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 3 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.0305
Backward Walk Speed 0.0235
Forward Dash Speed 25
Backward Dash Speed 25
Forward Dash Distance 1.355
Backward Dash Distance 1.065
Backdash CH Frames 3-16
Jumping
Back Jump Speed 49 (5+39+5)
Neutral Jump Speed 49 (5+39+5)
Forward Jump Speed 49 (5+39+5)
Forward Jump Distance 1.56
Backward Jump Distance 1.56
Throws
Throw Hurtbox 0.4
Throw Range 0.9
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

5LP
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)
FATonline.png
5MP
Stand MP
5MP
SFV Zangief 5MP.png
Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
70 100 H 2
  • Confirm windows:
    • V-Trigger: 16/*14
    • Notes: *VT1 Post Activation and VT2 Activation
  • Cancel options: vt1 vt2
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)
FATonline.png
5HP
Stand HP
5HP
SFV Zangief 5HP.png
Startup Active Recovery Hit
13 5 22 2
Damage Stun Attack Block
100 150 H 0(-4)
  • Crush Counter: Spinning, 27 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 18/*20
    • Notes: *VT1 Post Activation and VT2 Activation
  • Cancel options: vt1 vt2
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
Releasing early will hit 11 frames later
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): +29
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
FATonline.png
5LK
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)
FATonline.png
5MK
Stand MK
5MK
SFV Zangief 5MK.png
Startup Active Recovery Hit
10 3 17 2
Damage Stun Attack Block
70 100 H -3
  • Confirm windows:
    • V-Trigger: 16/*14
    • Notes: *VT1 Post Activation and VT2 Activation
  • Cancel options: vt1 vt2
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
FATonline.png
5HK
Stand HK
5HK
SFV Zangief 5HK.png
Startup Active Recovery Hit
11 4 22 2
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 109 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 21
  • Cancel options: vt1 vt2
Cannot hit crouching opponents
Good anti-air hitboxes (albeit a bit slow startup)
FATonline.png
2LP
Crouch LP
2LP
SFV Zangief 2LP.png
Startup Active Recovery Hit
4 2 9 3
Damage Stun Attack Block
40 70 H 3
  • Cancel options: sp su vt1 vt2
FATonline.png
2MP
Crouch MP
2MP
SFV Zangief 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
FATonline.png
2HP
Crouch HP
2HP
SFV Zangief 2HP.png
Startup Active Recovery Hit
9 6 20 2
Damage Stun Attack Block
100 150 H -6
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: su vt1 vt2
Knocks down grounded opponents and launches airborne opponents into limited juggle state (only cr. HK and VT2 EX Air SPD juggles)
Only cancelable on first active frame
Frames 10-14 can only hit airborne opponents
Airborne on frames 10-21
Cannot hit cross-up (behind Zangief)
Juggle Limit / Increase / Start: 0 / 3 / 3
FATonline.png
2LK
Crouch LK
2LK
SFV Zangief 2LK.png
Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
30 70 L 2
  • Cancel options: vt1 vt2
FATonline.png

Zangief's fastest low, can confirm into a combo at close range. Also makes for an excellent tick throw setup.

2MK
Crouch MK
2MK
SFV Zangief 2MK.png
Startup Active Recovery Hit
8 2 16 2
Damage Stun Attack Block
60 100 L -4
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 15/*13
    • Notes: *VT1 Post Activation and VT2 Activation
  • Cancel options: sp su vt1 vt2
FATonline.png
2HK
Crouch HK
2HK
SFV Zangief 2HK.png
Startup Active Recovery Hit
10 3 26 KD
Damage Stun Attack Block
100 150 L -10
  • Crush Counter: Hard Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Can juggle after certain scenarios such as anti-air cr. HP
Juggle Limit: 3
FATonline.png
8LP
Jump LP
8LP
SFV Zangief 8LP.png
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
50 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Zangief 8MP.png
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
80 100 M -
FATonline.png
8HP
Jump HP
8HP
SFV Zangief 8HP.png
Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
100 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Zangief 8LK.png
Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
50 70 M -
Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Zangief 8MK.png
Startup Active Recovery Hit
7 3 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HK
Jump HK
8HK
SFV Zangief 8HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
100 150 M -
FATonline.png

Command Normals

6MK
Knee Hammer
6MK
SFV Zangief 6MK.png
Startup Active Recovery Hit
12 4 5+10 3
Damage Stun Attack Block
70 100 H -3
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
FATonline.png
6HP
Head Butt
6HP
SFV Zangief 6HP.png
Startup Active Recovery Hit
12 4 14 7
Damage Stun Attack Block
100 200 H 2
  • Knockdown: 83 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: su vt1 vt2
Forces crouch on hit
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
FATonline.png
9 > 2HP
Flying Body Press
9 > 2HP
SFV Zangief 9 2HP.png
Startup Active Recovery Hit
7 7 - -
Damage Stun Attack Block
100 150 M -
Only possible during forward jump
Cross-up
Juggle Limit: 1
FATonline.png
8 > 8HP
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)
Only possible during neutral jump
Can cancel into Borscht Dynamite (air SPD)
Frame advantage in parentheses refers to hitting just before landing
Juggle Limit / Increase / Start: 1 / 1 / 1
FATonline.png

Throws

LPLK
Atomic Drop
Throw
LPLK
SFV Zangief LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T -
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
FATonline.png
4LPLK
Captured
Back Throw
4LPLK
SFV Zangief 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T -
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
FATonline.png

Special Moves

PPP
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
  • Knockdown: 74(81) KD Adv, 15(22) Quick Rise Adv, 20(27) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: *19
    • Notes: *Close hit only
  • Cancel options: vt1 vt2
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
FATonline.png
4268LP
LP Screw Pile Driver
4268LP
SFV Zangief 4268P.png
Normal
SFV Zangief 4268P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
200 250 T -
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
Throw Distance: 1.78
Denies back-roll
FATonline.png
VT2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
330(280) 350(300) T -
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
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)
4268MP
MP Screw Pile Driver
4268MP
SFV Zangief 4268P.png
Normal
SFV Zangief 4268P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
210 250 T -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Throw Distance: 1.40
Denies back-roll
FATonline.png
VT2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
340(290) 350(300) T -
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
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)
4268HP
HP Screw Pile Driver
4268HP
SFV Zangief 4268P.png
Normal
SFV Zangief 4268P vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
220 250 T -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Throw Distance: 1.10
Denies back-roll
FATonline.png
VT2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
350(300) 350(300) T -
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
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)
4268PP
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 -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Throw Distance: 1.68
Denies back-roll
Hurtbox moves back a bit during the startup frames
FATonline.png
VT2 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
350(300) 400(300) T -
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
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)
624LK
LK Siberian Express
624LK
SFV Zangief 624K.png
Startup Active Recovery Hit
17(0) 40(2) 52 KD
Damage Stun Attack Block
170 250 T -
  • Knockdown: 73 KD Adv, 24 Quick Rise Adv, 24 Back Rise Adv.
Zangief runs forward about half-screen at 0.06 speed before the grab goes active by itself on frame 55
Startup of grab is based or opponent's proximity to Zangief (17F windup at the start until Zangief starts running forward)
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)
FATonline.png
624MK
MK Siberian Express
624MK
SFV Zangief 624K.png
Startup Active Recovery Hit
23(0) 38(2) 52 KD
Damage Stun Attack Block
200 250 T -
  • Knockdown: 73 KD Adv, 24 Quick Rise Adv, 24 Back Rise Adv.
Zangief runs forward about half-screen at .062 speed before the grab goes active by itself on frame 59
Startup of grab is based or opponent's proximity to Zangief (21F windup at the start until Zangief starts running forward)
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)
FATonline.png
624HK
HK Siberian Express
624HK
SFV Zangief 624K.png
Startup Active Recovery Hit
30(0) 37(2) 52 KD
Damage Stun Attack Block
220 250 T -
  • Knockdown: 73 KD Adv, 24 Quick Rise Adv, 24 Back Rise Adv.
Zangief runs forward about half-screen at 0.062 speed before the grab goes active by itself on frame 65
Startup of grab is based or opponent's proximity to Zangief (26F windup at the start until Zangief starts running forward)
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)
FATonline.png
624KK
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 -
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
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 0.065 speed before the grab goes active by itself on frame 59
Startup of grab is based or opponent's proximity to Zangief (20F windup at the start until Zangief starts running forward)
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)
FATonline.png
4268LP (air)
LP Borscht Dynamite
4268LP (air)
SFV Zangief 4268P (air).png
Normal
SFV Zangief 4268P (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*130 100*150 T -
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Strike hitbox (so it can grab hurtboxes instead of grab-boxes)
Does not build meter on whiff
12 frames of landing recovery on whiff
Protects Russian skies
Juggle Limit: 0
FATonline.png
VT2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
310(240) 350(300) T -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
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
4268MP (air)
MP Borscht Dynamite
4268MP (air)
SFV Zangief 4268P (air).png
Normal
SFV Zangief 4268P (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*150 100*150 T -
  • Knockdown: 74 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Strike hitbox (so it can grab hurtboxes instead of grab-boxes)
Does not build meter on whiff
12 frames of landing recovery on whiff
Protects Russian skies
Juggle Limit: 0
FATonline.png
VT2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
330(250) 350(300) T -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
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
4268HP (air)
HP Borscht Dynamite
4268HP (air)
SFV Zangief 4268P (air).png
Normal
SFV Zangief 4268P (air) vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
50*170 100*150 T -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Strike hitbox (so it can grab hurtboxes instead of grab-boxes)
Does not build meter on whiff
12 frames of landing recovery on whiff
Protects Russian skies
Juggle Limit: 0
FATonline.png
VT2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
350(260) 350(300) T -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
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
4268PP (air)
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 -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Can combo on juggle state opponents
Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
12 frames of landing recovery on whiff
Protects Russian skies
Juggle Limit: 1
FATonline.png
VT2 Startup Active Recovery Hit
3 4 12 KD
Damage Stun Attack Block
330(270) 350(300) H -
  • Knockdown: 70 KD Adv, 21 Quick Rise Adv, 21 Back Rise Adv.
Can combo juggle state opponents
Has a strike hitbox (so it can grab hurtboxes instead of grab-boxes)
Enhanced Juggle Limit compared to non-VT version (See: Juggle Limit)
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: 5
623PP
Tundra Storm
623PP
SFV Zangief 623PP.png
Startup Active Recovery Hit
2 12 22 KD
Damage Stun Attack Block
220 300 T -
  • Knockdown: 26 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Hard Knockdown
Susceptible 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
FATonline.png

Critical Art

42684268P
Bolshoi Russian Suplex
42684268P
SFV Zangief 42684268P 1.png
SFV Zangief 42684268P 2.png
Startup Active Recovery Hit
1+0 2 65 KD
Damage Stun Attack Block
50*50*300 (400) 0 T -
  • Knockdown: 60 KD Adv, 11 Quick Rise Adv, 11 Back Rise Adv.
Fully invincible on frames 1-2
Opponent can not jump out after cutscene starts (1st startup frame occurs BEFORE cutscene, not after
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Zangief 5PPPKKK.png
"You have to train body more!"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1) (tap)
Iron Muscle (tap)
MPMK (VS1) (tap)
SFV Zangief MPMK (VS1) (tap).png
Startup Active Recovery Hit
1 15 10 -
Damage Stun Attack Block
- - - -
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
Susceptible 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)
FATonline.png
MPMK (VS1) (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
Susceptible 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)
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MPMK (VS1) (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
  • Confirm windows:
    • V-Trigger: 16
  • 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
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MPMK (VS1) (backdash)
Iron Muscle (backdash)
MPMK (VS1) (backdash)
SFV Zangief MPMK (VS1) (backdash).png
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
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)
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V-Skill 2

MPMK (VS2)
Super Russian Kick
MPMK (VS2)
SFV Zangief MPMK (VS2) 1.png
SFV Zangief MPMK (VS2) 2.png
Startup Active Recovery Hit
33(31) 7 17(22) 3
Damage Stun Attack Block
80 100 H -4
  • Confirm windows:
    • V-Trigger: 21
  • 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
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MPMK (VS2) (hold)
Super Russian Kick (hold)
MPMK (VS2) (hold)
SFV Zangief MPMK (VS2) 1.png
SFV Zangief MPMK (VS2) 2.png
Startup Active Recovery Hit
98(95) 7 21(23) KD
Damage Stun Attack Block
100 120 H 11(GB)
  • Knockdown: 94(106) KD Adv, 35(47) Quick Rise Adv, 35(47) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 27
  • 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
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V-Trigger 1

HPHK (tap) (VT1)
Cyclone Lariat
HPHK (tap) (VT1)
SFV Zangief HPHK (tap) (VT1) 1.png
SFV Zangief HPHK (tap) (VT1) 2.png
Startup Active Recovery Hit
19 19 16 3
Damage Stun Attack Block
- - H -6
3 bar V-Trigger
Duration of 3600 frames (60 seconds)
Gives access to 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
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HPHK (tap)
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
Cost: During V-trigger: Level 1: -45% V meter (or 27 seconds)
Fully projectile invincible
Hold back / forward to advance in either direction while spinning
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HPHK (brief hold)
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
  • Knockdown: 103 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
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
Hold back / forward to advance in either direction while spinning
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HPHK (hold)
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
  • Knockdown: 130 KD Adv, 71 Quick Rise Adv, 76 Back Rise Adv.
Costs: Level 3: -100% V meter (or 60 seconds)
Minimum V meter required: 75% (or 45 seconds)
Fully projectile invincible
Hold back / forward to advance in either direction while spinning
Final hit launches for a juggle
Juggle Limit / Increase / Start: 2 / 1 / 1
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V-Trigger 2

HPHK (VT2)
Cossack Muscle
HPHK (VT2)
SFV Zangief HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
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
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Zangief 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
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
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V-Shift Break

5MKHP
Colossal Boot
5MKHP
SFV Zangief 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

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