[LEFT]So, What do we know about Zangief?[/LEFT]
The Russian Cyclone completely dominates at close range, utilizing frame traps, normal and special throws to erase your life bar. Most of the cast are unable to defend themselves when Zangief is towering over them. Guy is not exempt from this.
[LEFT]What can I learn about Zangief?[/LEFT]
All of Zangief frame data can be found on the SRK Wiki.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Zangief
[INDENT=1] [/INDENT]
[INDENT=1]Here are Capcom’s final documented changes for Zangief in AE 2012:[/INDENT]
[INDENT=1]http://i.imgur.com/Jixr9.png[/INDENT]
[INDENT=1]For undocumented changes and discussion, please check out this thread in the Zangief forums:[/INDENT]
[INDENT=1]http://forums.shoryuken.com/t/sfiv-2012-zangief/132405[/INDENT]
What should I be doing?
How does Guy compete against a character that he can’t even get close to? He doesn’t. And Zangief players have no problem sitting back on a lead, waiting for you to move toward him. Fortunately, there is a mechanism in fighting games that Guy can succeed even against the lamest of characters and players. It is called a time limit, and you can use this to your advantage especially against a slow character like Zangief. Footsie and counter poke your way into a life lead, and watch even the most stoic of Zangief players crumble before you and resort to the most desperate strategies in attempts to take the lead back. st.HK, st.MP, st.MK, cr.MP and st.HP should be your go to pokes. You should never really jump to Zangief because Lariat shuts that option down, but should he jump toward you, cr.MP, st.HK or EX BSK will check him. Wall jump out of the corner if you need to but be aware of Zangief looking for that. Never, EVER cr.HK, as it is punishable on block and hit.
Check outGuy Tutorial for beginners/intermediates threadfor more information on whiff punishing.
[LEFT]What should I be aware of?[/LEFT]
[LEFT]-st.MP[/LEFT]
A fast, good damaging normal. Zangief players have no problem spamming this at mid range. Just stay outside of it’s range.
-cr.MK
A semi fast, low poke that inches Zangief closer to the opponent. Players usually whiff this on purpose to set up for an SPD. You can whiff punish this with cr.MP.
[LEFT]-st.HK[/LEFT]
It’s fairly active and it whiffs on crouching opponents. Can be used to set up for an SPD. This can also be whiff punished with cr.MP.
[LEFT]-cr.HK[/LEFT]
This move has great range. Beware of this move. It’s slow but still hard to react to if you’re not already blocking low.
[LEFT]-df.HK[/LEFT]
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It looks identical to cr.HK, but it has more range as well as Start up. It is completely negative on block. Punish with reckless abandon.
[LEFT]-Banishing Flat[/LEFT]
Also known as Green Hand, Zangief overextends himself with this move. Completely negative on block and very punishable on whiff. BC or TC works great here.
Summary
Take advantage of Zangief’s lack of speed and become tactful in acquiring a lead. As long as yor life bar is greater than his you will be alright. Dance in between mid ranges, waiting for Zangief to make a move. Nothing he does other than EX Banishing Flat which is highly punishable on whiff, will be able to reach you. Put time on your side. These are the key factors in becoming successful in this match up.
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You all are more than welcome to add or update information about this match up. If anything
I mentioned is incorrect, feel free to let me know.
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