Zangief General Thread: Our Russian Skies Are Protected

That’s interesting, but has nothing to do with my post. Try to keep up, but honestly I don’t expect much considering how you embarrassed yourself in the mika thread.

How many hits of armor does ex-RBG have?

Thank you!
My brother Angerus plays a very good Birdie, so I am fortunate to be experienced in that MU. But yes, very good Birdies are very tough to deal with, I think he’s one of Gief’s worst MUs, so I’ll definitely be practicing a secondary specifically for Birdie If I do end up maining Zangief.

Well, I’ve been using different characters with every new Beta. Nash in beta 1, Vega and Necalli in beta 2, Laura in Beta 3 (day 1), and Gief in beta 3 (day 2 and 3).
I just really liked how Zangief looks aesthetically, and once I started playing with him I was having a blast. When I got matched up with stronger players however, things were looking a bit depressing in the beginning, but then I started doing better, also winning with him just feels really satisfying for some reason.

I have nothing against Zangief, but he feels like a wasted slot when it could be used on much more interesting characters. He also suffers from SFV syndrome, where the character has something somewhat interesting done in terms of gameplay, but in terms of design: :frowning:

I forgot to answer this question in my previous post, but I generally like to use my SPD as some sort of a last resort. I usually try to beat them with my normals and frametraps first and once I notice them respecting my buttons I’ll try to go for a couple of SPDs.
It also depends on what kind of players you’re dealing with tho, some are just impossible to condition and will backdash or hold up back no matter what.

I sort of agree, with Max, but to be honest, I don’t think there was anyway to create a roster of only 16 SF characters, where anybody would be happy.

Even 22 is really small, but in terms of Zangief, I think he’s a very iconic SF character that even made a cameo in Wreck-It Ralph, so it was smart to add him as part of the original 8 roster.

congrats, everyone hates you after less than 3 hours registration time in this forum.

Albeit I will miss the GH, I’ll adjust to this Gief style since he is one of my favorite characters. I will say it does kind of bug me at how quick they can get up after an SPD though.

Just some random ways to deal with fireballs.

https://www.youtube.com/watch?v=buFu57KNqVs

I can honestly say that air spd has saved me from landing on more than a fireball or two. The only thing is that it really isn’t too safe if you do it from any sort of closer range. I think that the air SPD might have some uses for serious baiting. We’ll see how things change in the actual release though.

EDIT: I meant to include st. HP as an option as well, but it recorded blurry and there’s no going back now :stuck_out_tongue:

For the damage he can do and how much damage/range SPDs have it makes sense. TBH the SPD’s leave you closer in this game than they did in Alpha 2. I noticed certain SPDs left you close enough at least for another LP grab even after tech in V in comparison. Like the older games there is more of a focus on people being on their feet after everything again. More like a continuous play of the neutral.

https://www.youtube.com/watch?v=G2_s8r_bnEw

Jumping in in general does seem to be a bit too easy to accomplish early in the game. Can’t say I’ve messed with all of Zangief’s anti air options, but traditionally lariat has been better for AA than it is now.

Are you sure all of the SPD’s leave him at that far away of a range? After trying some stuff in training mode, it looked even after they neutral teched from an SPD, certain SPD’s would leave them at range for another grab or at least a button for sure.

As far as his wake up stuff, this game has been purposely made to make reversals less prominent across the board. You either only have V Reversal or a standard reversal that will get your ass crush countered if it doesn’t connect. All the characters feel the reversal struggle in SFV in their own way. Speaking of which you made no mention of his V Reversal which he can get up to 3 of while also having the highest current available health status.

I don’t like discussing matchups too much without a meta. It’s just kind of in the air till the tech and exploration comes about that solidifies the matchups better.

the feeling i had with him is that he is going to get rushed down easy his anti air isn’t that great like lets say bridies crouching m which beats almost everything. his larriet gets beat by pretty much everything even on reversal when you get rushed down When i tried this at comic con his lariet was a little worse then it was in iv but it was able to the job and was a good reversal but they took that away to be more comboable i guess ? 5f grab isn’t that great. i also feel like at the current distance the spd grabs running bear grab isnt that great to use unless your trying to reversal with ex version. his lights arnt that fast, his walk speed is really slow (i guess thats way the gave him a better dash in this) and his charge punch loses to lows. i feel like if he stays the way he is now (which is very unlikely) people will figure out that you can just run in, do whatever and then jump every once in a while to avoid command grab.

And Zangie’s throws AREN’T throw invincible which is why Ibuki and Abel can throw him in turn!

Zangief’s SPD is 100% throwable. If you are at frame advantage of +1 or more then go for a throw, you will beat a churned SPD. The only time you can’t throw SPD’s ever are on wakeup, because everyone has 2 frames of throw invulnerability on wakeup = SPD startup = beats 3 frame throws every time.

You’re also 2f throw invincible right after blockstun and hitstun

thanks for doing that for me

HP SPD leaves him closer than the rest, but it has the range of a regular throw, and I’m not even joking on that. His VR doesn’t even knockdown and leaves him barely any frame advantage if at all, and his VT is way more important to him than most other characters, since that’s were basically all of his combo damage comes from, and that’s the only way he’s getting in on characters like Chun or Cammy who just beat his normals so bad.

I understand everyone has less useful defensive options as a whole than pretty much any game before it, but as you said, almost every other character has an invincible get off me move even if they are wholly punishable; hell, even Mika has more wakeup options (again, her having more options while also being a pure grappler.) EX RBG is legit ass outside of a read in the nuetral, it gets blown the fuck up when being pressured because of its slowness and lack of insta armor.

I know discussing matchups is risky when no one knows exactly what to do yet but Chun, Cammy, Vega, Sim, Birdie, Nash, Ryu, probably Bison and Laura, and maybe Ken just so obviously counter his tools, that it’s hard to not make predictions based simply on not being able to press buttons or get in. I understand that grapplers do higher-than-average damage when they DO get in, but that would be like saying ST Gief beats O.Sagat because he can win off of 2 SPDs and a sweep, he still gets zoned like a motherfucker at the end of the day.

Same here, it’s ridiculous. I wait for release, if Zangief doesn’t change, I will switch to another character, looks like im the only one here who doesn’t change his opinion about Zangief after the beta. So overrated character like every grapler at the beginning. He is unplayable against good zoners and strong footsie players, but you play 95% against full scrubs in the beta, thats why he feels “strong” sometimes.

Is spd fast enough to punish blocked sweeps?

Yeah we’ll see what’s going on with the anti air stuff. People in the Karin thread were worried about how Karin didn’t seem to have a consistent grounded AA, then someone brought up that her s.LP is really good for AA.

5 frame command grab makes sense for SFV. They’re really trying to deemphasize things that can be mashed into big damage and old SPD’s kinda fit that bill with their range and speed. LP and EX SPD still gives you that range you need to suck up buttons and people blocking too long without it being something you can churn too hard on defense. His c.LP is the longest ranged c.LP in the game and is 4 frame start up. Which is only one frame slower than the fastest data you can have for a normal. It would be more than stupid at 3 frame start up. s.LP is 7 frame start up, but I imagine with that frame data that it’s meant to be used solely for AA or specific poking purposes.

Walk speed being slow is normal for grapplers. Dash is better to make up for it and your V Trigger basically sucks people into grab range unwillingly. s.HP only having high armor makes sense as his f+MK moves him forward and can crush lows. Which means you can play a mind game with them in the footsies where they have to figure if you’re charging for armor or trying to crush their lows.

I think in a game where throw ranges are shorter, being able to have a throw that is untechable is strong regardless. For the damage and closeness you get for HP SPD, it’s worth it even with the lack of range because if you get in that range they have to jump. There’s no teching the SPD and your reward is the best for landing that one oki wise.

Honestly none of the V Reversals IMO are amazing, but considering Gief has more health to work with I think it’s very viable for him to spend it in comparison to other characters. I think you’ll have to play around with your buttons a lot more before you go around throwing out that Chun and Cammy have much better buttons or that there isn’t much you can do in footsies vs them. s.LK is longer than a lot of their normals and pretty quick at 5 frame start up, your s.MK is longer than pretty much all of their normals, c.LP is longer than theirs, have an upper body armored button that’s plus and has huge range and another f+MK button that crushes the lows. Plus V Skill armor to absorb and build V Trigger with. I see you having options for sure. They have the faster walk speed, but that’s a given.

Oh yeah of course, derp.