< Street Fighter 6 | Cammy
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| icon =Zangief | | icon =Zangief | ||
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| data = | | data = In a general sense, '''you do not want to overcommit to fighting Zangief up close.''' Spend a lot of time walking back and forth poking him where you can, though be careful with being too overzealous with your longer reaching buttons as he can grab any extended throw hurtboxes with Spinning Piledriver. If you can get a hit that converts into a Spiral Arrow, take the knockdown as an opportunity to get closer, but not too close. If his Cyclone Wheel Kick overhead (6HK) isn't spaced correctly, it can be punished on block and you can get a knockdown from it. | ||
If Zangief begins to jump at you to get in, use Cannon Spike or air-to-air normals to knock him out of the air; Cannon Spike also works as an answer to Knee Hammer (6MK) if he's using it on the ground to advance a lot, as it's oftentimes a tool Zangief players use to buffer a Spinning Piledriver input for when they land. Be especially wary against Zangiefs that seem to jump or otherwise move more aggressively when he has 3 super meter bars, because it's likely that they're fishing for his Lv. 3 Super Art. The only way to avoid it is to be out of range or otherwise not throwable '''before''' the super animation starts up, or you're caught, which means that at those times you should be even more proactive in avoiding a close-range fight with him. | |||
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Revision as of 16:49, 23 July 2023
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Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E.Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Ryu
Zangief

In a general sense, you do not want to overcommit to fighting Zangief up close. Spend a lot of time walking back and forth poking him where you can, though be careful with being too overzealous with your longer reaching buttons as he can grab any extended throw hurtboxes with Spinning Piledriver. If you can get a hit that converts into a Spiral Arrow, take the knockdown as an opportunity to get closer, but not too close. If his Cyclone Wheel Kick overhead (6HK) isn't spaced correctly, it can be punished on block and you can get a knockdown from it.
If Zangief begins to jump at you to get in, use Cannon Spike or air-to-air normals to knock him out of the air; Cannon Spike also works as an answer to Knee Hammer (6MK) if he's using it on the ground to advance a lot, as it's oftentimes a tool Zangief players use to buffer a Spinning Piledriver input for when they land. Be especially wary against Zangiefs that seem to jump or otherwise move more aggressively when he has 3 super meter bars, because it's likely that they're fishing for his Lv. 3 Super Art. The only way to avoid it is to be out of range or otherwise not throwable before the super animation starts up, or you're caught, which means that at those times you should be even more proactive in avoiding a close-range fight with him.