Zangief
Who is Zangief?
Zangief is the original big-body grappler character, and acts as a lumbering monster who utilizes his size and long reach to intimidate the opponent into sitting still, before opening them back up with one of his many command grabs.
Zangief's plan is very simple: Play the throw game. Gief's huge size allows him to poke at longer distances than most of the cast, making it difficult for them to respond to his advance without surrendering space or committing to a high-risk option. 5MP, 5HP, 5LP, and 5MK can wear down the opponent while he looks for an opening. When the opportunity arises, Zangief lurches forward and grabs his opponent with the signature Screw Piledriver. This command grab has completely absurd range, is incredibly fast, and deals monstrous damage on hit. SPD has the potential to instantly turn the tide of a match and sets up the remainder of the Zangief's gameplan.
From here, Zangief continues to approach his opponent, moving between safer options and risker options to capitalize on the mistakes of his opponents. Zangief has dozens of ways to set up tick throws and punish poor decision making. He also has a bunch of unique tools for hard reads, like Siberian Express. Additionally, Zangief's signature Lariat allows him to become projectile invulnerable for a while, giving him the ability to punish fireballs thrown from too close. Coupled with his solid pokes, Zangief's tools make him a midrange menace who is well-equipped to muscle his opponent to the corner, where his offense becomes all the more terrifying.
While Zangief's offense is effective, he is notably not a vortex-style character like some other famous grapplers. Every time Gief uses Screw Piledriver, he sends the opponent nearly fullscreen and must take a big risk to keep the momentum going. Zangief is notably weak to keepaway, and in general must play very patiently. There are many strong zoners on the SF6 roster, which can make his life quite difficult. Even still, a good Zangief player is more than capable of overcoming his bad matchups compared to previous games. Choosing to stick with the Red Cyclone will let you live the wrestler power fantasy of your dreams while terrifying your opponents into submission.
Pick / Avoid
Play Zangief if…
Body of Iron: Big buttons, big health, big damage
Pressure Dilemma: Terrifying strike/throw with the ever-present threat of SPD
He's a well read man: Being rewarded for great awareness of the opponent's tendencies
Think twice if…
Big Body Problems: Slow movement speed and a large hurtbox
Defensive Woes: Needing Drive or Super Meter for your good defensive options
Focused Tools: A kit dedicated to grappling with little flexibility
Vitals
- Fwd Walk
- 0.036
- Back Walk
- 0.025
- Fwd Dash
- 1.01
- Back Dash
- 0.71
- Fwd Jump
- 1.73
- Back Jump
- 1.41
- Jump Height
- 2.12
- Throw Range
- 1.02
- Drive Rush
- 1.46
Guides & Data
Players to Watch
Community
Patch History
- Smetana Dropkick (3HK) lower body hurtbox reduced during from frame 5 onward (stronger Low Crush)
- OD Double Lariat (PPP) 4th hit expanded downward with increased pushback on block vs. Burnout; 2nd hit blockstun reduced 17 → 14 with reduced pushback on block
- This allows 3 hits to connect vs. Burnout crouch block for better chip damage, and it can be spaced safely against most punishes due to pushback
- Does not form a true blockstring between the last 2 hits if the opponent crouch blocks outside of Burnout
Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.











