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Zangief
1 - [SF6] Zangief Frame Data with Video
2 - [SF6] Zangief Countermeasures Guide [Win Just by Reading]
Basic Info
- Has Command Grab
- (Close range) 63214789P
- (Close range) 63214K
- (Far range) 63214K
- (During jump)(Close range) 63214789K
- Has 12F Startup anti-air
- LPMPHP
- 236236K
- Anti-jump special move
- Doesn’t Hit grounded opponents, so no need to worry about it on Oki
- 236236P
- 18F Startup projectile-invincible move
- Expected value of using it on wakeup is low, so no need to worry about it
- SA3 Bolshoi Storm Buster
- A -3F Startup special move
- Will Hit unless you pre-input backstep or jump
- Moves that are plus on Block
- 6HP
Neutral (Awareness Priority)
- Aim for Impact against HP
- If you stare at it, it’s not impossible to aim for, so if they’re mashing it a lot, make time to go for it
- If Impact is too scary, place a 2MK to catch HP
- Against 63214789P, aim for neutral jump OR forward jump OR backstep
- Back jump can’t get a Punish
- Neutral jump risks getting anti-aired from a patient wait
- Backstep is low risk, but 6HP hits during string gaps, so it’s dangerous
- Switching between neutral and forward jumps based on distance is important
- Go for cross-up jumps
- LPMPHP is weak to cross-ups, making cross-up attacks very effective
- Also, since the Startup is 12F, mix in empty jumps too
- No OD invincible, and SA2 is also slow, so go on offense with Oki
- Playing too passively risks eating a reversal 63214789P
- Apply Oki and drain their Drive Gauge
PP
Used for anti-air and combo enders.
- PP
- 15F Startup
- +27F on Hit
- LPMPHP
- 12F Startup
- +38F on Hit
Recommended Counter
- Neutral
- Can’t anti-air cross-ups, so cross-up attacks are a very strong pressure option
- Startup isn’t fast either, so always keep empty jump as an option
- On PP Hit
- Back Rise gives almost no Oki
- HP and 2HK reach but aren’t meaty
- If you see Rush, fastest mash or Drive Impact is the easy option
- Zangief knows this too, so he’ll go Rush→forward jump
- Recommended: 2HK fastest mash + watch for anti-air
- The video has the following recorded:
- Rush→forward jump
- Rush→HP (HP recorded at the range where it barely reaches)
- Rush→(Hold) HP
- Back Rise gives almost no Oki
- On LPMPHP Hit
- Back Rise makes Command Grab no longer reach
- Even with Back Rise, 6HP, HP, and 2HK are meaty
- Compared to PP, he can meaty with plus-on-Block strikes, making it a real rock-paper-scissors
- Zangief’s situation is good, so this is a prime spot for OD invincible reversal
Caution
- On PP Hit
- 2HK fastest mash
- Loses to delayed 6MK, but it’s not meaty and whiffs against walk back
- If Zangief uses this option, aim to whiff punish the 6MK
- 2HK fastest mash
63214789P
As a prerequisite, never back jump when you read Command Grab. Some characters can reach with normals even after back jump, in which case back jumping is fine.
If your character can’t reach with normals after back jump, dodge with neutral jump or backstep. Ideally, backstep is best since anti-air doesn’t work against it.
- 63214789LP
- Low damage
- Short range
- 63214789MP
- 63214789HP
- High damage
- Wide range
- 63214789PP
- High damage
- Wide range
Recommended Counter
The post-Hit situations are as follows:
- 63214789LP
- +30F Advantage
- 63214789MP
- +28F Advantage
- 63214789HP
- +28F Advantage
- 63214789PP
- +28F Advantage
Oki from there:
- Rush→LK
- Meaty, but requires another cancel Rush to combo
- From there, various mixups exist so responding to everything is impossible
- True blockstring
- Rush→MP
- Mash punish
- Rush→6HP
- Command Grab
- 63214789P
- True blockstring
- From there, various mixups exist so responding to everything is impossible
- When you see LK, Drive Reversal has very high expected value, so go for it
- Mainly used when Drive Gauge is at 5~6 bars, so check the opponent’s D Gauge
- The video has the following recorded:
- Rush→2HK
- Rush→LK→cancel Rush→MP
- True blockstring
- Meaty, but requires another cancel Rush to combo
- Rush→2HK
- Meaty, but Impact is guaranteed
- Due to distance, active frames can’t be meaty, so it’s always -9F on Block
- Punish with a long-range 9F or faster move
- Rush→2MK
- Meaty, but no combo followup
- Just an approach Oki
- Rush→6HK
- Overhead option
- Impact is guaranteed
- On Block it’s -5F but due to distance there’s no Punish
- After 63214789LP there’s a 5F gap, so fastest 4F mash wins
- After 63214789LP and others there’s a 7F gap, so fastest 6F mash gives higher return
- 63214789LP
- Not meaty
- Can also whiff it by walking back
- If only meaty strikes are selected, Fuzzy jump is possible, so try it
- The video has the following recorded:
- Rush→2HK
- Rush→LK→cancel Rush→MP
- Rush→63214789P
Caution
- Rush→delayed MP
- Used often because it beats Fuzzy and has a good post-Block situation
- The above Fuzzy jump counter against 63214789P also gets beaten
- When they show this option, take return with fastest mash
- Used often because it beats Fuzzy and has a good post-Block situation
- Rush→delayed 6MK
- Has a Low-dodge property, so 2MK fastest mash gets Punish Counter
- Fuzzy options also get beaten
- When they show this option, take return with fastest mash
- The delay amount is feel-based for Zangief, so just pick whichever strength you feel like
(During jump)(Close range) 63214789K
Air Command Grab. Zangief is +19F on Hit. The situation isn’t great, and without Rush there’s no Oki. With Rush, invincible reversal with 7F or less Startup is guaranteed.
- (During jump)(Close range) 63214789K
- (During jump)(Close range) 63214789KK
- For combo followup
- High damage
Recommended Counter
- Confirm Rush and press an invincible reversal with 7F or less Startup and good range
- Check which move is guaranteed for your character
- Juri SA1
- Manon SA2
- Check which move is guaranteed for your character
Caution
- Short-range OD invincible gets whiffed by 2LP or HP
63214K
Properties change between normal and ranged versions.
The situation is strong, with 63214789P and 6MK being meaty.
- [Close range] 63214K
- Side switch
- Zangief +26F
- [Close range] 63214KK
- Side switch
- Zangief +27F
- 63214K
- Zangief +29F
- 63214KK
- Zangief +29F
Recommended Counter
Unlike after 63214789P, the situation is very strong:
- Invincible reversal is not guaranteed even with Rush
- 63214789P is meaty
- Strike options are also meaty
It’s a real rock-paper-scissors, so do your best.
6MK
Active frames make it plus on Block.
Check the distance on Block to determine who has Advantage. Unlike other characters, there’s no screen shake on plus frames, so build your intuition through many matches.
2LP, 2LK, and LP
Zangief’s light attacks.
Recommended Counter
Sequences like 2LK→2LP light cancel are true blockstrings. When you think you’ve Blocked 2LP, 2LK, or LP, mash 4F – it may look sloppy but do it.
- Mash 4F light
- It’s a true blockstring, so your 4F only Counter Hits when Zangief goes for 63214789P or cancel Rush
Caution
Zangief can delay his light cancel buttons to create a mash punish. In that case there’s a gap, so apply risk with Just Parry.6HP
Zangief is +4 frames on Block. From there it becomes a 63214789HP and 3MP mixup. It’s very important to maximize your return when you win the Headbutt Block mixup.
Recommended Counter
- When you get hit by Headbutt
- Basically it becomes 63214789P, 3MP, and 6HP mixup
- Backstep gets hit by 6HP→6HP
- Neutral jump risks LPMPHP anti-air
- Back jump risks 236236K for return
- If you read 63214789P and 6HP, forward jump
- It’s difficult for Zangief to apply risk
- Basically it becomes 63214789P, 3MP, and 6HP mixup
- When hit by Rush→6HP
- Forward jump is also recommended here
- HP results in a damage escape
- For other strike options, it’s a true blockstring so the jump doesn’t leak
- 63214789P can be avoided
- The video has the following recorded:
- 6HP
- 63214789HP
- 3MP
- Forward jump is also recommended here
Normal Throw
There are many variants, but you only need to worry about LPLK and 3LPLK.
- LPLK
- +22F on Hit
- Corner throw Oki available
- 4LPLK
- +8F on Hit
- Close distance, so Command Grab is meaty if you don’t take recovery
- 6LPLK
- +10F on Hit
- Distance increases, nothing is meaty
- 3LPLK
- +28F on Hit
- Rush Oki available
- 1LPLK
- +9F on Hit
- 2LPLK
- +9F on Hit
Recommended Counter
On LPLK and 3LPLK Hit
- Play the mixup between Quick Rise and Back Rise
On any throw other than LPLK and 3LPLK
- If Rush is used, invincible reversal is guaranteed
- Always take Back Rise after getting hit
- Not taking Back Rise often strengthens the Oki
SA3 Bolshoi Storm Buster
A -3F Startup special move. Whether you’re pressing a button or not, if you’re in throw range it will Hit.
The counter is to meaty with a throw-invincible move or use a safejump.
Recommended Counter
- During Oki
- Use a move with throw-whiff properties for Oki
- During safejump
- When a jump attack is about to connect, input up or backstep
- If you have that input ready, you can avoid it when Zangief activates SA3