Street Fighter V/Zangief

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Zangief

SFV-Zangief Portrait.jpg
VITALS
Health: 1075 Stun: 1100
WALKING THROWS
Forward Walk Speed: 3 Throw Range: 0.9
Back Walk Speed: 2.3 Throw Hurt Range: 0.4
DASHING JUMPING
Forward Dash Total Frames: 25 Jump Height Apex: -
Back Dash Total Frames: 25 Jump Total Frames: 49 (5+39+5)
Forward Dash Distance: 135.5 Forward Jump Distance: 156
Back Dash Distance: 106.5 Back Jump Distance 156
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

A Russian Wrestler, The Red Cyclone travels the world to honor Mother Russia and prove he's the greatest wrestler in the world.


Why Pick Zangief?

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.

Players To Watch
Stupendous, Itazan

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Flying Head Butt (d+HP during neutral jump) stun reduced from 400 to 200, changed hit effect from blowback to mid-air unrecoverable damage
  • Muscle Explosion (f+PPP) pushback on hit/block increased
  • Tundra Stun (f,d,df+PP) will no longer allow opponent to recover stun during animation
  • EX Borscht Dynamite (360+P in air) has a new animation if canceled into
  • VT2
    • Stand HP xx VT2 Cancel.png timing adjusted


Season 3 (Arcade Edition)

  • Forward Throw.png (stand/crouch) position after Throw.png adjusted
  • Stand LP hitbox reduced, hurtbox expanded, adjusted horizontal blowback on mid-air hit
  • Stand LK recovery increased from 12f to 15f
  • Crouch LP damage increased from 30 to 40, active frames reduced from 3f to 2f, total frames increased from 12f to 14f, advantage on hit reduced from +4 to +3 (no longer self-combos), expanded hurtbox
  • Crouch LK hitbox reduced, no longer special cancelable
  • Crouch HP hurtbox reduced
  • Jump HP hurtbox reduced
  • Knee Hammer (f+MK) recovery on whiff increased by 3f
  • Flying Body Press (d+HP in air) hurtbox reduced
  • Screw Pile Driver (360+P) recovery on whiff increased by 8f, adjusted movement distance on whiff
  • Double Lariat (PPP) recovery increased by 5f
  • Tundra Storm (was f,d,df+P) input changed to f,d,df+PP; startup decreased from 4f to 2f, stun increased from 250 to 300, recovery on whiff reduced by 10f, cannot be special canceled into, changed whiff motion
  • V-Trigger
    • Cyclone Lariat (HP+HK) will now build EX Meter
  • Added V-Trigger 2: Cossacck Muscle


Move List

Unique Attacks

SFV-Zangief-Unique.jpg

Special Moves

SFV-Zangief-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Zangief-Vsystem.jpg

Critical Art

SFV-Zangief-Critical.jpg

Zangief Discussions

Discussions regarding Zangief

Zangief Shoryuken Forum

Zangief Discord Link

Zangief Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Other Resources

Zangief Discord's Matchup Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 5 4 7 3 5 7 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MP MP 7 3 15 2 4 6 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HP (tap) HP (tap) 12 4 23 -3(-4) 2 27 100 150 H ["vt1","vt2"] - - - 16 120 180
Stand HP (hold) HP (hold) 37 4 23 1(2) KD 31 130 200 H ["vt1","vt2"] 94(95) 33(34) 38(39) 21 156 240
Stand LK LK 5 2 15 -3 -1 1 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MK MK 10 3 17 -3 2 4 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HK HK 11 4 22 -2 2 KD 90 150 H ["vt1","vt2"] 109 48 53 14 108 180
Crouch LP d+LP 4 2 9 3 3 5 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Crouch MP d+MP 6 3 12 3 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 9 6 20 -4 2 4 100 150 H ["su","vt1","vt2"] - - - 16 120 180
Crouch LK d+LK 4 2 8 2 4 6 30 70 L ["vt1","vt2"] - - - - 36 84
Crouch MK d+MK 8 2 16 -4 2 4 60 100 L ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 10 3 26 -10 KD KD 100 150 L ["vt1","vt2"] 68 19 24 16 120 180
Jump LP u+LP 5 5 - - - ? 50 70 M - - - - - 60 84
Jump MP u+MP 6 4 - - - ? 80 100 M - - - - 13 96 120
Jump HP u+HP 7 6 - - - ? 100 150 M - - - - 16 120 180
Jump LK u+LK 6 5 - - - ? 50 70 M - - - - - 60 84
Jump MK u+MK 7 3 - - - ? 70 100 M - - - - 11 84 120
Jump HK u+HK 9 5 - - - ? 100 150 M - - - - 16 120 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Knee Hammer f+MK 12 4 5+10 -3 3 5 70 100 H - - - - 11 84 120
Head Butt f+HP 12 4 14 2 7 9 100 200 H ["su"] 83 22 27 16 120 240
Flying Body Press d+HP during jump 7 7 - - - ? 100 150 M - - - - 16 120 180
Flying Headbutt u+HP during neutral jump 8 5 - 13(14) 18(19) ? 120 200 M - - - - 19 144 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Atomic Drop LP+LK 5 3 17 - KD KD 130 170 T - 64 15 15 ? 156 204
Horosho Chokeslam LP+LK (on crouching) 5 3 17 - KD KD 140 200 T - 64 15 15 ? 168 240
Captured b+LP+LK 5 3 17 - KD KD 130 170 T - 69 20 20 ? 156 204
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Cyclone Lariat HP+HK (tap) (VT1) 19 19 16 -6 3 5 - - H - - - - ? CH_DAMAGE CH_STUN
Cossack Muscle HP+HK (VT2) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Iron Muscle (tap) MP+MK (VS1) (tap) 1 15 10 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Iron Muscle (hold) MP+MK (VS1) (hold) 1(58) 49(5) 15 -2 2 4 50 100 H ["vt1","vt2"] - - - ? 60 120
Iron Muscle (release) MP+MK (VS1) (release) 9(30) 5 15 -2 2 4 50 100 H ["vt1","vt2"] - - - ? 60 120
Iron Muscle (backdash) MP+MK (VS1) (backdash) - - 25 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Super Russian Kick MP+MK (VS2) 33(31) 7 17(22) -4 3 5 80 100 H ["vt1","vt2"] - - - ? 96 120
Super Russian Kick (hold) MP+MK (VS2) (hold) 98(95) 7 21(23) 11 KD KD 100 120 H ["vt1","vt2"] 94(106) 35(47) 35(47) ? 120 144
Muscle Explosion f+KKK 12 2 24 -2 3 5 40 0 H - - - - ? 48 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Double Lariat PPP 9 6(5)4(8)3 36 -38 KD KD 130(100) 200 H - 74(81) 15(22) 20(27) ? CH_DAMAGE 240
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Screw Pile Driver 360+LP 5 2 60 - KD KD 200 250 T - 71 22 22 ? 240 300
MP Screw Pile Driver 360+MP 5 2 60 - KD KD 210 250 T - 76 27 27 ? 252 300
HP Screw Pile Driver 360+HP 5 2 60 - KD KD 220 250 T - 76 27 27 ? 264 300
EX Screw Pile Driver 360+PP 5 2 60 - KD KD 220 300 T - 76 27 27 ? 264 360
LK Siberian Express hcb+LK 17(0) 40(2) 52 - KD KD 170 250 T - 73 24 24 ? 204 300
MK Siberian Express hcb+MK 23(0) 38(2) 52 - KD KD 200 250 T - 73 24 24 ? 240 300
HK Siberian Express hcb+HK 30(0) 37(2) 52 - KD KD 220 250 T - 73 24 24 ? 264 300
EX Siberian Express hcb+KK 15(0) 46(2) 52 - KD KD 230 250 T - 68 19 19 ? 276 300
LP Borscht Dynamite 360+LP(air) 3 4 12 - KD KD 50*130 100*150 T - 72 23 23 ? CH_DAMAGE CH_STUN
MP Borscht Dynamite 360+MP(air) 3 4 12 - KD KD 50*150 100*150 T - 74 25 25 ? CH_DAMAGE CH_STUN
HP Borscht Dynamite 360+HP(air) 3 4 12 - KD KD 50*170 100*150 T - 76 27 27 ? CH_DAMAGE CH_STUN
EX Borscht Dynamite 360+PP(air) 3 4 12 - KD KD 50*150 100*150 H - 76 27 27 ? CH_DAMAGE CH_STUN
Tundra Storm f,d,df+PP 2 12 22 - KD KD 220 300 T - 26 26 26 ? 264 360
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Bolshoi Russian Suplex 720+P 1+0 2 65 - KD KD 50*50*300 0 T - 60 11 11 ? CH_DAMAGE 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Cyclone Lariat (lvl 1) HP+HK (tap) 9 19 16 -6 3 5 - - H - - - - ? CH_DAMAGE CH_STUN
Cyclone Lariat (lvl 2) HP+HK (brief hold) 9 - - -3 KD KD 20x4*60 (140) 20x4*70 (150) H - 103 44 49 ? CH_DAMAGE CH_STUN
Cyclone Lariat (lvl 3) HP+HK (hold) 9 3(5)3(9)3(6)3(7)2(4)3(5)2(4)3(5)2 26 -3 KD KD 20x9 (180) 20x8*40 (200) H - 130 71 76 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
LP Screw Pile Driver 360+LP 5 2 60 - KD KD 330(280) 350 T - 71 22 22 ? CH_DAMAGE 420
MP Screw Pile Driver 360+MP 5 2 60 - KD KD 340(290) 350 T - 71 22 22 ? CH_DAMAGE 420
HP Screw Pile Driver 360+HP 5 2 60 - KD KD 350(300) 350 T - 71 22 22 ? CH_DAMAGE 420
EX Screw Pile Driver 360+PP 5 2 60 - KD KD 350(300) 400 T - 71 22 22 ? CH_DAMAGE 480
LP Borscht Dynamite 360+LP(air) 3 4 12 - KD KD 50*260 100*250 T - 76 27 27 ? CH_DAMAGE CH_STUN
MP Borscht Dynamite 360+MP(air) 3 4 12 - KD KD 50*280 100*250 T - 76 27 27 ? CH_DAMAGE CH_STUN
HP Borscht Dynamite 360+HP(air) 3 4 12 - KD KD 50*300 100*250 T - 76 27 27 ? CH_DAMAGE CH_STUN
EX Borscht Dynamite 360+PP(air) 3 4 12 - KD KD 50*280 100*250 H - 76 27 27 ? CH_DAMAGE CH_STUN
EX Borscht Dynamite (special move cancel) 360+PP(air) 3 4 12 - KD KD 50*220 100*200 H - 76 27 27 ? CH_DAMAGE CH_STUN
LP Screw Pile Driver (special move cancel) 360+LP 5 2 60 - KD KD 280 300 T - 71 22 22 ? 336 360
MP Screw Pile Driver (special move cancel) 360+MP 5 2 60 - KD KD 290 300 T - 71 22 22 ? 348 360
HP Screw Pile Driver (special move cancel) 360+HP 5 2 60 - KD KD 300 300 T - 71 22 22 ? 360.png 360
EX Screw Pile Driver (special move cancel) 360+PP 5 2 60 - KD KD 300 300 T - 71 22 22 ? 360.png 360
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

  • crLK →
    • , crLP xx Double Lariat
  • crMP →
    • , LK xx Double Lariat
  • f+HP →
    • , crMP xx Double Lariat

With Meter

  • Replace Double Lariat above with CA
  • Cancel any normal into CA

Corner

Crush Counter

  • HK →
    • Walk forward > Double Lariat
    • jump > (EX) Borscht Dynamite
  • HP →
    • Dash > Screw Pile Driver

V-Trigger Cancels

V System

V Reversal

Short 12f ranged strike that can be used to relieve pressure.

V Skill 1

Zangief flexes his muscles up and turns red taking half grey life damage. While in this state, he can tank up to 4 hits utilizing his given armor (2 stationary, 2 when moving). He can walk forward, but not backward. Holding the buttons while stationary eventually leads to a flex attack. You can release one of the buttons so that he is stationary without flexing. By releasing the buttons when marching, Zangief flexes his muscles and hits the opponent. This VS is a very important for Zangief, as it allows him to slowly approach more safely. He can still be grabbed out of this state, so it's more useful in neutral than it is on defense. He can Cancel.png into a back dash while in this state, too. V-Skill 1 flex is important as the hit naturally allows you to hit confirm into V-Trigger 1.

V Skill 2

Zangief flexes, similar to his VS1, but instead of moving, he stands in place and charges up a kick. The charge has one hit of armor. You can dash Cancel.png the charge if you don't feel it's a good time to use it. By releasing the buttons, Zangief kicks the opponent. You're plus, but not enough to combo into anything, however you are close enough for an SPD mixup. If fully charged, which takes about a second, the kick will cause a guard break if blocked and a wall bounce if it hits. The wall bounce puts the opponent in a juggle state, but there are very few things you can do for a combo. You can activate VT off of the kick, but this generally won't get you much. This is overall much worse than his VS1 in some regards. It does however allow you to get in to reach your opponent where v-skill 1 is slower to do. In some ways it has replaced the banishing flat.

V Trigger 1

Zangief's VT1 is 3 bars, and has him turning into a cyclone. The activation has an initial hit that sucks the opponent in or adds on hits if you hold the buttons down (the latter uses up all of your meter). It naturally connects off medium counter hits, natural heavy standing or crouch HP, V-skill 1 flex, or lariat (close). After that, pressing hp+hk again will make Zangief spin as he did before. All of his normals can tack on this V Trigger ability. This takes up 1/3 of your gauge. By holding it, you can use 2/3, or even your entire gauge in one go. Consider it VT1A, B, or C. Version A you're minus on block, but version B or C uses makes it safer. Version B On hit is good for damage extensions and you get two shots at most. Version C you only get one use and it is preferable not to use it during VT01C due to V-Trigger damage scaling. VT1C leaves the opponent in a juggle state for specific follow ups (jumping command fierce splash, standing command fierce headbutt, standing command knee, lariat, or ex air spd). This VT is very vital to Zangief's game plan, and helps him get in more and make more guesses, even if he has to use the entire gauge in one go. That single guess could make the difference in a game, so be careful how you go about utilizing this VT. This VT also grants additional V-Skill 1 armour (up to 100 hits) but the flex punch no longer cancels into VT1ABC. VT1 loses most of its abilities off lariat except to make a blocked attempt more safe.

V Trigger 2

Zangief's VT2 is 2 bars, and makes the scariest part about him even scarier by increasing the damage to his SPD by 120 damage each. Whiffing it takes up 1/2 of your gauge, while landing it uses the entire gauge. You can perform a combo friendly version that can be cancelled into from normals, but this only does 80 Extra.png damage as opposed to 120. All it does is increase your SPD damage, but the fear this can put into the opponent can be exponential. Methods to cancel into VT02 are identical to VT01ABC. VT02 may be activated in a crouching position for a different install animation. This VT is accompanied by an announcer who is part of the sound effects volume. Zangief gains a different phrase depending on the spd strength he lands or combos into. That includes air spd (excluding combo from neutral jump headbutt). The announcer also sports VT02 activation phrases, whiffed spd phrases, connected VT2 spds, and round finishers by VT2 spd ground and air.


Strategy

Playing as Zangief

Fighting Against Zangief

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