* Command Throws in EXA work just like Street Fighter II: They're all instant and have '''zero''' recovery.
* Command Throws in EXA work just like Street Fighter II: They're all instant and have '''zero''' recovery.
* TO BE VERIFIED -- SPD has just one strength, meaning Zangief can piano his 360s for free. Blockstun, hitstun, knockdowns-- EXA Gief was born to churn.
* SPD has just one strength, meaning Zangief can piano his 360s for free. Blockstun, hitstun, knockdowns-- EXA Gief was born to churn.
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Latest revision as of 15:01, 6 July 2025
Introduction
In the rapidly evolving, two-man Street Fighter EX1 scene, Zangief might be just the hero we need.
"Competitive" (hahaha) SFEX is quickly becoming a setplay arms race. It was (re?)discovered earlier this year (2024) that any Super Move that caused a sideswitch could set up unblockable meaties. Early setups were so strong and counterplay so inconsistent-- EXA could've been the first Street Fighter game in history where it's players soft banned much of the roster.
Now it's been a few months. Within EXA's small scene, most of the roster can consistently set up utterly inane two touch sequences. With a little lab time, the top tiers can take a round with one. Even with the game set to best of five rounds, EXA is becoming more explosive by the day. Unless you're 'Gief.
By pressing three buttons, Zangief shoves that setplay nerd into a locker and drags SFEX back to reality. Despite having zero invulnerability, Lariat is easily a frontrunning anti-air in EXA, and makes him uniquely strong in this metagame.
Normals
Standing
Standing Light Punch 5LP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Standing Medium Punch 5MP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Standing Heavy Punch 5HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Su
Standing Light Kick 5LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Standing Medium Kick 5MK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Standing Heavy Kick 5HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Su
Crouching
Crouching Light Punch 2LP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Ch/Sp/Su
Crouching Medium Punch 2MP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Crouching Heavy Punch 2HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H/L
Sp/Su
Crouching Light Kick 2LK
'Da Three Amigos
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
L
Sp/Su
Crouching Medium Kick 2MK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
L
Sp/Su
Crouching Heavy Kick 2HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
KD
-
L
-
Like Street Fighter II, Zangief's low kicks reuse the same animation at different speeds.
Jumping
Jumping Light Punch j.LP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Medium Punch j.MP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Heavy Punch j.HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Light Kick j.LK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Medium Kick j.MK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Jumping Heavy Kick j.HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
H
-
Moves List
Throws
Punch Throw 4/6+MP/HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Kick Throw 4/6+MK/HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Backturn Kick Throw (From Behind) 4/6+MK/HK
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
"Stomach Block" is a neat one. This is a throw almost exclusive to punishes.
Leaves the opponent point blank and off axis.
To guarantee an SB outside of a punish: Guard Break the opponent, cross them up, and throw them before they leave stun.
Command Normals
Flying Body Attack j.2HP
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Among Zangief's best crossup tools, "Splash" leads to a full combo and ticks for SPD on block.
Faster startup than you'd think. Can be done frighteningly close to the ground.
Special Moves
Spinning Piledriver 360P
SPD's First Frame
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Don't sweat the technique.
Command Throws in EXA work just like Street Fighter II: They're all instant and have zero recovery.
SPD has just one strength, meaning Zangief can piano his 360s for free. Blockstun, hitstun, knockdowns-- EXA Gief was born to churn.
Running Bear Grab 360K
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Except this one, actually. This Command Throw has recovery. :(
RBG, or "Russian Suplex", is a gimmick. I've never landed this. Zangief has far better options to contest space on the ground; Avoid.
Lariat PPP
Lariat's First Frame
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Both of Zangief's Lariats are amazing for their own reasons. Neither are unbeatable, but they solve lots of problems for the big man in EX1.
Kara 2LK~Lariat is stupid good. It let's Zangief cancel a low profile normal into a massive anti-air.
Lariat is a stunningly strong reversal when Zangief is off axis. While Shotos can be routed so their DPs and Supers autocorrect BACKWARDS, 'Gief's main anti-air is big enough to hit in practically any oki context. Even if it trades, 'Gief still can push a mixup.
Quick Lariat KKK
Quick Lariat's First Frame
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
Speedy Lariat is an easy way to buffer 720 on the ground. Like Alpha 2, it enables Zangief to crush lows.
One of Zangief's Combo Trials is a microwalk into K Lariat. I have no idea how practical this is. Maybe the Execution Gods at ARIKA know something I don't.
Both Lariats are apt meter builders.
Super Moves
Guard Break LP+LK
Well this is annoying.
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
Unblockable
-
Zangief's Guard Break is stupid. This thing auto-shimmies, has a deceptively large hitbox, and I've somehow beaten a Flash Kick with it in bracket.
Zangief has few uses for meter, so expect to see this a ton.
Super Stomping 236236K
214K to Cancel
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
This move rocks. One of Zangief's only execution barriers in EX1, "Stomping" is a Ranbu Super that loops into itself.
5MK xx Stomping is a disgusting neutral sequence. Why they gave Zangief one of the best whiff punishes in the game? I'll never know.
SS can be manually canceled before it's final hit, and ticks into 720. This cancel is key to a Stomp Loop.
Final Atomic Buster 720P
"Gottem."
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
720 is a tough one. I can't say for sure if Zangief's meter is better used on Stomping and Guard Breaks. Feels great to land regardless.
Final Atomic Buster Level 3 720PPP
"GOTTEM!"
Damage
Startup
Active
Recovery
Total
On Hit
On Block
Guard
Cancel
-
-
-
-
-
-
-
-
-
The most damaging move in the game, bar none. Not every character has a Level 3 "Meteor Combo" in this game. Zangief does.
Serotonin Factory.
Kills your opponent practically instantly.
The Basics
Street Fighter EX's coinflip character might be among the most balanced and honest there is. In what has seemingly become a real 3D game overnight, Zangief's Lariat beats many setups clean. Even when 'Gief wakes up BACKWARDS, Kara 2LK~PPP Option Selects a low profile normal and one of the fattest anti-airs in the game. Consistent with other quirks of his kit, AA Lariat is an infamous party starter.
SPD has no whiff animation.
"Cosmic Buster" is the most damaging move in the game.
Super Stomping is Zangief's only other meter dump: A looping ranbu that can tick into 720 on block or be repped for gargantuan damage.
Advanced Strategy
Life, is death, is life.
Zangief is pretty good! He's huge, slow, and eats a bunch of instant overheads-- But his neutral, confirms, and the ever present threat of Piano SPD make 'Gief a great pocket character in a double-elimination bracket. Sometimes you can just guess correctly (Or your opponent can guess wrong) to steal rounds.
But to win those long sets, you might need to learn every other character in the game first. Zangief dispenses with setplay and gimmicks in favor of raw reads and reactions-- Something almost unheard of in a lab dominated series like Street Fighter EX.
In fact, Zangief is Bottom 1 in the sequel, EX2+. Grappler specialists could argue he's a fundamentally different character by that point in the series, and inherits a whiff animation on his grabs, but those are the stakes. Regardless, 'Gief needs to earn it in Street Fighter EX.
Keep it simple. Make them guess. Don't waste time pressing anything but Zangief's best normals. Route your offense to clear "forks" and coinflip the opponent to death.
Don't be afraid to play "Stupid". Frustrated opponents are predictable.