(→Super Arts: Invuln windows & drive gauge damage) |
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* '''Full Invuln:''' 1-17f | |||
* Depletes 1/2 Drive bar from opponent on hit | |||
Discount Heavenly Potemkin Buster. A ground-to-air command grab super that's invincible on startup but cannot hit grounded opponents, making it a poor defensive option. | Discount Heavenly Potemkin Buster. A ground-to-air command grab super that's invincible on startup but cannot hit grounded opponents, making it a poor defensive option. | ||
While Aerial Russian Slam may look like a powerful anti-air, do not be fooled. Its slow speed, input time, and awkward hitbox make it a poor choice for stopping jump-ins. | While Aerial Russian Slam may look like a powerful anti-air, do not be fooled. Its slow speed, input time, and awkward hitbox make it a poor choice for stopping jump-ins. However, it is much more consistent when catching neutral or back jumps and combos consistently from Hellstab (3MP) in juggles and a held Cyclone Lariat (236236[P]), allowing Zangief to dump all of his resources into a devastating combo. | ||
However, it is much more consistent when catching neutral or back jumps and combos consistently from Hellstab (3MP) in juggles and a held Cyclone Lariat (236236[P]), allowing Zangief to dump all of his resources into a devastating combo. | |||
<!--Move to /Strategy--> | |||
To compensate for its limited combo potential, Aerial Russian Slam is the most damaging Level 1 Super Art in the game and gives Zangief okizeme similar to that of Siberian Express (Far 63214K). On hit, Zangief can Drive Rush in to meaty with Knee Hammer (6MK) or 5MP. Alternatively, he can stop short and use L Screw Piledriver (360LP) to space out and punish fast buttons and counter hit slow buttons. | To compensate for its limited combo potential, Aerial Russian Slam is the most damaging Level 1 Super Art in the game and gives Zangief okizeme similar to that of Siberian Express (Far 63214K). On hit, Zangief can Drive Rush in to meaty with Knee Hammer (6MK) or 5MP. Alternatively, he can stop short and use L Screw Piledriver (360LP) to space out and punish fast buttons and counter hit slow buttons. | ||
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{{AttackDataCargo-SF6/Query|zangief_236236p_hold_p}} | {{AttackDataCargo-SF6/Query|zangief_236236p_hold_p}} | ||
* '''Full Invuln:''' 1-18f; '''Projectile Invuln:''' 19-119f; Armor Break | |||
* Depletes 1 Drive bar from opponent on hit | |||
Zangief spins and creates a whirlwind that pulls opponents close on hit. Can be used to punish fireballs, Drive Impacts, or certain slower moves on reaction. Slow startup makes it easy to bait when used as a reversal. | Zangief spins and creates a whirlwind that pulls opponents close on hit. Can be used to punish fireballs, Drive Impacts, or certain slower moves on reaction. Slow startup makes it easy to bait when used as a reversal. | ||
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{{AttackDataCargo-SF6/Query|zangief_720+p}} | {{AttackDataCargo-SF6/Query|zangief_720+p}} | ||
* Depletes 1.5 Drive bars from opponent on hit | |||
{{AttackDataCargo-SF6/Query|zangief_720+p(ca)}} | {{AttackDataCargo-SF6/Query|zangief_720+p(ca)}} | ||
*Long range, between LP and MP SPD. | * '''Full Invuln:''' 1-7f | ||
*Invincible startup and entirely unreactable | * Depletes 2 Drive bars from opponent on hit | ||
*Counts as two hits of scaling when used in combos | * Long range, between LP and MP SPD. | ||
* Invincible startup and entirely unreactable | |||
* Counts as two hits of scaling when used in combos | |||
An incredibly potent defensive and mixup option, Bolshoi Storm Buster boasts impressive speed, damage, and range. | An incredibly potent defensive and mixup option, Bolshoi Storm Buster boasts impressive speed, damage, and range. |
Revision as of 00:18, 8 July 2023
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Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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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.
Zangief | |
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Vitals | |
Life Points | 11000 |
Ground Movement | |
Forward Walk Speed | 0.0364 |
Backward Walk Speed | 0.025 |
Forward Dash Speed | 22 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.007 |
Backward Dash Distance | 0.712 |
Drive Rush Min. Distance (Throw) | 0.327 |
Drive Rush Min. Distance (Block) | 1.455 |
Drive Rush Max Distance | 3.040 |
Jumping | |
Jump Speed | 5+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.725 |
Backward Jump Distance | 1.406 |
Throws | |
Throw Range | 1.02 |
Throw Hurtbox | 0.43 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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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.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7(4) | 3 | 9 | Chn Sp SA | 400 | LH | +4 | +2 |
- Chains into itself and 2LP/2LK.
- Ridiculously long range for a light, but 7f startup and has more pushback than most lights.
Zangief's only +2 light, making it one of his only ways to go into a real tick-grab without the need for Drive Rush.
Despite its classic animation, it is not an anti-air option.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 17 | TC | 700 | LH | +2 | -2 |
Only combos into its TC follow-up on Counter Hit, Punish Counter, or when used after Drive Rush.
A solid midrange poke that allows Zangief to pester the opponent in neutral. While it is somewhat vulnerable to Drive Impact due to its middling frame data and lack of special cancels, its large size allows Zangief to stuff approaches, punish whiffed attacks, and meaty the opponent at range.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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(6~22)+10 | 3 | 22(24) | - | 1000 | LH | +3 | -3 |
- Can be charged by holding HP during startup.
- The armor is upper-body only, meaning attacks with low enough hitboxes can ignore it.
Normally this move has no armor unless held. However, Zangief does get 1 hit of upper-body armor on frames 4-6 if he holds the HP button for at least 4-6F before releasing it (it will still be 16F overall if you release HP before frame 7).
Fully charged 5HP gains 1 hit of upper-body armor on frames 4-34, deals 400 extra damage, knocks down on hit, and is +3 on block.
Can be useful as a pseudo-Drive Impact to blow through fireballs, single pokes, and even Drive Impacts.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 2 | 17 | Sp SA | 400 | LH | -2 | -4 |
A quick poke that is useful for whiff punishing lows or cancelling into Drive Rush. Combos into Lariat at close range, but requires OD Lariat at longer ranges.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 19 | - | 900 | LH | +1 | -4 |
A great long-ranged poke that reaches over most low attacks, and has a decent disjoint (compared to most moves in the game).
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 4 | 21 | - | 1000 | LH | +3 | +1 |
- Whiffs against crouching opponents.
- Zangief's kicking leg is invincible to airborne strikes on frames 13-22
Quite slow, but a great horizontal anti-air.
Can combo into OD Borscht Dynamite without needing a Punish Counter (vs airborne opponents), making it a great call-out against opponents who like to jump away during pressure or in certain combos.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6(3) | 2 | 8 | Chn Sp SA | 300 | LH | +6 | +1 |
- Chains into itself and 5LP/2LK.
A large button for its speed, 2LP makes for a useful defensive option and can harass opponents who try to approach from the ground.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 16 | Sp SA | 700 | LH | +3 | -1 |
- Poor range, but can combo into SA2.
While not particularly valuable on its own, 2MP is a solid option when combined with Drive Rush. On block, it becomes +3 and allows Zangief to attempt a mixup without allowing the opponent to mash, and on hit it becomes +7, allowing Zangief to link into Hellstab (3MP).
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 9 | 35 | - | 1000 | LH | KD +20 | -20 |
- Works well as a basic anti-air, but struggles with crossups.
A large anti-air that can hit high into the air. Outside of airborne punish counters, it has poor reward while being less reliable than Double Lariat (PP). Due to its abysmal frame data, it sees no use in pressure or combos and is inferior to options such as 5HK in punishment scenarios.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4(3) | 3 | 12 | Chn | 250 | L | 0 | -3 |
- Chains into itself and 5LP/2LP.
Zangief's fastest abare option and one of the largest 4f buttons in the game. While it is less advantageous on block than Zangief's 2LP and 5LP and cannot be special cancelled, it is an invaluable defensive option.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 18 | - | 700 | L | +3 | -2 |
A long-ranged low poke with a great disjointed hitbox, though vulnerable to Drive Impact due to its speed. Good for pestering the opponent in neutral in conjunction with 5MP.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 3 | 27 | - | 1000 | L | HKD +32 | -13 |
- Hard Knockdown on hit.
An incredibly long-ranged sweep with great damage, though very vulnerable to Drive Impact and Parry.
When used in combos, such as after a Punish Counter Drive Impact, it knocks the opponent away on hit, providing inferior okizeme.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 7 | 3 land | - | 300 | H | +11 | +8 |
A fast air-to-air option with solid range. If done while rising against an airborne opponent, it can leave you disadvantageous or even outright punishable on hit.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 5 | 3 land | - | 700 | H | +10(+14) | +7(+11) |
- Puts airborne opponents into a limited juggle state on Counterhit/Punish Counter
Another solid air-to-air, j.MP is somewhat on the slower side but is usually quite advantageous on air hit.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 6 | 3 land | - | 800 | H | +15(+21) | +7(+13) |
- Spikes down airborne opponents on hit.
- More hit-stun and block-stun than j.HK, leading to 6HP combos and frame-traps more consistently.
A solid jump-in and air-to-air option, j.HP gives Zangief reliable frame advantage on air hit and gives him superior combos as a jump-in.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 10 | 3 land | - | 300 | H | +2(+11) | -1(+8) |
- Hits cross-up.
A jump-in and air-to-air option. As a jump-in, it leaves Zangief with only a small amount of frame advantage and provides an immediate advantage. Mix it in with his other jump-ins to catch the opponent off guard and create sneaky mixup opportunities. As an air-to-air, it is small but can catch crossups somewhat reliably. Occasionally disadvantageous or punishable on air hit.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 8 | 3 land | - | 500 | H | +6(+14) | +3(+11) |
An invaluable jump-in and air-to-air option due to its large size. As a jump-in, it hits quite early while still leaving Zangief advantageous as he lands, making him difficult to anti-air. As an air-to-air, it works well when paired with a backwards jump to cover options where Double Lariat (PP) or 2HP would be too risky.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 7 | 3 land | - | 800 | H | +12(+15) | +8(+11) |
- Decent range, good damage, great for long-range jump-ins.
Can be charged by holding HK during startup, which can extend the startup by up to 22 additional frames (32f startup total).
Fully charged j.HK deals 700 extra damage and launches the opponent backwards on hit. However, this version is also extremely punishable on block.
Charged j.HK can be released early, but will not gain the extra properties.
On Punish-Counter, charged j.HK wall-bounces the opponent, allowing for a 3MP or OD Air SPD pick-up. Most frequent use as a hard fireball read, a DP punish on DeeJay, Juri, and Luke, or especially laggy supers.
Command Normals
3MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 21 | Sp SA | 800 | LH | -1 | -3 |
- Forces stand on hit
- Launches airborne opponents into a limited juggle state on hit
A decently fast attack with a slight disjoint, crucial to Zangief's most damaging combos. Has a slight horizontal and vertical disjoint that makes it a situationally useful anti-air and counterpoke.
Its ability to force stand on hit allows Lariat to combo consistently. In addition, it launches airborne opponents high into the air, allowing for various different combos. Against opponents high in the air, it can combo immediately into OD Borscht Dynamite (j.360KK). Against opponents low to the ground, it can combo into OD Double Lariat (PPP) and then into OD Borscht Dynamite (j.360KK). In either situation, it will consistently combo into Aerial Russian Slam (236236K) and is his most reliable means of doing so.
6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 7 | 13 | - | 700 | LH | +1(+7) | -4(+2) |
- Can be up to +8 on hit at max range, allowing for combos.
- Can hop over low-profile attacks.
Slow on paper, but can catch unwitting opponents off guard as it can be difficult to tell whether the move will land or whiff during its late active frames, allowing for sneaky command throw mixups. A crucial part of Zangief's ability to get in and surprise his opponent and, when paired with Drive Rush, a solid meaty option after various grabs.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 5 | 15(17) | Sp SA | 1000 | LH | +8 | +4 |
A whopping +4 on block while dealing significant damage to the opponent's Drive Gauge. One of Zangief's primary pressure tools, allowing for frame traps with Hellstab (3MP) or a throw attempt.
Sees use in combos as Zangief's most damaging cancellable attack and links into Hellstab (3MP) on Punish Counter or after Drive Rush.
Has some pretty significant hurtbox extension after active window.
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22(24) | 7(5) | 25 | - | 1300 | H | KD +28(+30) | -9(-5) |
- Ground-bounces on Punish Counter. It is worth noting that this bounce is more consistent against grounded opponents.
- Low-crushes on frames 13-28. Not actually airborne.
First 2 active frames can only hit airborne opponents, making it effectively 24f startup against standing opponents and 26f against crouching opponents.
A gigantic forward-advancing overhead, though quite unsafe even when spaced. An ineffective mixup tool, but a situational low crush and one of Zangief's best Punish Counter options against reversals. Waiting for the opponent to land and then ground-bouncing them with the Punish Counter version allows a consistent juggle into 3MP. This sets up the perfect height for OD Double Lariat to hit the opponent late on the second hit, allowing for a pickup into OD Borscht Dynamite when near the corner.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 4 | 40 | - | 1000 | LH | KD +21 | -18 |
- Low Wall-Splats the opponent on Punish Counter near the corner
- Low-crushes on frames 5~26. Not actually airborne
A slow, low-crushing normal with a great disjoint but horrendous recovery. Zangief's most consistent low crush option but by far the riskiest. Largely unrewarding midscreen or on normal hit, but a potent Punish Counter starter in the corner, allowing Zangief to combo into any of his command grabs.
22MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 17 | TC | 500 | LH | +4 | -3 |
- Moves Zangief forward a decent amount.
An overall strange command normal due to its unusual input and niche usage. Generally not very useful, but can allow for sneaky resets since it leaves Zangief +4 on hit and within grab range.
j.2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 9 | 8 land | - | 800 | H | +14(+18) | +10(+14) |
- Can hit crossup
The classic body splash, Flying Body Press is an invaluable crossup tool with solid range and reward. As Zangief's hurtbox shifts upwards during the attack, it can be somewhat tricky to anti-air when mixed in with his other options.
Can be used to sideswitch after Punish Counter Drive Impact, comboing into Double Lariat (PP) with solid okizeme.
j.8HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 3 land | Sp | 900 | H | +18(+21) | +13(+16) |
- Special cancellable
A specialized and powerful tool, Flying Headbutt can be used to punish vertical jumps and crossup attempts for incredible reward as it can combo into OD Borscht Dynamite (j.360KK).
Target Combos
5MP~MP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 20 | TC | 600 | LH | +2 | -6 |
- Only combos from 5MP on Counter Hit, Punish Counter, or when used after Drive Rush.
- Can be cancelled into on whiff
A follow-up to Zangief's large 5MP. Without additional frame advantage, it cannot be combo'd into, but can catch an opponent trying to jump away on hit or block. If this second hit connects, Zangief can either finish the combo for corner carry and guaranteed damage or attempt a mixup.
Due to the followup having the same range as Zangief's 5MP, it can whiff due to pushback or if 5MP strikes an extended hurtbox, leaving Zangief open for a punish.
Incredibly vulnerable to Drive Impact.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 32 | - | 900 | LH | KD +27 | -17 |
- Can be cancelled into on whiff
On hit, knocks the opponent away with solid corner carry but poor okizeme.
Be wary when cancelling into this final attack on block or whiff, as it will leave Zangief wide open if it fails to hit.
22MK~MK~MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 19 | TC Sp SA | 500 | LH | -3 | -4 |
- Only combos into the third hit of the TC on Counter Hit.
An incredibly situational target combo that you should rarely, if ever, use. On hit, Zangief can attempt a mixup between a frame trap with the third stomp, a delayed throw attempt, or a delayed strike with another normal.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 24 | Sp SA | 700 | LH | -2 | -10 |
- Special cancellable
A high risk, low reward frame trap option after 2MK~MK.
Unsafe on block and the only safe cancel options available to Zangief are Drive Rush and Drive Impact.
Throws
Neutral Throw (5LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200,600 (2040,600) | T | KD +22(+0) | - |
- Input can be held for an additonal hit (+600 additional damage, but less advantage)
- Punish Counter: Increases damage to 2040 (2640 if held) and forces a Hard Knockdown.
An alternative to Spine Buster (3LPLK), Body Slam is generally less useful, as it does the same amount of damage but gives worse okizeme. Uniquely, however, the input can be held to make Body Slam the most damaging normal throw in the game at the cost of poor okizeme. This allows Zangief to finish off weakened opponents in situations where other normal throws may not while having less whiff recovery than attempting a command throw.
Forward Throw (6LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1500 (2550) | T | KD +10 | - |
- Punish Counter: Increases damage to 2550 and forces a Hard Knockdown
While more damaging than most normal throws, German Suplex provides poor okizeme, even on Punish Counter. Generally inferior to Spine Breaker (3LPLK) if you want okizeme and held Body Slam (5LPLK) if you want damage.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1400 (2380) | T | KD +8 | - |
- Side switches
- Punish Counter: Increases damage to 2380 and forces a Hard Knockdown
Does less damage than Zangief's other back throws, but gives marginally better okizeme.
A solid defensive throw that switches sides while keeping the opponent close. The okizeme after backroll midscreen is poor, but if you throw the opponent into the corner or if they do not backroll (such as after a Punish Counter), then Zangief can threaten the opponent with a strike/throw mixup.
Neutral Crouch Throw (2LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1500 (2550) | T | KD +14 | - |
- Side switches
- Punish Counter: Increases damage to 2550 and forces a Hard Knockdown
An alternative to Capture Suplex (4LPLK), dealing improved damage at the cost of okizeme. Can be used fairly interchangeably with Russian Drop (1LPLK).
Forward Crouch Throw (3LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +33 | - |
- Punish Counter increases damage to 2040 and forces a Hard Knockdown
A uniquely powerful normal throw, and a third element to add to Zangief's mixup game on top of his strikes and command grabs. Even against backroll, Zangief gets incredible okizeme anywhere on screen.
Against backrolls midscreen, you can dash up and mix the opponent up between strikes and SPD. Alternatively, you can Drive Rush to increase the threat of your strikes or Spine Buster again, letting Zangief loop the mixup. This is something entirely unique to Zangief, as no other character can throw loop midscreen.
If the opponent does not backroll or is cornered, the mixup becomes even stronger, allowing you to throw loop without a Drive Rush.
Back Crouch Throw (1LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1500 (2550) | T | KD +9 | - |
- Side switches
- Punish Counter: Increased damage to 2550 and forces a Hard Knockdown
An alternative to Capture Suplex (4LPLK), dealing improved damage at the cost of okizeme. Can be used fairly interchangeably with Brain Buster (2LPLK).
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Double Lariat (PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 2(3)2(4)2(8)2(6)2 | 27 | SA3 | 1400 | LH | KD +27(+56) | -12(-41) |
- Projectile invincible on frames 6-45
- Invincible to airborne strikes on frames 6-16 (great anti-air tool on the first hit, albeit a bit slow start-up)
- No head hurtbox on frames 1-5 and further shrinks his hurtboxes on frames 6-16
- Can hold forward or back to move around slightly during the Lariat.
- Connects only once on hit, but four times on block, though all hits but the first whiff vs crouching opponents.
A slow but reliable anti-air, Double Lariat's large size allows it to cover a variety of jump-ins and aerial special moves. Despite the animation, it can’t hit crossups.
It can also be used as an anti-fireball tool, but its high recovery and poor knockdown make it a high-risk, low-reward option.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(2)2(3)2(6)2(4)2 | 26 | SA2 SA3 (1st) | 700,1000 (1700) | LH | KD +38(+57) | -11(-30) |
- Projectile invincible on frames 1-36
- Invincible to airborne strikes on frames 6-13 (great anti-air tool on the first hit)
- No head hurtbox on frames 1-5 and further shrinks his hurtboxes on frames 6-13
- Can hold forward or back to move around slightly during the Lariat.
- Connects only twice on hit, but five times on block, though all hits but the first two whiff vs crouching opponents.
- The first hit can be canceled into Cyclone Lariat (236236P) on hit or block
A faster version of the regular Double Lariat, OD Double Lariat boasts improved anti-air and anti-projectile properties and will often grant a superior knockdown.
In combos, the faster startup of the attack allows it to connect in situations where regular Lariat would whiff or be blocked. Against airborne opponents at the right height, such as after a low-to-the-ground Hellstab (3MP), the first and second hits have a significant gap, granting a juggle into OD Borscht Dynamite (j.360KK).
Screw Piledriver (360+P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 54 | - | 2500 (2875) | T | HKD +30 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 54 | - | 2900 (3335) | T | HKD +28 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 54 | - | 3300 (3795) | T | HKD +28 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 54 | - | 3400 (3910) | T | HKD +28 | - |
- When used in combos, the regular versions count as two hits of scaling and the OD version counts as one
A highly damaging command grab and Zangief's signature move, Screw Piledriver boasts excellent range, damage, and speed but poor okizeme. This combination of traits makes Screw Piledriver an excellent punishment and mixup tool.
Like most command grabs, the H version does the most damage but has the least range, the L version does the least damage but has the most range, and the M version is somewhere between the two. As for the OD version, it deals slightly more damage than the H version while having slightly less range than the L version.
Like his other grabs, Screw Piledriver can be combo'd into after Punish Counter Drive Impact or Punish Counter Smetana Dropkick (3HK) in the corner. The OD version is particularly adept at this, being one of Zangief's most damaging follow-ups after either move.
After landing Screw Piledriver, Zangief's options are limited. Even with Drive Rush, he cannot hit the opponent during their wakeup, but he can catch jumps with Drive Rush Cyclone Wheel Kick (6HK), stuff slower buttons with 5MP, or catch a patiently blocking opponent with another Screw Piledriver. The L version has slightly more frame advantage, but the situation afterwards is largely the same.
Borscht Dynamite (j.360+K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 21(36)+16 land | - | 2900 (3260) | T | HKD +19 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 21(36)+16 land | - | 3000 (3375) | T | HKD +19 | - |
- Fastest possible startup of 10f (5f prejump, 1f airborne, 4f move startup)
Aerial command grab. Fast startup allows it to be used as an air-to-air. Can be done instantly after leaving the ground by performing 360K, or the input can be stored for up to 20f to catch opponents high into the air.
OD Version has slightly improved range and can be juggled into from other moves. Notably, j.8HP cancels and combos into OD Borscht.
The okizeme afterwards is largely identical to that of Screw Piledriver (360P), preventing Zangief from hitting the opponent during their wakeup but leaving him advantaged enough to threaten with other options.
Russian Suplex (63214K Close)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 50 | - | 2900 (3335) | T | HKD +26 | - |
- Switches sides on hit
- When used in combos, counts as two hits of scaling
Zangief's other unreactable command grab, Russian Suplex trades speed, range, and damage for superior okizeme.
While it's much less versatile than Screw Piledriver (360P), Russian Suplex is still a valuable tool in Zangief's arsenal. On hit, Zangief can Drive Rush at the opponent to threaten with a meaty 5MP or Knee Hammer (6MK), a meaty L or M SPD, a delayed Headbutt (6HP), or a delayed normal throw. The Drive Rush Knee Hammer (6MK) option is notable, as when done instantly, it is advantageous enough on hit to link into Hellstab (3MP) and leaves you close enough on block to land an H SPD. Overall, the poorer speed and range compared to Screw Piledriver make Russian Suplex more difficult to threaten with, and the sideswitch paired with the screen carry can often cause Zangief to put himself in the corner.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 50 | - | 3200 (3680) | T | HKD +27 | - |
- Switches sides on hit
- When used in combos, counts as one hit of scaling
The OD version of Russian Suplex deals improved damage and is less affected by combo scaling, similar to OD Screw Piledriver. Uniquely, however, it also builds a greatly increased amount of super gauge on hit, filling half of a bar by itself. Comboing into this move from a Punish Counter Drive Impact will yield almost an entire bar of super, making it the most rewarding way for Zangief to close out a round.
Siberian Express (63214K Far)
Fine. I'LL come to YOU then!
Fine. I'LL come to YOU then!
No results
- When used in combos, counts as two hits of scaling
- The very far version has 1 hit of armor from frame 10 until active frames
Zangief lunges forward and grabs the opponent. Has slow startup, but canceling certain normals into Siberian Express may surprise people.
When done from a moderate distance, Zangief will immediately rush towards the opponent to grab them. At certain ranges, an opponent can cause the grab to whiff just by walking backwards. If done from farther away, starting from a little under round start distance, Zangief will pause to raise his hands before rushing forwards up to just over an entire screen length. The "very far" version of Siberian Express has armor to cover the much longer startup but is otherwise mostly identical.
On hit, Zangief can Drive Rush in to meaty with 5MP or press his luck with a Knee Hammer (6MK). In addition, he can stop short and use L Screw Piledriver (360LP) to space out and punish any mash attempts.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
54(81) | 2 | 40 | - | 3000 (3450) | T | HKD +29 | - |
- When used in combos, counts as one hit of scaling
- The very far version has 2 hits of armor from frame 3 until active frames
Largely identical to the regular version, OD Siberian Express is more noticeable but is overall faster, giving it a unique tradeoff as a reactable mixup.
The very far version also has a niche, but useful property. When it armors through a strike, it will immediately transition to the grab portion. This can be used to counterpoke certain attacks such as Dhalsim's many long-ranged pokes.
Tundra Storm (22HK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 50 | 24 | - | 2400 | - | HKD +5 | - |
Counters any standing kick move that makes contact with the parry hurtbox, including specials and certain characters' Drive Impacts but excluding supers.
An overall niche special with extremely high risk and moderate reward. Builds significant Drive Gauge on hit.
- Normals: 5LK, 5MK, 5HK
- Command Normals: 4MK, 6MK
- Drive Impact
- Normals: 5LK, 5MK, 5HK
- Command Normals: 4HK, 6HK
- Specials: Spiral Arrownote, Cannon Spikenote
- Drive Impact, Drive Reversalnote
- 5MK, 5HK
- Command Normals: Serenity Stream: Tenku Kick
- Specials: Hundred Lightning Kicks, Tensho Kicksnote
- Drive Impact, Drive Reversalnote
- Normals: 5MK, 5HK
- Command Normals: 6MK, 4HK
- Specials: Rolling Sobat, Funky Slicer, Waning Moonnote, Maximum Strike
- Drive Impact, Drive Reversalnote
- Normals: 5LK, 5MKnote, 5HK
- Command Normals: 4MK, 4HK
- Normals: 5MK, 5HK
- Command Normals: 3HK
- Normals: 5MKnote, 5HK
- Command Normals: 4LK, 4/6MK, 3HK, 6HKnote
- Specials: Somersault Kicknote
- Drive Impact
- Normals: 5MK, 5HKnote
- Command Normals: 2KK, 6MK, 6HKnote
- Specials: Arrow Kicknote, Bakkainote
- Drive Reversalnote
- Normals: 5MK, 5HK
- Command Normals: 6MK, 6HK
- Normals: 5HP, 5LK, 5MK, 5HK
- Command Normals: 6HP, 6MK, 4HK
- Specials: Fuhajin, Go Ohsatsu, Tensenrinnote
- Drive Impact, Drive Reversalnote
- Normals: 5MKnote, 5HK
- Specials: Tatsumaki Senpu-kyakunote, Jinrai Kick, Gorai Axe Kick, Senka Snap Kick, Kasai Thrust Kick, Run Normal Followups (MK, HK)
- Drive Reversalnote
- Normals: 5LK, 5MK, 5HK
- Command Normals: 4HK
- Specials: Bushin Senpukyakunote, Torso Cleaver, Neck Hunter, Arc Step
- Drive Impact
- Normals: 5LK, 5MK, 5HK
- Normals: 5MK, 5HK
- Command Normals: 4HK
- Normals: 5MK, 5HK
- Command Normals: 4MK
- Specials: Rond-point, Grand Fouetté, Dégagé (HK, OD)note
- Drive Impact
- Normals: 5MK, 5HK
- Command Normals: 4HK, 6HK
- Specials: High Blade Kick
- Normals: 5LKnote, 5MK, 5HK
- Command Normals: 6MK, 3HKnote, 6HK
- Drive Reversalnote
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 7 | 13+47 land | - | 3500 | T | HKD +29 | - |
- Full Invuln: 1-17f
- Depletes 1/2 Drive bar from opponent on hit
Discount Heavenly Potemkin Buster. A ground-to-air command grab super that's invincible on startup but cannot hit grounded opponents, making it a poor defensive option.
While Aerial Russian Slam may look like a powerful anti-air, do not be fooled. Its slow speed, input time, and awkward hitbox make it a poor choice for stopping jump-ins. However, it is much more consistent when catching neutral or back jumps and combos consistently from Hellstab (3MP) in juggles and a held Cyclone Lariat (236236[P]), allowing Zangief to dump all of his resources into a devastating combo.
To compensate for its limited combo potential, Aerial Russian Slam is the most damaging Level 1 Super Art in the game and gives Zangief okizeme similar to that of Siberian Express (Far 63214K). On hit, Zangief can Drive Rush in to meaty with Knee Hammer (6MK) or 5MP. Alternatively, he can stop short and use L Screw Piledriver (360LP) to space out and punish fast buttons and counter hit slow buttons.
A potent option select exists when paired with Zangief's normal throw. If Zangief performs a normal throw and then buffers Aerial Russian Slam, he will either successfully throw the opponent, the opponent will perform a throw escape and the super will not come out, or the opponent will avoid the throw and Aerial Russian Slam will come out, catching neutral and back jumps. While this option select loses to forward jumps and backdashes, it is still a potent tool in Zangief's arsenal.
Level 2 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 102 | 52 | - | 3160(3060) | LH | HKD +5(+1) | -35 |
No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 105 | 25(52) | - | 0,60x9,560 (1100) | LH | KD +87 Launch | -35 |
- Full Invuln: 1-18f; Projectile Invuln: 19-119f; Armor Break
- Depletes 1 Drive bar from opponent on hit
Zangief spins and creates a whirlwind that pulls opponents close on hit. Can be used to punish fireballs, Drive Impacts, or certain slower moves on reaction. Slow startup makes it easy to bait when used as a reversal.
If Cyclone Lariat hits, Zangief has access to a few different follow-ups.
- If no input is made, Zangief will slam the opponent behind him, side-switching and causing a knockdown.
- If Left or Right is held, Zangief will perform a different ender that deals slightly less damage, but allows him to control which side the opponent ends up on. The same-side input will leave you with less advantage than the side-switch.
- If a punch button is held, Zangief will repeatedly spin in place, then eventually launch the opponent. This deals much less up-front damage than the other enders, but allows Zangief to combo afterwards with normals, Drive Rush, Level 1 Super, or OD Borscht.
Level 3 Super (720+P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+0 | 2 | 116 | - | 4800 | T | HKD +26 | - |
- Depletes 1.5 Drive bars from opponent on hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+0 | 2 | 116 | - | 5300 | T | HKD +26 | - |
- Full Invuln: 1-7f
- Depletes 2 Drive bars from opponent on hit
- Long range, between LP and MP SPD.
- Invincible startup and entirely unreactable
- Counts as two hits of scaling when used in combos
An incredibly potent defensive and mixup option, Bolshoi Storm Buster boasts impressive speed, damage, and range.
While it cannot be used in combos except after Punish Counter Drive Impact and Punish Counter Smetana Dropkick (3HK) in the corner, Bolshoi Storm Buster has two major upsides to compensate.
First and foremost, unlike other command grab supers, Bolshoi Storm Buster cannot be jumped or backdashed on reaction to the super flash. If the opponent is not already airborne, out of range, or invincible to throws as the super flash starts, they will be grabbed. Second, Bolshoi Storm Buster deals 800 more damage than other Level 3 Super Arts, making it the single most damaging attack in the game. These two factors, when combined with the move's incredible range and fast startup, make the move perhaps the strongest invincible reversal in the game. While expensive, once Zangief can perform the move, the opponent need act with extreme caution, lest they be consigned to oblivion.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
194 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
227 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
202 (total) | - | - | - | - | - | - | - |
Down Taunt (2PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
210 (total) | - | - | - | - | - | - | - |