Street Fighter 6/Zangief/Introduction: Difference between revisions

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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Big, Hairy, and Scary:''' True to his earlier appearances, SF6 Zangief inherits a timeless, devastating strike/throw game. Once he's in, Zangief's opponents gamble with their lives.
* '''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.
* '''Fear Is The Weapon:''' Typical offense plays right into Zangief's optimal range, so most opponents will play slow, safe, and distant.
* '''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.
* '''Driven:''' Drive Rush in all its forms closes the gap and makes Zangief a tremendous threat; Overdrive Command Grabs deal insane damage.
* '''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.
| cons=
| cons=
* '''Low Gear:''' In trade for his high health, Zangief is slow.
* '''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.
* '''Big Muscles; Big Target:''' Zangief often finds himself hamstrung by his size: Long pokes and Fireballs can shut him down. To make matters worse, [https://glossary.infil.net/?t=Big%20Body bigbodies] constantly fight against combos and setups unique to their wide selves.
* '''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.
* '''Feast or Famine:''' Whether Zangief will stay strong over SF6's lifespan is anyone's guess. Very few games feature top tier Grapplers, and Command Throws are inundated with risk.
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Revision as of 15:16, 7 June 2023

Introduction

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


Strengths Weaknesses
  • 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.
  • 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.
  • 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.
  • 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.

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