Street Fighter 6/Zangief/Introduction: Difference between revisions

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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 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 poke assault without 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.
Zangief's plan is very simple: Play the throw game. 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. 5MP, 5HP, 5LP, and 5MK can wear down the opponent while he looks for an opening. When the opportunity arises, 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 capatilize on the mistakes of his opponents. Zangief has dozens of ways to set up [https://glossary.infil.net/?t=Tick%20Throw tick throws] and punish poor decision making. He also has a bunch of unique tools for hard reads, like '''Siberian Express'''. As well, 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.
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 [https://glossary.infil.net/?t=Tick%20Throw 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 punish fireballs thrown from too close. Coupled with his solid pokes, Zangief's tools make him a midrange menace who is well-equipped to muscle his opponent to the corner, where his offense becomes all the more terrifying.


While Zangief is a perfectly effective character, he is notably not a [https://glossary.infil.net/?t=Vortex vortex] 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. In general, 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 difficult. Even still, a good Zangief player is more than capable of overcoming his bad matchups. Choosing to stick with the Red Cyclone will let you live the wrestler powerfantasy of your dreams while terrifying your opponents into submission.  
While Zangief's offense is effective, he is notably not a [https://glossary.infil.net/?t=Vortex vortex]-style character like some other famous grapplers. Every time Gief uses Screw Piledriver, he sends the opponent nearly fullscreen and must take a big risk to keep the momentum going. 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.  


{{ ProConTable
 
| pros=
{{ ReasonsToPick
* '''Incredible Burst Damage''': Zangief is infamous for his ability to steal rounds off of a single, well-placed special move. His '''Screw Piledriver''' is the best command grab in the game with outstanding damage, and the OD version deals more damage than some supers. Opponents must be wary if they are close to Zangief.
| pick=
* '''Punishing Mixups:''' True to his earlier appearances, Zangief inherits a timeless, devastating strike/throw game. Once he's in, Zangief's opponents gamble with their lives.
* '''Big Body:''' A larger than average healthpool with big buttons to control neutral and some sprinkled in armor
* '''Strong Abare:''' Zangief's long-ranged light normals and incredible LP SPD range make it difficult and risky for opponents to shimmy him. Moreover, his 5LP and 2LP are uniquely plus on block, allowing him to immediately set up a tick throw after a successful mash.
* '''Pressure Dilemma:''' Extremely complimentary strike/throw in which the strike removes drive making you want to parry it and a scary grab that makes you want to jump
* '''720 Threat:''' With a full super meter, Zangief becomes an absolute nightmare on defense. Unlike every other reversal in the game, Bolshoi Storm Buster can neither be blocked nor avoided on reaction, forcing opponents to preemptively jump or backdash during their own offense to avoid getting scooped.
* '''Scoops:''' The best command grab in the game that is fast, damaging, and long ranged
| cons=
* '''A loyal fan base:''' The best defensive tool in the game once you've got three super bars
* '''Stiff Neutral:''' In exchange for his high health, Zangief is slowest character in the game and relies on hard reads to secure knockdowns. He also lacks options to outright punish things like fireballs, instead being forced to weather the storm with Drive Parry or use riskier options like jumping or Level 2.
* '''He's a well read man:''' Huge damage for making the right reads with his great punish tools
* '''Slow Anti-Airs:''' Zangief suffers from a lack of quick anti-air and anti-crossup options. While his 2HP and Lariat deal solid damage on hit, they have poor startup and whiff recovery while providing underwhelming okizeme. Both also struggle against crossups.
| avoid=
* '''Limited Okizeme:''' Although Zangief's mixups are very rewarding in terms of damage, they also create a lot of distance between him and his opponent. This makes him struggle to maintain advantage and forces him to spend meter on Drive Rush and/or OD Lariat to continue his turn when possible.
* '''Big Problems:''' Slow and committal movement/approach options
* '''Expensive Reversals:''' Zangief's Level 1 can't be used as a reversal as it only hits airborne opponents. Level 2 works, but is too slow to punish most light normals. Zangief only gets a good reversal when he has full super meter.
* '''Defensive Woes:''' Sluggish anti-airs and limited reversal options before you have three super bars
* '''Poor Conversion Ability:''' Zangief can struggle to convert strikes into meaningful advantage outside of punishment scenarios due to his increased pushback on lights, poor linking ability, few strike special moves, and awkward supers.
* '''Focused Tools:''' A kit dedicated to grappling with little flexibility
* '''Drive Hungry:''' Needing drive to convert and cover his inherent weaknesses
}}
}}
 
<br>
 


===Classic & Modern Versions Comparison===
===Classic & Modern Versions Comparison===


Here is the list of differences when playing Modern Zangief:
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
 
|+ style="text-align:center;" | List of differences with Modern Zangief
*Obvious stuff: Modern has access to 1-Button Special Moves and Super Arts
|-
*Missing Normals:
! style="text-align:left;" | Missing Normals
**Standing Medium Kick (5MK)
|
**Standing Heavy Kick (5HK)
* Standing Medium Kick {{clr|M|(5MK)}}
**Crouching Medium Kick (2MK)
* Standing Heavy Kick {{clr|H|(5HK)}}
**Jumping Light Punch (j.LP)
* Crouching Medium Kick {{clr|M|(2MK)}}
**Jumping Medium Punch (j.MP)
* Jumping Light Punch {{clr|L|(j.LP)}}
**Jumping Heavy Punch (j.HP)
* Jumping Medium Punch {{clr|M|(j.MP)}}
*Missing Command Normals:
* Jumping Heavy Punch {{clr|H|(j.HP)}}
**Cyclone Wheel Kick (6HK)
|-
**Smetana Dropkick (3HK)
! style="text-align:left;" | Missing Command Normals
**Power Stomp (22MK)
|
*Standing Light Kick (5LK) is performed with Auto + Light
* Smetana Dropkick {{clr|H|(3HK)}}
*Crouching Heavy Kick (2HK) is performed with 3H (Universal Modern change)
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* N/A
|-
! style="text-align:left;" | Assist Combos
|
* A[{{clr|L|L}}~{{clr|L|L}}~{{clr|L|L}}]: {{clr|L|2LK}} ~ {{clr|L|5LP}} ~ {{clr|OD|OD Lariat}} (hold forward for consistency)
** Burnout: {{clr|L|2LK}} ~ {{clr|L|5LP}} ~ Lariat (will drop if started beyond point blank)
** On Block: stops at {{clr|L|5LP}}
* A[{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}]: {{clr|M|2MP}} ~ {{clr|OD|OD Lariat}} ~ {{clr|SA|SA2}}
** On Block: stops at {{clr|OD|OD Lariat}}
** Burnout: {{clr|M|2MP}} ~ Lariat (can whiff at max {{clr|M|2MP}} range even when holding forward)
* A[{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}]: {{clr|H|6HP}} ~ {{clr|OD|OD Lariat}} ~ {{clr|SA|SA3}}
** On Block: stops at {{clr|OD|OD Lariat}}
** Burnout: {{clr|H|6HP}} ~ Lariat
|-
! style="text-align:left;" | Miscellaneous Changes
|
* Modern Zangief has access to instant {{clr|SA|SA3}}, allowing for punishes and use in neutral that would otherwise be extremely difficult.
* Modern Input {{clr|SA|SA1}} is coded to have lower base damage than the classic input (2625 vs 3500) even before the usual 80% Modern scaling is applied, making it much weaker as a reaction anti-air and even hurting its damage in highly scaled combos.
|}
Zangief loses access to some of his best neutral tools with Modern, {{clr|M|5MK}} and {{clr|M|2MK}}, both very valuable pokes with huge range while being relatively safe against {{clr|DR|Drive Impact}}. He also loses {{clr|H|5HK}} which typically grants high-damage {{clr|PC|Punish Counter}} combos like {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|M|3MP}} > {{clr|SA|SA1}} or {{clr|PC|PC}} {{clr|H|5HK}}, {{clr|M|3MP}}, {{clr|OD|OD Borscht Dynamite}}.


While Modern Zangief has access to Instant Specials and Super Arts which allow for easier (if not impossible) punishes. Classic Zangief benefits from the wider variety of normals and command normals to aid in the neutral game.
{{clr|H|3HK}}, which is a situationally useful low/throw invincible option, is gone. {{clr|H|j.HP}} has been gutted in favor of going all-in on his normally difficult {{clr|5|Borscht Dynamite}} ({{clr|5|360K}}) aerial grab with its Modern one-button input.


Additionally, Modern Zangief does not lose any Special Moves, and unlike most other Modern characters, can perform all Specials with the Special Button or Manual Inputs.
Generally, Modern Zangief has lost a lot of his important long-range kicks for the sake of his inputs being made considerably easier for his rewarding specials. One-button inputs have made his anti-air with {{clr|SA|SA1}} and {{clr|5|Borscht Dynamite}} ({{clr|5|360K}}), which are very rare to see, much more consistent and common. {{clr|SA|SA3}} can be done without a jump and can be more easily mashed through the opponent's blockstrings, allowing him to use it in more situations at the cost of some of its insane damage. {{clr|H|H Screw Piledriver}} can be done more easily without the fear of accidentally missing, though the Classic input is required to perform the longer range {{clr|L|Light}}/{{clr|M|Medium}} SPD. {{clr|OD|OD Screw Piledriver}} with its Modern input is a much bigger threat, allowing Zangief to walk up and scoop the opponent with ease, potentially even in whiff punish scenarios.


As a character with notoriously difficult inputs, Modern can curb some of the frustrations of playing Zangief normally, while also creating new ones due to the removal of important tools.


<noinclude>
<noinclude>
[[Category:Street Fighter 6]]
[[Category:Street Fighter 6]][[Category:Zangief]]
[[Category:Zangief]]
{{Navbox-SF6}}
{{Navbox-SF6}}
</noinclude>
</noinclude>

Latest revision as of 15:43, 20 March 2025

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 plan is very simple: Play the throw game. 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. 5MP, 5HP, 5LP, and 5MK can wear down the opponent while he looks for an opening. When the opportunity arises, 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 punish fireballs thrown from too close. Coupled with his solid pokes, Zangief's tools make him a midrange menace who is well-equipped to muscle his opponent to the corner, where his offense becomes all the more terrifying.

While Zangief's offense is effective, 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 take a big risk to keep the momentum going. 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:
  • Big Body: A larger than average healthpool with big buttons to control neutral and some sprinkled in armor
  • Pressure Dilemma: Extremely complimentary strike/throw in which the strike removes drive making you want to parry it and a scary grab that makes you want to jump
  • Scoops: The best command grab in the game that is fast, damaging, and long ranged
  • A loyal fan base: The best defensive tool in the game once you've got three super bars
  • He's a well read man: Huge damage for making the right reads with his great punish tools
  • Big Problems: Slow and committal movement/approach options
  • Defensive Woes: Sluggish anti-airs and limited reversal options before you have three super bars
  • Focused Tools: A kit dedicated to grappling with little flexibility
  • Drive Hungry: Needing drive to convert and cover his inherent weaknesses


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
  • Smetana Dropkick (3HK)
Shortcut-Only Specials
  • N/A
Assist Combos
  • A[L~L~L]: 2LK ~ 5LP ~ OD Lariat (hold forward for consistency)
    • Burnout: 2LK ~ 5LP ~ Lariat (will drop if started beyond point blank)
    • On Block: stops at 5LP
  • A[M~M~M]: 2MP ~ OD Lariat ~ SA2
    • On Block: stops at OD Lariat
    • Burnout: 2MP ~ Lariat (can whiff at max 2MP range even when holding forward)
  • A[H~H~H]: 6HP ~ OD Lariat ~ SA3
    • On Block: stops at OD Lariat
    • Burnout: 6HP ~ Lariat
Miscellaneous Changes
  • Modern Zangief has access to instant SA3, allowing for punishes and use in neutral that would otherwise be extremely difficult.
  • Modern Input SA1 is coded to have lower base damage than the classic input (2625 vs 3500) even before the usual 80% Modern scaling is applied, making it much weaker as a reaction anti-air and even hurting its damage in highly scaled combos.

Zangief loses access to some of his best neutral tools with Modern, 5MK and 2MK, both very valuable pokes with huge range while being relatively safe against Drive Impact. He also loses 5HK which typically grants high-damage Punish Counter combos like PC 5HK, 3MP > SA1 or PC 5HK, 3MP, OD Borscht Dynamite.

3HK, which is a situationally useful low/throw invincible option, is gone. j.HP has been gutted in favor of going all-in on his normally difficult Borscht Dynamite (360K) aerial grab with its Modern one-button input.

Generally, Modern Zangief has lost a lot of his important long-range kicks for the sake of his inputs being made considerably easier for his rewarding specials. One-button inputs have made his anti-air with SA1 and Borscht Dynamite (360K), which are very rare to see, much more consistent and common. SA3 can be done without a jump and can be more easily mashed through the opponent's blockstrings, allowing him to use it in more situations at the cost of some of its insane damage. H Screw Piledriver can be done more easily without the fear of accidentally missing, though the Classic input is required to perform the longer range Light/Medium SPD. OD Screw Piledriver with its Modern input is a much bigger threat, allowing Zangief to walk up and scoop the opponent with ease, potentially even in whiff punish scenarios.

As a character with notoriously difficult inputs, Modern can curb some of the frustrations of playing Zangief normally, while also creating new ones due to the removal of important tools.

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