Street Fighter V/Zangief

From SuperCombo Wiki

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
SFV-Zangief Portrait.jpg
Vitals
Life Points 1075
Stun Points 1100
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 900
Ground Movement
Forward Walk Speed 3.05
Backward Walk Speed 2.35
Forward Dash Speed 25
Backward Dash Speed 25
Forward Dash Distance 135.5
Backward Dash Distance 106.5
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 156
Backward Jump Distance 156
Throws
Throw Hurtbox 0.4
Throw Range 0.9
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.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
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

Stand LP
Stand LP
5LP
SFV Zangief 5LP.png
Startup Active Recovery Hit
5 4 7 5
Damage Stun Attack Block
40 70 H 3
  • Cancel options: sp su vt1 vt2
  • First 2 active frames only hits airborne opponents (but not well due to S5 changes to light attacks VS jump-ins
Stand MP
Stand MP
5MP
SFV Zangief 5MP.png
Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
70 100 H 2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Post Activation and VT2 Activation
  • Good range and hitbox priority makes this a strong poke tool in neutral
  • V-Trigger 1 activation might not be in range if canceled into from max range (resulting in -36/-38 frame advantage)
Stand HP
Stand HP
5HP
SFV Zangief 5HP.png
Startup Active Recovery Hit
13 5 22 2
Damage Stun Attack Block
100 150 H 0(-4)
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Post Activation and VT2 Activation
  • 1-hit of armor on upper-body on frames 3-25 (if you hold the HP button for that long before releasing)
  • Has no armor after releasing the HP button
  • First active frame has short range and results in 0 on block
  • The rest of the active frames have much further range and are -4 on block
  • Crush Counter advantage on first active frame (up close): +27
  • Crush Counter advantage on active frames 2-5 (further away): +28
  • VT2 cancel advantage on active frames 2-5 (further away): +18 Hit / +11 Block
  • This move IS cancelable on block into VT2 but you have to delay the VT input until AFTER the block hitstop is over to get the most frame advantage out of it (varies from +5 -> +14 on block)
  • V-Trigger 1 activation might not be in range if canceled into from max range (resulting in -25/-32 frame advantage)
  • Causes a free juggle state if it counter-hits airborne opponents (Juggle Start: 0)
  • Juggle Limit / Increase / Start: 1 / 1 / 1
Stand HP (release)
Stand HP (release)
5HP (release)
Startup Active Recovery Hit
11 5 22 2
Damage Stun Attack Block
100 150 H 0(-4)
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Post Activation and VT2 Activation
  • This move refers to the released half-charged version of stand HP
  • Zangief's stand HP comes out in 11 frames if released after at least 3 frames of startup (release window ends on frame 25 at which point it transitions into the (hold) version of this move)
  • Please refer to Extra Info notes on the other versions of this move (see Stand HP / Stand HP hold) for all the properties and silly discrepancies Capcom has graciously gifted them with
Stand LK
Stand LK
5LK
SFV Zangief 5LK.png
Startup Active Recovery Hit
5 2 15 -1
Damage Stun Attack Block
30 70 H -3
  • Cancel options: sp su vt1 vt2
  • Combos into Lariat from max range (if you hold forward during Lariat)
Stand MK
Stand MK
5MK
SFV Zangief 5MK.png
Startup Active Recovery Hit
10 3 17 2
Damage Stun Attack Block
70 100 H -3
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT1 Post Activation and VT2 Activation
  • Decent range and hitbox makes for a decent poke tool
  • Slightly smaller hurtbox on Zangief's legs while the leg is lifted on frames 4-20
Stand HK
Stand HK
5HK
SFV Zangief 5HK.png
Startup Active Recovery Hit
11 4 22 2
Damage Stun Attack Block
90 150 H -2
  • Cancel options: vt1 vt2
  • Cannot hit crouching opponents
  • Good anti-air hitboxes (albeit a bit slow startup)
Crouch LP
Crouch LP
2LP
SFV Zangief 2LP.png
Startup Active Recovery Hit
4 2 9 3
Damage Stun Attack Block
40 70 H 3
Crouch MP
Crouch MP
2MP
SFV Zangief 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 3
Crouch HP
Crouch HP
2HP
SFV Zangief 2HP.png
Startup Active Recovery Hit
9 6 20 2
Damage Stun Attack Block
100 150 H -4
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Airborne on frames 10-21
Crouch LK
Crouch LK
2LK
SFV Zangief 2LK.png
Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
30 70 L 2
Crouch MK
Crouch MK
2MK
SFV Zangief 2MK.png
Startup Active Recovery Hit
8 2 16 2
Damage Stun Attack Block
60 100 L -4
  • Cancel options: sp su vt1 vt2
  • Hit Confirm notes: *VT1 Post Activation and VT2 Activation
Crouch HK
Crouch HK
2HK
SFV Zangief 2HK.png
Startup Active Recovery Hit
10 3 26 KD
Damage Stun Attack Block
100 150 L -10
Jump LP
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
50 70 M -
Jump MP
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
80 100 M -
Jump HP
Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
100 150 M -
Jump LK
Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
50 70 M -
  • Cancel options: -
  • Cross-up
Jump MK
Startup Active Recovery Hit
7 3 - -
Damage Stun Attack Block
70 100 M -
Jump HK
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
100 150 M -

Command Normals

Stand HP (hold)
Stand HP (hold)
5HP (hold)
Startup Active Recovery Hit
37 5 22 KD
Damage Stun Attack Block
130 200 H 2(3)
  • Cancel options: vt1 vt2
  • 1-hit of armor on upper-body on frames 3-34
  • First active frame has shorter range and results +1 extra block advantage (+3) but -1 KDA (+94/33/38)
  • The rest of the active frames have much further range with 1 higher KDA (+95/34/39 KDA) but less block advantage (+2)
  • Crush Counter advantage on first active frame (up close): +31
  • Crush Counter advantage on active frames 2-5 (further away): +33
  • +4 extra block advantage (+22) on VT2 cancel from further away (later 4 active frames)
  • V-Trigger 1 activation might not be in range if canceled into from max range (resulting in -26 frame advantage on block)
  • Launches the opponent into a free juggle state on hit
  • Juggle Limit / Increase / Start: 1 / 1 / 0
Knee Hammer
Knee Hammer
6MK
SFV Zangief 6MK.png
Startup Active Recovery Hit
12 4 5+10 3
Damage Stun Attack Block
70 100 H -3
  • Cancel options: -
  • Airborne on frames 7-20
  • The third active frame jumps forward quite a bit making it easier to space this move for meaty frame advantage
  • Juggle Limit: 1
Head Butt
Head Butt
6HP
SFV Zangief 6HP.png
Startup Active Recovery Hit
12 4 14 7
Damage Stun Attack Block
100 200 H 2
  • Cancel options: su
  • Hit Confirm notes: *CA only
  • Has 1 projectile durability during active frames
  • Spiked knockdown on airborne opponents, KDA varies depending on height
  • The worst KDA you can get is on backdash; 78/17/22
  • Juggle Limit: 1
Flying Body Press
Flying Body Press
2HP during jump
Startup Active Recovery Hit
7 7 - -
Damage Stun Attack Block
100 150 M -
  • Cancel options: -
  • Cross-up
  • Juggle Limit: 1
Flying Headbutt
Flying Headbutt
8 > 8HP
SFV Zangief 8 8HP.png
Startup Active Recovery Hit
8 5 - 18(19)
Damage Stun Attack Block
120 200 M 13(14)
  • Cancel options: -
  • Only possible during neutral jump
  • Can cancel into Borscht Dynamite (air SPD)
  • Puts airborne opponents into a limited juggle state
  • Juggle Limit / Increase / Start: 0 / 1 / 1

Throws

Atomic Drop
Atomic Drop
Throw
LPLK
SFV Zangief LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T -
Captured
Captured
Back Throw
4LPLK
SFV Zangief 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T -

Special Moves

Double Lariat
Double Lariat
PPP
SFV Zangief PPP.png
Startup Active Recovery Hit
9 6(5)4(8)3 36 KD
Damage Stun Attack Block
130(100) 200 H -38
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Close hit only
  • Upper-body invincible on frames 1-11
  • Projectile invincible on frames 1-41
  • Zangief pulls back his hurtboxes quite a bit on frames 5-11
  • First 3 active frames deal 130 damage (the rest of the active frames deal 100 damage)
  • 10F less recovery on HIT if the first 3 active frames hit (results in increased KDA)
  • Can cancel into V-Trigger activations on first hit only
  • Launches the opponent into a limited juggle state
  • Juggle Limit / Increase / Start: 1 / 2 / 2
LP Screw Pile Driver
LP Screw Pile Driver
4268LP
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
200 250 T -
  • Cancel options: -
  • Throw Distance: 1.78
  • Denies back-roll
V-Trigger 2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
330(280) 350(300) T -
  • Cancel options: -
  • Can combo into this throw from special cancelable moves
  • Deals 50 less damage and stun when canceled into
  • Throw Distance: 1.78
  • Denies back-roll
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
MP Screw Pile Driver
MP Screw Pile Driver
4268MP
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
210 250 T -
  • Cancel options: -
  • Throw Distance: 1.40
  • Denies back-roll
V-Trigger 2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
340(290) 350(300) T -
  • Cancel options: -
  • Can combo into this throw from special cancelable moves
  • Deals 50 less damage and stun when canceled into
  • Throw Distance: 1.40
  • Denies back-roll
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
HP Screw Pile Driver
HP Screw Pile Driver
4268HP
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
220 250 T -
  • Cancel options: -
  • Throw Distance: 1.10
  • Denies back-roll
V-Trigger 2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
350(300) 350(300) T -
  • Cancel options: -
  • Can combo into this throw from special cancelable moves
  • Deals 50 less damage and stun when canceled into
  • Throw Distance: 1.10
  • Denies back-roll
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
EX Screw Pile Driver
EX Screw Pile Driver
4268PP
SFV Zangief 4268PP.png
Normal
SFV Zangief 4268PP vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
220 300 T -
  • Cancel options: -
  • Throw invincible on frames 1-6
  • Throw Distance: 1.68
  • Denies back-roll
  • Hurtbox moves back a bit during the startup frames
V-Trigger 2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
350(300) 400(300) T -
  • Cancel options: -
  • Can combo into this throw from special cancelable moves
  • Deals 50 less damage and 100 less stun when canceled into
  • Throw invincible on frames 1-6
  • Throw Distance. 1.68
  • Hurtbox moves back a bit during the startup frames
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
LK Siberian Express
LK Siberian Express
624LK
Startup Active Recovery Hit
17(0) 40(2) 52 KD
Damage Stun Attack Block
170 250 T -
  • Cancel options: -
  • Zangief runs forward about half-screen at 6.00 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)
  • When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers)
  • The grab triggers when opponent is at least 1.05 distance away from Zangief
  • Active frames refer to how long the proximity trigger for the grab is active as Zangief runs forward (and then the grab that triggers when in range is 2F active by itself)
MK Siberian Express
MK Siberian Express
624MK
Startup Active Recovery Hit
23(0) 38(2) 52 KD
Damage Stun Attack Block
200 250 T -
  • Cancel options: -
  • Zangief runs forward about half-screen at 6.02 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)
  • When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers)
  • The grab triggers when opponent is at least 1.05 distance away from Zangief
  • Active frames refer to how long the proximity trigger for the grab is active as Zangief runs forward (and then the grab that triggers when in range is 2F active by itself)
HK Siberian Express
HK Siberian Express
624HK
Startup Active Recovery Hit
30(0) 37(2) 52 KD
Damage Stun Attack Block
220 250 T -
  • Cancel options: -
  • Zangief runs forward about half-screen at 6.02 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)
  • When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers)
  • The grab triggers when opponent is at least 1.05 distance away from Zangief
  • Active frames refer to how long the proximity trigger for the grab is active as Zangief runs forward (and then the grab that triggers when in range is 2F active by itself)
EX Siberian Express
EX Siberian Express
624KK
SFV Zangief 624KK.png
Startup Active Recovery Hit
15(0) 46(2) 52 KD
Damage Stun Attack Block
230 250 T -
  • Cancel options: -
  • 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 6.05 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)
  • When Zangief comes into range of the opponent (even if they're airborne) the grab triggers instantly (effectively being 0F startup after it triggers)
  • The grab triggers when opponent is at least 1.05 distance away from Zangief
  • Active frames refer to how long the proximity trigger for the grab is active as Zangief runs forward (and then the grab that triggers when in range is 2F active by itself)
LP Borscht Dynamite
LP Borscht Dynamite
4268LP (air)
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*130 100*150 T -
  • Cancel options: -
  • Does not build meter on whiff
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
V-Trigger 2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
310(240) 350(300) T -
  • Cancel options: -
  • Can combo on juggle state opponents
  • Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
  • Deals 70 less damage and 50 less stun when canceled into
  • Does not build meter on whiff
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
  • Juggle Limit: 1
MP Borscht Dynamite
MP Borscht Dynamite
4268MP (air)
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*150 100*150 T -
  • Cancel options: -
  • Does not build meter on whiff
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
V-Trigger 2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
330(250) 350(300) T -
  • Cancel options: -
  • Can combo on juggle state opponents
  • Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
  • Deals 80 less damage and 50 less stun when canceled into
  • Does not build meter on whiff
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
  • Juggle Limit: 1
HP Borscht Dynamite
HP Borscht Dynamite
4268HP (air)
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*170 100*150 T -
  • Cancel options: -
  • Does not build meter on whiff
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
V-Trigger 2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
350(260) 350(300) T -
  • Cancel options: -
  • Can combo on juggle state opponents
  • Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
  • Deals 90 less damage and 50 less stun when canceled into
  • Does not build meter on whiff
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
  • Juggle Limit: 1
EX Borscht Dynamite
EX Borscht Dynamite
4268PP (air)
SFV Zangief 4268PP (air).png
Normal
SFV Zangief 4268PP (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*150 100*150 H -
  • Cancel options: -
  • Can combo on juggle state opponents
  • Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
  • Juggle Limit: 1
V-Trigger 2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
330(270) 350(300) H -
  • Cancel options: -
  • Can combo juggle state opponents
  • Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
  • Deals 60 less damage and 50 less stun when canceled into
  • Protects Russian skies
  • 12 frames of landing recovery on whiff
  • Spends 1000 V-Timer (50% V-Timer) on activation and another 1000 V-Timer again if it connects (100% V-Timer if it connects)
  • Juggle Limit: 1
Tundra Storm
Tundra Storm
623PP
SFV Zangief 623PP.png
Startup Active Recovery Hit
2 12 22 KD
Damage Stun Attack Block
220 300 T -
  • Cancel options: -
  • Hard Knockdown
  • Suspect to counter-hits during recovery frames
  • Parries certain horizontal kick attacks but not based entirely on angle of a move (it's hardcoded which moves can or cannot be parried)
  • Cannot be special move canceled from normal moves

Critical Arts

Bolshoi Russian Suplex
Bolshoi Russian Suplex
42684268P
Startup Active Recovery Hit
1+0 2 65 KD
Damage Stun Attack Block
50*50*300 0 T -
  • Cancel options: -
  • Fully invincible on frames 1-2
  • Opponent can not jump out after cutscene starts

Taunts

Taunt
Taunt
5PPPKKK
SFV Zangief 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Iron Muscle (tap)
Iron Muscle (tap)
MPMK (VS1) (tap)
SFV Zangief MPMK (VS1) (tap).png
Startup Active Recovery Hit
1 15 10 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Two hits of armor from frame 1-15 (100 hits of armor during V-Trigger 1)
  • Hold in MP+MK and Forward to make Zangief start walking forward with 2 extra hits of armor (100 hits of armor during V-Trigger 1)
  • Minimum of 25F total duration
  • Hunched over hurtboxes starting on frames 8 and onward
  • Suspect to Counter-Hits for the entire duration if already in V-Trigger 1 (no counter-hit frames normally during the initial startup / recovery frames)
  • Builds 50 V-Gauge on an absorbed attack (and an extra +10 for each hit beyond the first per V-Skill)
Iron Muscle (hold)
Iron Muscle (hold)
MPMK (VS1) (hold)
SFV Zangief MPMK (VS1) (hold).png
Startup Active Recovery Hit
1(58) 49(5) 15 2
Damage Stun Attack Block
50 100 H -2
  • Cancel options: vt1 vt2
  • This is framedata for the (Hold) version of MP+MK
  • Can choose to either walk forward (and gain 2 hits of armor again) or cancel into a backdash on frames 21-49
  • Cannot cancel the flex into backdash while walking forward
  • Two hits of armor from frame 1-15 (100 hits of armor during V-Trigger 1)
  • Hold in MP+MK and Forward to make Zangief start walking forward with 2 extra hits of armor (100 hits of armor during V-Trigger 1)
  • Hunched over hurtboxes starting on frames 8 and onward
  • Suspect to Counter-Hits for the entire duration if already in V-Trigger 1 (no counter-hit frames normally during the initial startup / recovery frames)
  • Startup / Active frames shown in parentheses refers to the follow-up attack if you hold in MP+MK for the full duration without moving forward / backdashing
  • Builds 50 V-Gauge on an absorbed attack (and an extra +10 for each hit beyond the first per V-Skill)
Iron Muscle (release)
Iron Muscle (release)
MPMK (VS1) (release)
SFV Zangief MPMK (VS1) (release).png
Startup Active Recovery Hit
9(30) 5 15 2
Damage Stun Attack Block
50 100 H -2
  • Cancel options: vt1 vt2
  • This is framedata for the follow-up attack by itself
  • The follow-up attack itself is 9F startup (but minimum 30F start-up overall after initiating V-Skill (MP+MK)
  • Can be canceled into from MP+MK (Hold) on frames 21-49 (minimum overal startup: 30F)
  • Builds 80/40 V-Gauge on Hit / Block
  • Juggle Limit / Increase / Start: 1 / 1 /1
Iron Muscle (backdash)
Iron Muscle (backdash)
MPMK (VS1) (backdash)
SFV Zangief MPMK (VS1) (backdash).png
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Same properties as Zangief's regular backdash (Airborne and Counter-Hit state on frames 3-16)
  • Can be canceled into from MP+MK (Hold) on frames 21-49 (minimum overall startup: 46F)

V-Skill 2

Super Russian Kick
Super Russian Kick
MPMK (VS2)
Startup Active Recovery Hit
33(31) 7 17(22) 3
Damage Stun Attack Block
80 100 H -4
  • Cancel options: vt1 vt2
  • 1 hit of armor on frames 4-20 (up to frame 85 if you hold in buttons)
  • Can hold buttons for up to frame 85 before releasing the kick (holding up to frame 86 initiates the improved (Hold) version)
  • The kick follow-up is 2F faster startup if Zangief absorbed a hit prior to the kick
  • 5F extra (22F) recovery frames on whiff if Zangief didn't absorb a hit before the kick (no increased whiff recovery if Zangief absorbed a hit prior to the kick)
  • Cancelable into Forward / Back dash on frames 18-83 resulting in 25F recovery (dashes function the same as they normally do)
  • Builds 60/30 V-Gauge on Hit/Block
  • Puts airborne opponents into a limited juggle state
  • Juggle Limit / Increase / Start: 0 / 1 / 1
Super Russian Kick (hold)
Super Russian Kick (hold)
MPMK (VS2) (hold)
Startup Active Recovery Hit
98(95) 7 21(23) KD
Damage Stun Attack Block
100 120 H 11(GB)
  • Cancel options: vt1 vt2
  • Wall bounces the opponent the opponent into a free juggle state on hit (Wall Bounce also denies back-roll)
  • Causes a Guard Break on block resulting in +11 frame advantage
  • 1 hit of armor on frames 4-85
  • The kick follow-up is 3F faster startup (95F) if Zangief absorbed a hit prior to the kick
  • 2F extra (23F) recovery frames on whiff if Zangief didn't absorb a hit before the kick (no increased whiff recovery if Zangief absorbed a hit prior to the kick)
  • Cancelable into Forward / Back dash on frames 18-83 resulting in 25F recovery (dashes function the same as they normally do)
  • KDA varies greatly depending on how close/far to the wall the opponent is upon impact (increased KDA the further away the wall is)
  • +15 extra KDA if canceled into V-Trigger 2 on hit
  • Builds 100/50 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 0 / 1 / 0

V-Trigger 1

Cyclone Lariat
Cyclone Lariat
HPHK (tap) (VT1)
Startup Active Recovery Hit
19 19 16 3
Damage Stun Attack Block
- - H -6
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 3600 frames (60 seconds)
  • Unlocks the Cyclone Lariat special and gives V-Skill 1 infinite armor during flex (sort of)
  • Tap the input for the suction effect or hold the input for further levels of the Cyclone Lariat special
  • Hold back / forward to advance in either direction while spinning
  • Full body projectile invincibility during spin
Cyclone Lariat (lvl 1)
Cyclone Lariat (lvl 1)
HPHK (tap)
SFV Zangief HPHK (tap).png
Startup Active Recovery Hit
9 19 16 3
Damage Stun Attack Block
- - H -6
  • Cancel options: -
  • Cost: During V-trigger: Level 1: -45% V meter (or 27 seconds)
Cyclone Lariat (lvl 2)
Cyclone Lariat (lvl 2)
HPHK (brief hold)
SFV Zangief HPHK (brief hold).png
Startup Active Recovery Hit
9 - - KD
Damage Stun Attack Block
20x4*60 (140) 20x4*70 (150) H -3
  • Cancel options: -
  • Initial Activation Costs: Level 2: -25% V meter (or 15 seconds)
  • During V-trigger: Level 1: -75% V meter (or 27 seconds)
  • Fully projectile invincible
Cyclone Lariat (lvl 3)
Cyclone Lariat (lvl 3)
HPHK (hold)
SFV Zangief HPHK (hold).png
Startup Active Recovery Hit
9 3(5)3(9)3(6)3(7)2(4)3(5)2(4)3(5)2 26 KD
Damage Stun Attack Block
20x9 (180) 20x8*40 (200) H -3
  • Cancel options: -
  • Costs: Level 3: -100% V meter (or 60 seconds)
  • Minimum V meter required: 75% (or 45 seconds)
  • Fully projectile invincible
  • Juggle follow-up possible

V-Trigger 2

Cossack Muscle
Cossack Muscle
HPHK (VT2)
SFV Zangief HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2000 frames (~33 seconds)
  • Improves the damage and stun on Screw Pile Driver and Borscht Dynamite while active
  • Can cancel into Screw Pile Driver and Borscht Dynamite from special cancelable moves and still combo

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Colossal Boot
Colossal Boot
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Muscle Explosion
Muscle Explosion
6KKK
SFV Zangief 6KKK.png
Startup Active Recovery Hit
12 2 24 3
Damage Stun Attack Block
40 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-25
  • Does not benefit extra +2 frame advantage on Counter-Hit


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