[SF6] Zangief Countermeasures Guide [Win Just by Reading]

A comprehensive Zangief countermeasure guide for SF6 (Street Fighter 6), taught by MR1800+. Includes Fuzzy timing breakdowns.


PP

Used for anti-air and combo enders.

  • PP
    • 15F Startup
    • +27F on Hit
  • LPMPHP
    • 12F Startup
    • +38F on Hit

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

(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

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

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.

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.

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

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.

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