Ok, for anyone and everyone that cares for Zangief… I would, suggest that we come down final buffs, reason for the buffs and post them in the capcom unity board. I will, compile all of which are fair and reasonable for Zangief. So, lets put our heads together and come up with some
BUFFS:
ULTRA 2 GRAB BOX BUFF:
-Increased the grab box
-Allow to grab anything that’s considered airborne
Reason:
First and foremost, The grab box in this Ultra is severally small. For Anti-Air ultra, it doesn’t work as it suppose to, for example it should grab
anything that’s considered airborne rather the character is invincible or not.If Ryu would do a ex dragon punch, and zangief were to do Ultra 2
both would fly through each other or, zangief would a combo on chunli with ex green hand and in anticipation of her doing a backdash, reads
and does ultra 2 but the ultra whiffs defeating the entire purpose that it was originally used for. With the risk/reward factor, with the above
mentioned buffs, it will make Ultra 2 more useful.
FAR STANDING MK BUFF:
-Decrease frame disadvantage on hit from -7 on hit to -1 and from -10 on block to -7
Reason:
Zangief is a footsie based character and relies heavily on his standing normals to punish whiff normals, far punishes etc. Far St.mk being -7 on hit,
defeats the purpose of it being used, limiting the use of his normals. -7 Even on hit is a bit extreme and is ultra punishable, and super punishable
from a wide variety of characters. By making this normal -1 and on hit and -7 on block, it allows zangief to have another footsie tool to aid him thus making the character
stronger on his feet, but also allowing him to be punish for not using far st.mk on block.
EX GREEN HAND HITBOX INCREASED
-Increased the overall hitbox so it always hits twice.
Reason:
Zangief Ex hand doesn’t have many uses, besides going threw fireballs and some combo usage. But Zangief’s ex hand since vanilla has never
been fixed, for example there’s a range that even if the zangief player reads the fireball and successfully punishes the opponent for throwing
a bad fireball, the ex hand will only hit once and making zangief punishable for reading the fireball, Ryu can even sweep punish, dragon punch and
a multitude of other options, defeating the whole purpose of its usage. By increasing the hitbox, so it always hits twice from all ranges, it will allow
Zangief to be stronger on his feet with against fireball based zoning characters.
-EX GREEN FRAME ADVANTAGE INCREASE
-Increase from +1 on hit to +3 .
Reason:
The Ex knockdown Nerf was devastating to Zangief as a character overall. Zangief must use his vitality to get in and usually that could range from 25 % to
even more just to get in once and possible win with a knockdown but that changed drastically when ex hand didn’t knockdown and left his opponent, on
his or her feet giving them an even greater chance to get away, even after Zangief has worked so hard to get. By increasing frame advantage on hit to +3
on hit, it will allow a better reward after he spent the whole match and vitality trying to get in. Increasing it to +3. will give him better options of advancement
after contact with ex hand,…previously +1 would put him in psuedo advantage state, leaving the opponent standing defeat several of Zangief’s own options on
the advance. Such, zangief whiff punishes Sagat’s sthk with crounching light punch option select ex hand, but it’s only +1, If Zangief normal green hand, ex green
hand in anticipation of a backdash and neutral jump or holds up-back zangief will punish. By, making it +3, it puts him in a more safe position to apply pressure
with meaty normals such as crouching light kick , Far st.mp. This buff will Zangief to be safer and stronger on his feet granting him the ability to also be truly
advantageous after ex hand .
RUNNING BEAR GRAB
- Faster running start up
- 3 Hit Armor Property
Reason:
As it stands since the original street fighter 4, this move has been useless in all formats. First, Zangief runs slowly across the screen to grab his opponent. 2nd RBG
Is so slow that any and all opponents can see and punish this from all angles. By giving him 3 hits of Ex Armor and increasing the speed of which zangief runs it can
be used to catch opponents off guard, the 3 hits of Armor would allow Zangief some protection while he’s making his advancement but still making it extremely
high risk/ high reward.
Final thoughts :
By giving Zangief these buff’s overall has a character would make him more rewarded after he has spent time getting in on the opponent, more useful tools added
to help him in extremely bad match up’s vs fireball characters and giving him the ability to have a more useful Ultra 2 that add another element or dimension to our
favorite Russian wrestler. Lets Keep the Russian Sky’s protected…FOR MOTHER RUSSSSSSIA !!!