Street Fighter 6/Zangief/Introduction: Difference between revisions

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A colossal wrestler nicknamed the Red Cyclone. Zangief is dedicated to physical improvement and instructing his students.
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.


{{ ProConTable
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.
| pros=
 
* '''Absurd Burst Damage''': Zangief is infamous for his ability to steal rounds off of a single, well-placed special move. His '''Screw Piledriver''' is the best command grab in the game with incredible damage, and the OD version deals more damage than some supers. Opponents must be wary if they are close to Zangief.  
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 [https://glossary.infil.net/?t=Tick%20Throw 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.
* '''Incredible Mixups:''' True to his earlier appearances, Zangief inherits a timeless, devastating strike/throw game. Once he's in, Zangief's opponents gamble with their lives.
 
* '''Natural Counter to Parry:''' Zangief's grab-based gameplan makes universal defensive mechanics such as Drive Parry or Drive Impact noticeably weaker and more risky against him.
While Zangief's offense is effective, he is notably not a [https://glossary.infil.net/?t=Vortex 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.
* '''Great use of Drive:''' Drive Rush in all its forms closes the gap and makes Zangief a tremendous threat, while Overdrive Command Grabs deal insane damage. Zangief can Drive Rush after SPD and resume the pressure, or use it to set up absolutely devious tick throw situations.  
 
* '''Fear is the Mindkiller''': Zangief's large frame combined with the aforementioned pros allow him to leverage a unique "fear-based" gameplan. Opponents must often take risky decisions when dealing with Zangief's offense, and options like '''Aerial Russian Slam''' and '''Borscht Dynamite''' exist purely to take advantage of mistakes. Consistently leveraging Zangief's fear factor can force opponents to make many poor decisions throughout a match.
 
| cons=
{{ ReasonsToPick
* '''Slow Anti-Airs:''' Gief's biggest problem is his lack of safe, quick anti-airs. While his 2HP and Lariat have great reward on hit and are useful anti-airs, they have huge recovery and leave him wide open on whiff.
| pick=
* '''Slow and Limited in Neutral:''' In trade for his high health, Zangief is slower than other characters. On top of that, he lacks options to outright punish things like fireballs, instead being forced to navigate around them using Lariat and Drive Parry, or use riskier options like jumping or Siberian Express.
* A powerful throw game with unique options for every situation
* '''Limited Okizeme:''' Altough Zangief's mixups are very rewarding in term of damage, they also create lots of distance between him and his opponent outside the corner, forcing him to play neutral again if he wants to makes the opponent guess again.
* Contesting the midrange with large buttons
* '''Expensive Reversals:''' Zangief's Level 1 can't be used as a reversal as it only hits airbone opponents, Level 2 works but is very slow. Zangief only gets a good reversal when he has full super meter.
* Long-ranged abare to challenge spaced offense
* Incredible Punish Counter damage from both strikes and throws
* Making hard reads for high reward
* Getting into your opponent's head
* Having the largest health pool in the game
| avoid=
* Having to approach your opponent slowly
* Relying heavily on Drive to complete combos and chase knockdowns
* Weak and inconsistent conversions from pokes and lights
* Unconventional supers which can lack flexibility
* Slow Anti-Airs that struggle to contest cross-ups or deep jump-ins
* Limited reversal options
* Very unfavorable matchups
}}
}}
<br>
===Classic & Modern Versions Comparison===
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Zangief
|-
! style="text-align:left;" | Missing Normals
|
* Standing Medium Kick {{clr|M|(5MK)}}
* Standing Heavy Kick {{clr|H|(5HK)}}
* Crouching Medium Kick {{clr|M|(2MK)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Punch {{clr|M|(j.MP)}}
* Jumping Heavy Punch {{clr|H|(j.HP)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* Smetana Dropkick {{clr|H|(3HK)}}
* Power Stomp {{clr|M|(22MK)}}
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* N/A
|-
! style="text-align:left;" | Miscellaneous Changes
|
* Modern Zangief has access to instant {{clr|10|SA3}}, allowing for punishes and use in neutral that would otherwise be extremely difficult. Modern input {{clr|10|SA1}} is coded to do less damage than the classic input (2625 vs 3500) and then the typical 80% modern scaling is applied on top of that, leading to less damage from raw to minimum scaling.
|}
Zangief loses access to some of his best neutral tools with Modern, {{clr|M|5MK}} and {{clr|M|2MK}}, both very valuable for being pokes with huge range that are still quite safe from drive impacts, he also loses {{clr|H|5HK}} which typically allows for immediate high-damage punish counter options with {{clr|H|5HK}}, {{clr|M|3MP}}> {{clr|10|SA1}} or {{clr|H|5HK}}, {{clr|M|3MP}}, {{clr|10|OD Borscht Dynamite}} ({{clr|10|360KK}})
{{clr|H|3HK}}, which is a situationally useful low/throw invincible option, is gone. {{clr|H|j.HP}} has been gutted in favor of going all-in on his normally difficult {{clr|5|Borscht Dynamite}} ({{clr|5|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 {{clr|10|SA1}} and {{clr|5|Borscht Dynamite}} ({{clr|5|360K}}), which are very rare to see, much more consistent and common. {{clr|5|Screw Piledriver}} ({{clr|5|360P}}) (and {{clr|10|SA3}}) is extremely scary on Modern, he can whip it out as a reaction without fear of accidentally missing, ({{clr|10|SA3}} also doesn't require a jump) but he will still need to do the standard input if he wants to use Light/Medium SPD at longer ranges, or to get the full value of {{clr|10|SA3}}'s insane damage.
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.


<noinclude>
<noinclude>
[[Category:Street Fighter 6]]
[[Category:Street Fighter 6]][[Category:Zangief]]
[[Category:Zangief]]
{{Navbox-SF6}}
{{Navbox-SF6}}
</noinclude>
</noinclude>

Latest revision as of 12:55, 21 June 2024

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:
  • A powerful throw game with unique options for every situation
  • Contesting the midrange with large buttons
  • Long-ranged abare to challenge spaced offense
  • Incredible Punish Counter damage from both strikes and throws
  • Making hard reads for high reward
  • Getting into your opponent's head
  • Having the largest health pool in the game
  • Having to approach your opponent slowly
  • Relying heavily on Drive to complete combos and chase knockdowns
  • Weak and inconsistent conversions from pokes and lights
  • Unconventional supers which can lack flexibility
  • Slow Anti-Airs that struggle to contest cross-ups or deep jump-ins
  • Limited reversal options
  • Very unfavorable matchups


Classic & Modern Versions Comparison

List of differences with Modern Zangief
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Crouching Medium Kick (2MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Smetana Dropkick (3HK)
  • Power Stomp (22MK)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • Modern Zangief has access to instant SA3, allowing for punishes and use in neutral that would otherwise be extremely difficult. Modern input SA1 is coded to do less damage than the classic input (2625 vs 3500) and then the typical 80% modern scaling is applied on top of that, leading to less damage from raw to minimum scaling.

Zangief loses access to some of his best neutral tools with Modern, 5MK and 2MK, both very valuable for being pokes with huge range that are still quite safe from drive impacts, he also loses 5HK which typically allows for immediate high-damage punish counter options with 5HK, 3MP> SA1 or 5HK, 3MP, OD Borscht Dynamite (360KK)

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. Screw Piledriver (360P) (and SA3) is extremely scary on Modern, he can whip it out as a reaction without fear of accidentally missing, (SA3 also doesn't require a jump) but he will still need to do the standard input if he wants to use Light/Medium SPD at longer ranges, or to get the full value of SA3's insane damage.

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.

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