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Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
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A.K.I.

While A.K.I. can struggle in pure footsies against Zangief, she has numerous zoning options keep him at bay. Gief's slow movement makes her fireball and poison pool relatively easy to set up, especially when backed with the threat of her Serpent Lash. Once Zangief is poisoned, A.K.I.'s improved conversions shift the risk/reward massively in her favor, demanding even more respect. Zangief must carefully manage his resources to avoid playing into A.K.I.'s win condition, while actively adapting to her variety of tricky setups and approaches.
Burnout Pressure
Akuma

Pros:
Lariat invalidates Akuma's Zanku Hadoken (Air Fireball) as an option meaning Akuma has to play more grounded in this match up.
Akuma's only normal that out ranges Zangief's 5MK is Akuma's 5HK, but if ducked Akuma is -13 so it is very dangerous for him to use.
Demon Guillotine (Punch follow up from Demon Raid) is a bit hard to Lariat, but 2HP hits it very consistently (although recognizing the situation and using a less used button will prove to be a challenge).
Akuma's charged fireball has a minimum of 25 frames startup and a minimum of 28 frames of recovery which means Zangief can SA2 on reaction (assuming you're close enough).
Finally, Akuma only having 9000 health means Zangief can end any round in 2.5 exchanges on average where Akuma will need 3.5 exchanges. This allows Zangief to use his health pool as a resource and go for a risky option once or twice early in the round.
Cons
Akuma's walk speed is very good. If the Akuma wants to be really patient he can play defensively and go for whiff punishes. Zangief needs to adjust to this play style and slowly walk Akuma into the corner before going on the offensive if this happens.
Akuma has a special cancelable 2MK which is always bad news for Zangief. Thankfully, it's a bit shorter than most of the cast, but combined with his walk speed makes it fairly strong. Zangief needs to protect his toes in this match up.
Like all the other shotos, Akuma's Gou Shoryuken (DP) is invincible if OD'd which always threatens his pressure. Akuma's Gou Shoryuken also does the most damaging of the shoto's DPs (excluding Luke's second hit which requires another bar) and leaves him at a good spacing to do his Oboro Throw (teleport command grab). This is really fake and can be interrupted, but can catch Zangief off guard if he is not ready for it.Blanka

Due to Blanka's excellent defensive and neutral tools, Zangief struggles a good deal in this matchup.
Punishing Horizontal Blanka Ball
Light and Medium Blanka balls are incredibly negative on block and leave Blanka quite close to Zangief, allowing Zangief to punish with 2HK for a safe jump. Alternatively, Zangief can burn meter for a more powerful Drive Rush punish.
Cammy

Beating Cammy's SA3 Startup: OD Lariat (PPP) hits Cammy out of the air (don't use your own SA3 cancel)
- Useful if Cammy uses SA3 on reaction to your Drive Rush
- Works because SA3 is airborne for all of its active frames; meterless Lariat AA invuln doesn't occur soon enough
- If Zangief is in Burnout and Cammy tries to chip with raw SA3, you can escape with SA1 but you are left at -17 full screen
While Cammy's pressure and footsies can be difficult to deal with, Zangief is well equipped to fight her off and can punish her massively for small mistakes.
5HP~HK Target Combo
When not in burnout, Zangief can punish a Cammy attempting to reset pressure with her 6HP~6HK target combo, there is always an 9f gap between the second and third hits, regardless of whether she cancels into a divekick or not. While the window to input it is small, Zangief's 2MP is an incredibly rewarding option that can beat both.
If Cammy does not cancel the target combo, then 2MP lands as a Punish Counter, allowing Zangief to link 2MP into 3MP for a ground combo.
If Cammy instead cancels the target combo into her divekick, then 2MP lands as a Forced Knockdown, allowing Zangief to combo into TK OD Borscht Dynamite for massive damage.Chun-Li

While Zangief does a solid job contesting Chun Li's offense and forcing her to alter her pressure game, Chun absolutely dominates in neutral with her incredible ground speed, large pokes, and Kikoken.
Serenity Stream stance will low-profile the following moves:
- 5MP, 5MK, 2HP, nj.8HP, PP/PPP (1st hit)
Dee Jay

While Dee Jay can punish Zangief with incredible damage while controlling the neutral, Zangief is uniquely equipped to contest a good chunk of Dee Jay's offense thanks to the incredible speed and range of Screw Piledriver. Additionally, Deejay's lack of many cancellable pokes means Zangief can get a lot of mileage out of 5[HP]'s upper body armor.
Dhalsim

A traditionally poor matchup for Zangief, Dhalsim is well-equipped to bully Zangief at any range on screen with his stretchy limbs and potent projectiles. The one saving grace is that once Zangief gets in, Dhalsim has among the worst defense in the game.
Using Siberian Express
Ed

Ed excels at controlling neutral against Zangief using his variety of midrange zoning tools. His long-ranged cancelable pokes allow him to convert from outside Zangief's medium range, while MK Flicker and 5MK can bypass 5[HP]'s armor due to their downward angle. Zangief's slow movement also lets Ed use his fireball and charged Flicker more freely, enhancing his neutral setplay. This puts Zangief in a tough position, forcing him to rely on risky reads to close the gap and capitalize on Ed's defensive weaknesses.
E.Honda

While Zangief can struggle to make up a life deficit against Honda, the same is true in reverse as Zangief has access to a large number of effective tools for countering and severely punishing most of Honda's typical offense without relying on Perfect Parry.
Beating Sumo Headbutt
While Zangief can utilize the universal counterplay to Sumo Headbutt, 5[HP] allows Zangief to armor through and punish headbutt attempts. Note that you do take a large chunk of recoverable health for doing so. Even if Honda stops short with a lower-strength headbutt, Zangief can release the HP button early to whiff punish it. Honda is also discouraged from using OD Sumo Headbutt as a wakeup option more than normal as meaty SPD will ignore the armor and hit much harder than a normal throw would.
Beating Sumo Smash
Guile

Surprisingly, Zangief does quite well against Guile. While he, like everyone else, struggles against Guile's fireball game, his superior mixup game allows him to take much better advantage of any opportunity Guile hands him.
Jamie

Zangief excels at punishing Jamie's offense, but Jamie can power up in neutral much more easily against Zangief than against other characters. In addition, Zangief struggles against Jamie's superior footsies.
JP

One of Zangief's worst matchups and one of JP's best, Zangief struggles immensely vs JP's zoning due to his slow speed and narrow jump arc. In addition, Zangief's slower buttons means he cannot bully JP in the midrange as effectively as other characters. Finally, JP has one of the best anti-throw tools in the game with OD Amnesia, allowing him to easily contest and punish Zangief's offense.
Playing Around OD Amnesia
JP's OD Amnesia (22KK) is an incredibly rewarding counter tool, allowing JP to severely punish any of Zangief's throws or heavy normals. However, if OD Amnesia counter's one of Zangief's light attacks, Zangief is left at advantage, allowing him to potentially avoid the exploding projectiles with a mixup.
If OD Amnesia counters Zangief 2LK, Zangief is left +3, allowing Zangief to immediately enforce a mixup between 3MP, Spinebuster (3+LP+LK), or SPD (360P). If either of the throws hit, the throw animation allows Zangief to avoid the exploding projectiles. If 3MP hits, Zangief can avoid the projectiles by canceling into SA2 Cyclone Lariat (236236P).
Zangief's 5LP and 2LP also leave him advantageous against OD Amnesia, being +6 and +8 respectively, so Zangief must slightly delay the throw mixup.Juri

While Juri's fast dash and Drive Rush can be difficult to fight against, Zangief is more than well-equipped to fight her gameplan while having uniquely powerful tools against her Saihasho projectile.
Low Crushing Saihasho
One of Juri's most powerful tools is her low-to-the-ground projectile, Saihasho (236LK). To counter this, Zangief can use his Knee Hammer (6MK), Smetana Dropkick (3HK), and Cyclone Wheel Kick (6HK) as each move leaps over the projectile to punish Juri.
Knee Hammer is the lowest risk option, leaving Zangief +4 on Punish Counter at minimum, and often leaving him +6 or more to link into 2LP, 3MP, or 2MP.
Smetana Dropkick is the fast, high-risk option and often results in Zangief being clipped by the projectile after the move lands, but it hops over Saihasho the quickest, serving as a close-range reaction option.
Finally, Cyclone Wheel Kick is the most rewarding of the three, giving Zangief a massively damaging punish combo when performed close enough. However, it is by far the slowest of the three moves, and if Juri recovers in time and blocks, she can land a punish of her own.Ken

Compared to other shotos, Ken has a significantly harder time in neutral against Gief. He's the worst at keeping Zangief out since his fireball is more suited to setting up offense than zoning, and his advancing pokes risk moving him forward into SPD range if misspaced. However, if Ken lands any solid hit, he can easily take Zangief all the way to the corner and exploit his defensive weaknesses.
Beating HK Dragonlash
Kimberly

As a ninja character, Kimberly can easily overwhelm Zangief in both neutral and on offense. Out of all of Zangief's matchups, this one requires some of the most knowledge to navigate due to Kimberly's myriad gimmicks and knowledge checks.
Punishing Teleports
Lily

Surprisingly for a fellow grappler, Lily's kit is near-perfectly suited to combating Zangief. Her large ground pokes and excellent AAs make it incredibly difficult for Zangief to approach her, and Zangief's slow speed means she can very easily gain her unique Wind resource. As such, it's damned-if-you-do, damned-if-you-don't, and thus Zangief is forced to play by her rules.
Luke

Of the three shotos, Luke is the best at keeping Zangief from getting in due to his superior fireballs. In addition, Luke's high damage means that every whiffed SPD hurts like hell.
M.Bison

- After a midscreen MP Backfist knockdown, Zangief can Lariat against any attempted meaty Psycho Crusher. Note that this will not work against LP Backfist > LP Crusher or HP Backfist > MP Crusher, both of which are also DI-safe.
Mai
Manon

Manon does much of what Zangief does, but trades punishment damage and plus frames for largely superior everything else. She's faster than Zangief, has better pokes than Zangief, and has better anti-airs than Zangief while maintaining a similarly spooky mixup game. As a result, it's difficult both to approach her and defend against her in neutral. Luckily, Manon's frame data often leaves a sizeable gap in her throw mixups for Zangief to SPD out of, so he can punish her for being too greedy on offense.
Marisa

While Zangief doesn't necessarily struggle against Marisa on a tool-by-tool basis, her massive damage allows her to outperform Zangief in terms of raw risk-vs-reward. If she guesses correctly on any command grab, Zangief will often take significantly more damage than he would have dealt on top of being on the receiving end of further okizeme. Thankfully, Marisa's lack of throw-invuln reversals outside of SA2 and SA3 means Zangief can better leverage his normal throws on offense compared to most other matchups.
Rashid

Zangief has the tools to severely punish the gaps in certain mix-ups, while his JMK in particular can abuse Rashid's weak anti-air game. However, Rashid's slippery movement can make him hard to pin down and his projectile beats most of Zangief's typical anti-projectile moves and strategies, making the neutral awkward to navigate.
Ryu

Out of the three shotos, the Ryu matchup is probably the least unfavorable for Zangief. It's still difficult to get in on Ryu, but a Ryu who focuses on zoning Zangief out often lacks Denjin Charge for Ryu's more devastating combos.
Terry
Zangief

The Zangief mirror is either incredibly stale or incredibly goofy with no in-between. Zangief struggles to approach his own midrange options, but those same midrange options lead into very little, resulting in a slow back-and-forth of failed jump-ins and stuffed dashes. However, Zangief's lack of reversals paired with his overwhelming mixup means that if either player gets in, they can blend the opponent alive.