Street Fighter V/Zangief: Difference between revisions

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Bio
Bio
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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 condition, making your opponents escape one option so you can punish with another option (ie. delayed 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.|
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. delayed 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.|
|Stupendous, Itazan}}
|Stupendous, Itazan}}
{{SFVCharacterChangeList |
{{SFVCharacterChangeList |

Revision as of 19:15, 19 May 2020

Template:SFVHeader

Zangief

SFV-Zangief Portrait.jpg
VITALS
Health: 1050 Stun: 1050
WALKING THROWS
Forward Walk Speed: 3 Throw Range: 0.9
Back Walk Speed: 2.3 Throw Hurt Range: 0.4
DASHING JUMPING
Forward Dash Total Frames: 25 Jump Height Apex: -
Back Dash Total Frames: 25 Jump Total Frames: 49 (5+39+5)
Forward Dash Distance: 135.5 Forward Jump Distance: 156
Back Dash Distance: 106.5 Back Jump Distance 156
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Bio


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. delayed 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 cancel timing adjusted


Season 3 (Arcade Edition)

  • Forward throw (stand/crouch) position after throw 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

SFV-Zangief-Unique.jpg

Special Moves

SFV-Zangief-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Zangief-Vsystem.jpg

Critical Art

SFV-Zangief-Critical.jpg

Zangief Discussions

Discussions regarding Zangief

Zangief Shoryuken Forum

Zangief Discord Link

Zangief Discord

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 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 6 2 12 2 4 FILL_ME_IN_COUNTER_HIT 70 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP (tap) HP (tap) 12 4 23 -3 2 FILL_ME_IN_COUNTER_HIT 100 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP (hold) HP (hold) 37 4 23 1 KD FILL_ME_IN_COUNTER_HIT 130 150 H vt1/vt2 94 33 38 CHIP CH_DAMAGE CH_STUN
stand LK LK 5 2 15 -3 -1 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 9 3 17 -3 0 FILL_ME_IN_COUNTER_HIT 70 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 11 4 22 -2 2 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 109 48 53 CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 2 9 3 3 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 12 3 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 9 6 20 -4 2 FILL_ME_IN_COUNTER_HIT 100 150 H su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 8 2 4 FILL_ME_IN_COUNTER_HIT 30 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 8 2 16 -4 0 FILL_ME_IN_COUNTER_HIT 60 100 L sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 10 3 26 -10 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 68 19 24 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 5 5 - - - FILL_ME_IN_COUNTER_HIT 50 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 6 4 - - - FILL_ME_IN_COUNTER_HIT 80 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 6 - - - FILL_ME_IN_COUNTER_HIT 100 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 6 5 - - - FILL_ME_IN_COUNTER_HIT 50 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 3 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 5 - - - FILL_ME_IN_COUNTER_HIT 100 150 M - - - - CHIP CH_DAMAGE CH_STUN
knee hammer f+MK 12 4 5+10 -3 3 FILL_ME_IN_COUNTER_HIT 70 100 H - - - - CHIP 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
head butt f+HP 12 4 14 2 7 FILL_ME_IN_COUNTER_HIT 100 200 H su 83 22 27 CHIP CH_DAMAGE CH_STUN
flying body press d+HP during jump 7 7 - - - FILL_ME_IN_COUNTER_HIT 100 150 M - - - - CHIP CH_DAMAGE CH_STUN
flying headbutt u+HP during neutral jump 8 5 - 13~14 18~19 FILL_ME_IN_COUNTER_HIT 120 200 M - - - - CHIP 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
atomic drop LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 170 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
horosho chokeslam LP+LK (crouched) 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 140 200 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
captured b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 170 T - 69 20 20 CHIP 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
Cyclone Lariat (activate) HP+HK (tap) (VT1) 19 19 16 -6 3 FILL_ME_IN_COUNTER_HIT - - H - - - - CHIP CH_DAMAGE CH_STUN
Cossacck Muscle HP+HK (VT2) 1 - 4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
iron muscle (tap) MP+MK (tap) 1 15 10 - - FILL_ME_IN_COUNTER_HIT 50 100 H - - - - CHIP CH_DAMAGE CH_STUN
iron muscle (hold) MP+MK (hold) 1 49 10 -2 2 FILL_ME_IN_COUNTER_HIT 50 100 H - - - - CHIP CH_DAMAGE CH_STUN
muscle explosion f+KKK 12 2 24 -2 3 FILL_ME_IN_COUNTER_HIT 60 0 H - - - - CHIP 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
double lariat PPP 9 6(5)4(8)3 36 -38 KD FILL_ME_IN_COUNTER_HIT 120 200 H - 71 12 17 CHIP CH_DAMAGE CH_STUN
screw pile driver LP 360+LP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 180 250 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver MP 360+MP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 200 250 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
screw pile driver HP 360+HP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 220 250 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
screw pile driver EX 360+PP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 220 300 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
siberian express LK hcb+LK 17 2 52 - KD FILL_ME_IN_COUNTER_HIT 170 250 T - 73 24 24 CHIP CH_DAMAGE CH_STUN
siberian express MK hcb+MK 23 2 52 - KD FILL_ME_IN_COUNTER_HIT 200 250 T - 73 24 24 CHIP CH_DAMAGE CH_STUN
siberian express HK hcb+HK 30 2 52 - KD FILL_ME_IN_COUNTER_HIT 220 250 T - 73 24 24 CHIP CH_DAMAGE CH_STUN
siberian express EX hcb+KK 15 2 52 - KD FILL_ME_IN_COUNTER_HIT 230 250 T - 68 19 19 CHIP CH_DAMAGE CH_STUN
borscht dynamite LP 360+LP(air) 3 4 12 - KD FILL_ME_IN_COUNTER_HIT 50*130 100*150 T - 72 23 23 CHIP CH_DAMAGE CH_STUN
borscht dynamite MP 360+MP(air) 3 4 12 - KD FILL_ME_IN_COUNTER_HIT 50*150 100*150 T - 74 25 25 CHIP CH_DAMAGE CH_STUN
borscht dynamite HP 360+HP(air) 3 4 12 - KD FILL_ME_IN_COUNTER_HIT 50*170 100*150 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
borscht dynamite EX 360+PP(air) 3 4 12 - KD FILL_ME_IN_COUNTER_HIT 50*150 100*150 H - 76 27 27 CHIP CH_DAMAGE CH_STUN
tundra storm f,d,df+PP 2 12 22 - KD FILL_ME_IN_COUNTER_HIT 220 300 T - 24 24 24 CHIP 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
bolshoi russian suplex 720+P 1+0 2 65 - KD FILL_ME_IN_COUNTER_HIT 50*50*300 0 T - 60 11 11 CHIP 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 VT1
Cyclone Lariat (lvl 1) HP+HK (tap) 9 19 16 -6 3 FILL_ME_IN_COUNTER_HIT ~ ~ H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Cyclone Lariat (lvl 2) HP+HK (brief hold) 9 ~ ~ -3 KD FILL_ME_IN_COUNTER_HIT 20x4*60 (140) 20x4*70 (150) H - 103 44 49 CHIP 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 FILL_ME_IN_COUNTER_HIT 20x9 (180) 20x8*40 (200) H - 130 71 76 CHIP 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
screw pile driver LP 360+LP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 310 350 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver MP 360+MP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 330 350 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver HP 360+HP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 350 350 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver EX 360+PP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 350 400 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
borscht dynamite LP 360+LP(air) 3 4 12 ~ KD FILL_ME_IN_COUNTER_HIT 50*260 100*250 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
borscht dynamite MP 360+MP(air) 3 4 12 ~ KD FILL_ME_IN_COUNTER_HIT 50*280 100*250 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
borscht dynamite HP 360+HP(air) 3 4 12 ~ KD FILL_ME_IN_COUNTER_HIT 50*300 100*250 T - 76 27 27 CHIP CH_DAMAGE CH_STUN
borscht dynamite EX 360+PP(air) 3 4 12 ~ KD FILL_ME_IN_COUNTER_HIT 50*280 100*250 H - 76 27 27 CHIP CH_DAMAGE CH_STUN
borscht dynamite EX (special move cancel) 360+PP(air) 3 4 12 ~ KD FILL_ME_IN_COUNTER_HIT 50*220 100*200 H - 76 27 27 CHIP CH_DAMAGE CH_STUN
screw pile driver LP (special move cancel) 360+LP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 230 300 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver MP (special move cancel) 360+MP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 250 300 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver HP (special move cancel) 360+HP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 270 300 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
screw pile driver EX (special move cancel) 360+PP 5 2 60 ~ KD FILL_ME_IN_COUNTER_HIT 270 300 T - 71 22 22 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

Short ranged strike that can be used to releive 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 cancel 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 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.

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 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.


Strategy

Playing as Zangief

Fighting Against Zangief