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|description= | |description= | ||
:Throw Distance: 1.68 | :Throw Distance: 1.68 | ||
:Denies back-roll | :Denies back-roll | ||
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|description= | |description= | ||
:Zangief runs forward about half-screen at | :Zangief runs forward about half-screen at 0.06 speed before the grab goes active by itself on frame 55 | ||
:Startup of grab is based or opponent's proximity to Zangief (17F windup at the start until Zangief starts running forward) | :Startup of grab is based or opponent's proximity to Zangief (17F windup at the start until Zangief starts running forward) | ||
:When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | :When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | ||
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|description= | |description= | ||
:Zangief runs forward about half-screen at | :Zangief runs forward about half-screen at .062 speed before the grab goes active by itself on frame 59 | ||
:Startup of grab is based or opponent's proximity to Zangief (21F windup at the start until Zangief starts running forward) | :Startup of grab is based or opponent's proximity to Zangief (21F windup at the start until Zangief starts running forward) | ||
:When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | :When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | ||
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:Zangief runs forward about half-screen at | :Zangief runs forward about half-screen at 0.062 speed before the grab goes active by itself on frame 65 | ||
:Startup of grab is based or opponent's proximity to Zangief (26F windup at the start until Zangief starts running forward) | :Startup of grab is based or opponent's proximity to Zangief (26F windup at the start until Zangief starts running forward) | ||
:When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | :When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | ||
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:One hit of armor on frames 3-14 and then another hit of armor on frames 15-58 | :One hit of armor on frames 3-14 and then another hit of armor on frames 15-58 | ||
:Zangief runs forward about half-screen at | :Zangief runs forward about half-screen at 0.065 speed before the grab goes active by itself on frame 59 | ||
:Startup of grab is based or opponent's proximity to Zangief (20F windup at the start until Zangief starts running forward) | :Startup of grab is based or opponent's proximity to Zangief (20F windup at the start until Zangief starts running forward) | ||
:When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) | :When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers) |
Revision as of 02:47, 25 May 2021
Introduction
About Zangief
A Russian Wrestler, The Red Cyclone travels the world to honor Mother Russia and prove he's the greatest wrestler in the world.
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.
Final Patch
Players to Watch
- Itazan
- Stupendous
Zangief | |
---|---|
Vitals | |
Life Points | 1075 |
Stun Points | 1100 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.0305 |
Backward Walk Speed | 0.0235 |
Forward Dash Speed | 25 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.355 |
Backward Dash Distance | 1.065 |
Backdash CH Frames | 3-16 |
Jumping | |
Back Jump Speed | 49 (5+39+5) |
Neutral Jump Speed | 49 (5+39+5) |
Forward Jump Speed | 49 (5+39+5) |
Forward Jump Distance | 1.56 |
Backward Jump Distance | 1.56 |
Throws | |
Throw Hurtbox | 0.4 |
Throw Range | 0.9 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
6HP
9 > 2HP
8 > 8HP
Throws
LPLK
4LPLK
Special Moves
PPP
4268LP
4268MP
4268HP
4268PP
624LK
624MK
624HK
624KK
4268LP (air)
4268MP (air)
4268HP (air)
4268PP (air)
623PP
Critical Art
42684268P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1) (tap)
MPMK (VS1) (hold)
MPMK (VS1) (release)
MPMK (VS1) (backdash)
V-Skill 2
MPMK (VS2)
MPMK (VS2) (hold)
V-Trigger 1
HPHK (tap) (VT1)
HPHK (tap)
HPHK (brief hold)
HPHK (hold)
V-Trigger 2
HPHK (VT2)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK