||||||||||||}} | ||
{{SFVFrameDataRow | HP Screw Pile Driver (special move cancel) | | 360+HP | 300 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | 360 | 360|||||||||||||||}} | {{SFVFrameDataRow | HP Screw Pile Driver (special move cancel) | | 360+HP | 300 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | {{360}} | 360|||||||||||||||}} | ||
{{SFVFrameDataRow | EX Screw Pile Driver (special move cancel) | | 360+PP | 300 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | 360 | 360|||||||||||||||}} | {{SFVFrameDataRow | EX Screw Pile Driver (special move cancel) | | 360+PP | 300 | 300 | T | - | 5 | 2 | 60 | 5 | 2 | 60 | | | | | - | KD | KD | 71 | 22 | 22 | ? | {{360}} | 360|||||||||||||||}} | ||
|- | |- | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits. | * CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits. | ||
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* Chip damage for normals refers to grey life inflicted | * Chip damage for normals refers to grey life inflicted | ||
== Combos == | == Combos == | ||
=== BnB === | === BnB === | ||
* crLK → | * crLK → | ||
** , crLP xx Double Lariat | ** , crLP xx Double Lariat | ||
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* f+HP → | * f+HP → | ||
**, crMP xx Double Lariat | **, crMP xx Double Lariat | ||
=== With Meter === | === With Meter === | ||
* Replace Double Lariat above with CA | * Replace Double Lariat above with CA | ||
* Cancel any normal into CA | * Cancel any normal into CA | ||
=== Corner === | === Corner === | ||
=== Crush Counter === | === Crush Counter === | ||
* HK → | * HK → | ||
** Walk forward > Double Lariat | ** Walk forward > Double Lariat | ||
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* HP → | * HP → | ||
** Dash > Screw Pile Driver | ** Dash > Screw Pile Driver | ||
=== V-Trigger Cancels === | === V-Trigger Cancels === | ||
{{SFVCharacterVSystem | {{SFVCharacterVSystem | ||
| | | | ||
Short 12f ranged strike that can be used to relieve pressure. | Short 12f ranged strike that can be used to relieve pressure. | ||
| | | | ||
Zangief flexes his muscles up and turns red. While in this state, he can tank up to 4 hits utilizing his given armor. He can walk forward, but not backward. By releasing the buttons, Zangief flexes his muscles and hits the opponent. This VS is a very important for Zangief, as it allows him to slowly approach more safely. He can still be grabbed out of this state, so it's more useful in neutral than it is on defense. He can cancel into a back dask while in this state, too. | Zangief flexes his muscles up and turns red. While in this state, he can tank up to 4 hits utilizing his given armor. He can walk forward, but not backward. By releasing the buttons, Zangief flexes his muscles and hits the opponent. This VS is a very important for Zangief, as it allows him to slowly approach more safely. He can still be grabbed out of this state, so it's more useful in neutral than it is on defense. He can {{cancel}} into a back dask while in this state, too. | ||
| | | | ||
Zangief flexes, similar to his VS1, but instead of moving, he stands in place and charges up a kick. The charge has one hit of armor. You can dash cancel the charge if you don't feel it's a good time to use it. By releasing the buttons, Zangief kicks the opponent. You're plus, but not enough to combo into anything, however you are close enough for an SPD mixup. If fully charged, which takes about a second, the kick will cause a guard break if blocked and a wall bounce if it hits. The wall bounce puts the opponent in a juggle state, but there are very few things you can do for a combo. You can activate VT off of the kick, but this generally won't get you much. This is overall much worse than his VS1. | Zangief flexes, similar to his VS1, but instead of moving, he stands in place and charges up a kick. The charge has one hit of armor. You can dash {{cancel}} the charge if you don't feel it's a good time to use it. By releasing the buttons, Zangief kicks the opponent. You're plus, but not enough to combo into anything, however you are close enough for an SPD mixup. If fully charged, which takes about a second, the kick will cause a guard break if blocked and a wall bounce if it hits. The wall bounce puts the opponent in a juggle state, but there are very few things you can do for a combo. You can activate VT off of the kick, but this generally won't get you much. This is overall much worse than his VS1. | ||
| | | | ||
Zangief's VT1 is 3 bars, and has him turning into a cyclone. The activation has an initial hit that sucks the opponent in. After that, pressing hp+hk again will make Zangief spin and suck his opponent in. This takes up 1/3 of your gauge. By mashing it, you can use 2/3, or even your entire gauge in one go. If only used once, you're minus on block, but two or three uses at once makes it safe. On hit, mashed to it's second or third level puts the opponent in a juggle state, allowing you to reset, or juggle into an air SPD. This VT is very vital to Zangief's game plan, and helps him get in more and make more guesses, even if he has to use the entire gauge in one go. That single guess could make the difference in a game, so be careful how you go about utilizing this VT. | Zangief's VT1 is 3 bars, and has him turning into a cyclone. The activation has an initial hit that sucks the opponent in. After that, pressing hp+hk again will make Zangief spin and suck his opponent in. This takes up 1/3 of your gauge. By mashing it, you can use 2/3, or even your entire gauge in one go. If only used once, you're minus on block, but two or three uses at once makes it safe. On hit, mashed to it's second or third level puts the opponent in a juggle state, allowing you to reset, or juggle into an air SPD. This VT is very vital to Zangief's game plan, and helps him get in more and make more guesses, even if he has to use the entire gauge in one go. That single guess could make the difference in a game, so be careful how you go about utilizing this VT. | ||
| | | | ||
Zangief's VT2 is 2 bars, and makes the scariest part about him even scarier by increasing the damage to his SPD by 120 damage each. Whiffing it takes up 1/2 of your gauge, while landing it uses the entire gauge. You can perform a combo friendly version that can be cancelled into from normals, but this only does 80 extra damage as opposed to 120. All it does is increase your SPD damage, but the fear this can put into the opponent can be exponential. | Zangief's VT2 is 2 bars, and makes the scariest part about him even scarier by increasing the damage to his SPD by 120 damage each. Whiffing it takes up 1/2 of your gauge, while landing it uses the entire gauge. You can perform a combo friendly version that can be cancelled into from normals, but this only does 80 {{extra}} damage as opposed to 120. All it does is increase your SPD damage, but the fear this can put into the opponent can be exponential. | ||
}} | }} | ||
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=== Playing as Zangief === | === Playing as Zangief === | ||
=== Fighting Against Zangief === | === Fighting Against Zangief === | ||
[[Category: Street Fighter V]] | [[Category:Street Fighter V]] |
Revision as of 01:02, 9 December 2020
Zangief
|
Summary
Bio
A Russian Wrestler, The Red Cyclone travels the world to honor Mother Russia and prove he's the greatest wrestler in the world.
Why Pick Zangief?
Zangief is a grappler in its purest sense. His goal is simple: get in, command grab, and win. His sluggish mobility and lack of tools to get around fireballs do make this somewhat of a difficulty, but nevertheless, when he gets in, you better start praying. His infamous SPD is what his whole kit is centered around. The fear that this single move can put into the opponent is exponential, and is the core of his entire game plan. To be played effectively, Zangief requires lots of smart conditioning, making your opponents escape one option so you can punish with another option (ie. delay tech gets beaten by SPD). He also requires a strong understanding and ability to pick up on opponent's habits, so you can make more correct reads and guesses to further deliver devastating damage to your opponent. If you think you've got what it takes to have the patience and ability to pick up on habits, then give Zangief a shot.
Players To Watch
Stupendous, Itazan
Change List
For list of all changes, see Change/Patch List
Season 3.5
- Flying Head Butt (d+HP during neutral jump) stun reduced from 400 to 200, changed hit effect from blowback to mid-air unrecoverable damage
- Muscle Explosion (f+PPP) pushback on hit/block increased
- Tundra Stun (f,d,df+PP) will no longer allow opponent to recover stun during animation
- EX Borscht Dynamite (360+P in air) has a new animation if canceled into
- VT2
- Stand HP xx VT2 timing adjusted
Season 3 (Arcade Edition)
- Forward (stand/crouch) position after adjusted
- Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit
- Stand LK recovery increased from 12f to 15f
- Crouch LP damage increased from 30 to 40, active frames reduced from 3f to 2f, total frames increased from 12f to 14f, advantage on hit reduced from +4 to +3 (no longer self-combos), expanded hurtbox
- Crouch LK hitbox reduced, no longer special cancelable
- Crouch HP hurtbox reduced
- Jump HP hurtbox reduced
- Knee Hammer (f+MK) recovery on whiff increased by 3f
- Flying Body Press (d+HP in air) hurtbox reduced
- Screw Pile Driver (360+P) recovery on whiff increased by 8f, adjusted movement distance on whiff
- Double Lariat (PPP) recovery increased by 5f
- Tundra Storm (was f,d,df+P) input changed to f,d,df+PP; startup decreased from 4f to 2f, stun increased from 250 to 300, recovery on whiff reduced by 10f, cannot be special canceled into, changed whiff motion
- V-Trigger
- Cyclone Lariat (HP+HK) will now build EX Meter
- Added V-Trigger 2: Cossacck Muscle
Move List
Unique Attacks
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
Zangief Discussions
Discussions regarding Zangief
Zangief Discord Link
Video Guides
Capcom Fighters' Official Character Introduction
Street Fighter Official Character Guide
Sajam's Character Breakdown
Shoryuken's Rising Up Series
Other Resources
Zangief Discord's Matchup Guide
Frame Data
- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stand LP | LP | 5 | 4 | 7 | 3 | 5 | 7 | 40 | 70 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 48 | 84 |
Stand MP | MP | 7 | 3 | 15 | 2 | 4 | 6 | 70 | 100 | H | ["vt1","vt2"] | - | - | - | 11 | 84 | 120 |
Stand HP (tap) | HP (tap) | 12 | 4 | 23 | -3(-4) | 2 | 27 | 100 | 150 | H | ["vt1","vt2"] | - | - | - | 16 | 120 | 180 |
Stand HP (hold) | HP (hold) | 37 | 4 | 23 | 1(2) | KD | 31 | 130 | 200 | H | ["vt1","vt2"] | 94(95) | 33(34) | 38(39) | 21 | 156 | 240 |
Stand LK | LK | 5 | 2 | 15 | -3 | -1 | 1 | 30 | 70 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 36 | 84 |
Stand MK | MK | 10 | 3 | 17 | -3 | 2 | 4 | 70 | 100 | H | ["vt1","vt2"] | - | - | - | 11 | 84 | 120 |
Stand HK | HK | 11 | 4 | 22 | -2 | 2 | KD | 90 | 150 | H | ["vt1","vt2"] | 109 | 48 | 53 | 14 | 108 | 180 |
Crouch LP | d+LP | 4 | 2 | 9 | 3 | 3 | 5 | 40 | 70 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 48 | 84 |
Crouch MP | d+MP | 6 | 3 | 12 | 3 | 5 | 7 | 60 | 100 | H | ["sp","su","vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Crouch HP | d+HP | 9 | 6 | 20 | -4 | 2 | 4 | 100 | 150 | H | ["su","vt1","vt2"] | - | - | - | 16 | 120 | 180 |
Crouch LK | d+LK | 4 | 2 | 8 | 2 | 4 | 6 | 30 | 70 | L | ["vt1","vt2"] | - | - | - | - | 36 | 84 |
Crouch MK | d+MK | 8 | 2 | 16 | -4 | 2 | 4 | 60 | 100 | L | ["sp","su","vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Crouch HK | d+HK | 10 | 3 | 26 | -10 | KD | KD | 100 | 150 | L | ["vt1","vt2"] | 68 | 19 | 24 | 16 | 120 | 180 |
Jump LP | u+LP | 5 | 5 | - | - | - | ? | 50 | 70 | M | - | - | - | - | - | 60 | 84 |
Jump MP | u+MP | 6 | 4 | - | - | - | ? | 80 | 100 | M | - | - | - | - | 13 | 96 | 120 |
Jump HP | u+HP | 7 | 6 | - | - | - | ? | 100 | 150 | M | - | - | - | - | 16 | 120 | 180 |
Jump LK | u+LK | 6 | 5 | - | - | - | ? | 50 | 70 | M | - | - | - | - | - | 60 | 84 |
Jump MK | u+MK | 7 | 3 | - | - | - | ? | 70 | 100 | M | - | - | - | - | 11 | 84 | 120 |
Jump HK | u+HK | 9 | 5 | - | - | - | ? | 100 | 150 | M | - | - | - | - | 16 | 120 | 180 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Knee Hammer | f+MK | 12 | 4 | 5+10 | -3 | 3 | 5 | 70 | 100 | H | - | - | - | - | 11 | 84 | 120 |
Head Butt | f+HP | 12 | 4 | 14 | 2 | 7 | 9 | 100 | 200 | H | ["su"] | 83 | 22 | 27 | 16 | 120 | 240 |
Flying Body Press | d+HP during jump | 7 | 7 | - | - | - | ? | 100 | 150 | M | - | - | - | - | 16 | 120 | 180 |
Flying Headbutt | u+HP during neutral jump | 8 | 5 | - | 13(14) | 18(19) | ? | 120 | 200 | M | - | - | - | - | 19 | 144 | 240 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Atomic Drop | LP+LK | 5 | 3 | 17 | - | KD | KD | 130 | 170 | T | - | 64 | 15 | 15 | ? | 156 | 204 |
Horosho Chokeslam | LP+LK (on crouching) | 5 | 3 | 17 | - | KD | KD | 140 | 200 | T | - | 64 | 15 | 15 | ? | 168 | 240 |
Captured | b+LP+LK | 5 | 3 | 17 | - | KD | KD | 130 | 170 | T | - | 69 | 20 | 20 | ? | 156 | 204 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Cyclone Lariat | HP+HK (tap) (VT1) | 19 | 19 | 16 | -6 | 3 | 5 | - | - | H | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Cossack Muscle | HP+HK (VT2) | 1 | - | 4 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Iron Muscle (tap) | MP+MK (VS1) (tap) | 1 | 15 | 10 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Iron Muscle (hold) | MP+MK (VS1) (hold) | 1(58) | 49(5) | 15 | -2 | 2 | 4 | 50 | 100 | H | ["vt1","vt2"] | - | - | - | ? | 60 | 120 |
Iron Muscle (release) | MP+MK (VS1) (release) | 9(30) | 5 | 15 | -2 | 2 | 4 | 50 | 100 | H | ["vt1","vt2"] | - | - | - | ? | 60 | 120 |
Iron Muscle (backdash) | MP+MK (VS1) (backdash) | - | - | 25 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Super Russian Kick | MP+MK (VS2) | 33(31) | 7 | 17(22) | -4 | 3 | 5 | 80 | 100 | H | ["vt1","vt2"] | - | - | - | ? | 96 | 120 |
Super Russian Kick (hold) | MP+MK (VS2) (hold) | 98(95) | 7 | 21(23) | 11 | KD | KD | 100 | 120 | H | ["vt1","vt2"] | 94(106) | 35(47) | 35(47) | ? | 120 | 144 |
Muscle Explosion | f+KKK | 12 | 2 | 24 | -2 | 3 | 5 | 40 | 0 | H | - | - | - | - | ? | 48 | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Double Lariat | PPP | 9 | 6(5)4(8)3 | 36 | -38 | KD | KD | 130(100) | 200 | H | - | 74(81) | 15(22) | 20(27) | ? | CH_DAMAGE | 240 |
Taunt | PPP+KKK | - | - | 61 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
LP Screw Pile Driver | 360+LP | 5 | 2 | 60 | - | KD | KD | 200 | 250 | T | - | 71 | 22 | 22 | ? | 240 | 300 |
MP Screw Pile Driver | 360+MP | 5 | 2 | 60 | - | KD | KD | 210 | 250 | T | - | 76 | 27 | 27 | ? | 252 | 300 |
HP Screw Pile Driver | 360+HP | 5 | 2 | 60 | - | KD | KD | 220 | 250 | T | - | 76 | 27 | 27 | ? | 264 | 300 |
EX Screw Pile Driver | 360+PP | 5 | 2 | 60 | - | KD | KD | 220 | 300 | T | - | 76 | 27 | 27 | ? | 264 | 360 |
LK Siberian Express | hcb+LK | 17(0) | 40(2) | 52 | - | KD | KD | 170 | 250 | T | - | 73 | 24 | 24 | ? | 204 | 300 |
MK Siberian Express | hcb+MK | 23(0) | 38(2) | 52 | - | KD | KD | 200 | 250 | T | - | 73 | 24 | 24 | ? | 240 | 300 |
HK Siberian Express | hcb+HK | 30(0) | 37(2) | 52 | - | KD | KD | 220 | 250 | T | - | 73 | 24 | 24 | ? | 264 | 300 |
EX Siberian Express | hcb+KK | 15(0) | 46(2) | 52 | - | KD | KD | 230 | 250 | T | - | 68 | 19 | 19 | ? | 276 | 300 |
LP Borscht Dynamite | 360+LP(air) | 3 | 4 | 12 | - | KD | KD | 50*130 | 100*150 | T | - | 72 | 23 | 23 | ? | CH_DAMAGE | CH_STUN |
MP Borscht Dynamite | 360+MP(air) | 3 | 4 | 12 | - | KD | KD | 50*150 | 100*150 | T | - | 74 | 25 | 25 | ? | CH_DAMAGE | CH_STUN |
HP Borscht Dynamite | 360+HP(air) | 3 | 4 | 12 | - | KD | KD | 50*170 | 100*150 | T | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
EX Borscht Dynamite | 360+PP(air) | 3 | 4 | 12 | - | KD | KD | 50*150 | 100*150 | H | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
Tundra Storm | f,d,df+PP | 2 | 12 | 22 | - | KD | KD | 220 | 300 | T | - | 26 | 26 | 26 | ? | 264 | 360 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Bolshoi Russian Suplex | 720+P | 1+0 | 2 | 65 | - | KD | KD | 50*50*300 | 0 | T | - | 60 | 11 | 11 | ? | CH_DAMAGE | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT1 | |||||||||||||||||
Cyclone Lariat (lvl 1) | HP+HK (tap) | 9 | 19 | 16 | -6 | 3 | 5 | - | - | H | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Cyclone Lariat (lvl 2) | HP+HK (brief hold) | 9 | - | - | -3 | KD | KD | 20x4*60 (140) | 20x4*70 (150) | H | - | 103 | 44 | 49 | ? | CH_DAMAGE | CH_STUN |
Cyclone Lariat (lvl 3) | HP+HK (hold) | 9 | 3(5)3(9)3(6)3(7)2(4)3(5)2(4)3(5)2 | 26 | -3 | KD | KD | 20x9 (180) | 20x8*40 (200) | H | - | 130 | 71 | 76 | ? | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT2 | |||||||||||||||||
LP Screw Pile Driver | 360+LP | 5 | 2 | 60 | - | KD | KD | 330(280) | 350 | T | - | 71 | 22 | 22 | ? | CH_DAMAGE | 420 |
MP Screw Pile Driver | 360+MP | 5 | 2 | 60 | - | KD | KD | 340(290) | 350 | T | - | 71 | 22 | 22 | ? | CH_DAMAGE | 420 |
HP Screw Pile Driver | 360+HP | 5 | 2 | 60 | - | KD | KD | 350(300) | 350 | T | - | 71 | 22 | 22 | ? | CH_DAMAGE | 420 |
EX Screw Pile Driver | 360+PP | 5 | 2 | 60 | - | KD | KD | 350(300) | 400 | T | - | 71 | 22 | 22 | ? | CH_DAMAGE | 480 |
LP Borscht Dynamite | 360+LP(air) | 3 | 4 | 12 | - | KD | KD | 50*260 | 100*250 | T | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
MP Borscht Dynamite | 360+MP(air) | 3 | 4 | 12 | - | KD | KD | 50*280 | 100*250 | T | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
HP Borscht Dynamite | 360+HP(air) | 3 | 4 | 12 | - | KD | KD | 50*300 | 100*250 | T | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
EX Borscht Dynamite | 360+PP(air) | 3 | 4 | 12 | - | KD | KD | 50*280 | 100*250 | H | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
EX Borscht Dynamite (special move cancel) | 360+PP(air) | 3 | 4 | 12 | - | KD | KD | 50*220 | 100*200 | H | - | 76 | 27 | 27 | ? | CH_DAMAGE | CH_STUN |
LP Screw Pile Driver (special move cancel) | 360+LP | 5 | 2 | 60 | - | KD | KD | 280 | 300 | T | - | 71 | 22 | 22 | ? | 336 | 360 |
MP Screw Pile Driver (special move cancel) | 360+MP | 5 | 2 | 60 | - | KD | KD | 290 | 300 | T | - | 71 | 22 | 22 | ? | 348 | 360 |
HP Screw Pile Driver (special move cancel) | 360+HP | 5 | 2 | 60 | - | KD | KD | 300 | 300 | T | - | 71 | 22 | 22 | ? | 360 | |
EX Screw Pile Driver (special move cancel) | 360+PP | 5 | 2 | 60 | - | KD | KD | 300 | 300 | T | - | 71 | 22 | 22 | ? | 360 |
Notes
- CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
- For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
- Chip damage for normals refers to grey life inflicted
Combos
BnB
- crLK →
- , crLP xx Double Lariat
- crMP →
- , LK xx Double Lariat
- f+HP →
- , crMP xx Double Lariat
With Meter
- Replace Double Lariat above with CA
- Cancel any normal into CA
Corner
Crush Counter
- HK →
- Walk forward > Double Lariat
- jump > (EX) Borscht Dynamite
- HP →
- Dash > Screw Pile Driver
V-Trigger Cancels
V System
V Reversal
Short 12f ranged strike that can be used to relieve pressure.
V Skill 1
Zangief flexes his muscles up and turns red. While in this state, he can tank up to 4 hits utilizing his given armor. He can walk forward, but not backward. By releasing the buttons, Zangief flexes his muscles and hits the opponent. This VS is a very important for Zangief, as it allows him to slowly approach more safely. He can still be grabbed out of this state, so it's more useful in neutral than it is on defense. He can into a back dask while in this state, too.
V Skill 2
Zangief flexes, similar to his VS1, but instead of moving, he stands in place and charges up a kick. The charge has one hit of armor. You can dash the charge if you don't feel it's a good time to use it. By releasing the buttons, Zangief kicks the opponent. You're plus, but not enough to combo into anything, however you are close enough for an SPD mixup. If fully charged, which takes about a second, the kick will cause a guard break if blocked and a wall bounce if it hits. The wall bounce puts the opponent in a juggle state, but there are very few things you can do for a combo. You can activate VT off of the kick, but this generally won't get you much. This is overall much worse than his VS1.
V Trigger 1
Zangief's VT1 is 3 bars, and has him turning into a cyclone. The activation has an initial hit that sucks the opponent in. After that, pressing hp+hk again will make Zangief spin and suck his opponent in. This takes up 1/3 of your gauge. By mashing it, you can use 2/3, or even your entire gauge in one go. If only used once, you're minus on block, but two or three uses at once makes it safe. On hit, mashed to it's second or third level puts the opponent in a juggle state, allowing you to reset, or juggle into an air SPD. This VT is very vital to Zangief's game plan, and helps him get in more and make more guesses, even if he has to use the entire gauge in one go. That single guess could make the difference in a game, so be careful how you go about utilizing this VT.
V Trigger 2
Zangief's VT2 is 2 bars, and makes the scariest part about him even scarier by increasing the damage to his SPD by 120 damage each. Whiffing it takes up 1/2 of your gauge, while landing it uses the entire gauge. You can perform a combo friendly version that can be cancelled into from normals, but this only does 80 damage as opposed to 120. All it does is increase your SPD damage, but the fear this can put into the opponent can be exponential.