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Rocket clouds
Zangief by Mind Map: Zangief

1. Anti-airs

1.1. cr.HP

1.1.1. 100/150

1.1.2. reset in front in to a mix up

1.1.3. Really useful for swatting players out of the air who spam neutral jumps when they're trapped in the corner, trying to avoid getting grabbed, as it hits quite far forward in the air

1.2. st.LP

1.2.1. 48/84

1.2.2. reset in front in to a mix up

1.2.3. Good for stuffing close jumps

1.2.3.1. Especially useful for stopping a cornered opponent jumping out for free

1.3. Lariat

1.3.1. 130/200

1.3.2. Knockdown

1.3.2.1. The anti-air KD leaves the opponent close allowing for oki

1.3.2.1.1. Post buff I think lariat is the go to anti-air option in all cases I have come across so far

2. Key

2.1. 1 bar

2.2. 3 bars (CA)

2.3. Minus and Punishable

2.4. V-Trigger Activation

2.5. V-Trigger 1

2.6. V-Trigger 2

2.7. V-skill

2.8. Hits Overhead

2.9. Hits Low

2.10. Builds V meter

2.11. Builds EX meter

2.12. TC (target combo)

2.13. Cross Up

2.14. Command Normal

2.15. Negative

2.16. Positive

2.17. Don't use it - it's terrible

2.18. xx Cancel

2.19. Counter Hit

2.20. Crush Counter

2.21. Cancels into special

3. Combos

3.1. Hit confirms

3.1.1. cr.LK

3.1.1.1. Hits Low

3.1.1.1.1. cr.LP

3.1.2. Head butt

3.1.2.1. st.LK

3.1.2.1.1. xx Lariat

3.1.2.2. cr.MK

3.1.2.2.1. CA

3.1.3. st.HP

3.1.3.1. xx V-Trigger 1

3.1.3.1.1. No hold

3.1.3.2. xx V-Trigger 1

3.1.3.2.1. Maximum Hold

3.1.4. Iron muscle flex

3.1.4.1. CA

3.1.4.1.1. 410/100

3.1.4.1.2. Can be confirmed into CA on reaction

3.1.5. Knee hammer

3.1.5.1. cr.LK

3.1.5.1.1. xx Lariat

3.1.6. st.HK

3.1.6.1. xx V-Trigger 2

3.1.6.1.1. Head butt

3.1.7. Head butt

3.1.7.1. st.LK

3.1.7.1.1. xx V-Trigger 2 HP SPD

3.2. Counter-hit confirms

3.2.1. Knee hammer

3.2.1.1. cr.LK

3.2.1.1.1. xx Lariat

3.2.2. Iron muscle flex

3.2.2.1. cr.LP

3.2.2.1.1. 96/183

3.2.2.1.2. Tiny bit of free damage on a counter hit V skill

3.3. Crush Counter Confirms

3.3.1. Full charged st.HP

3.3.1.1. Dash

3.3.1.1.1. HP SPD

3.3.1.2. Point blank connect when you don't want to swap sides, otherwise use the Flying body press combo as it's damage optimal (the flying body press at close ranges causes a cross up side switch)

3.3.1.2.1. st.HP

3.3.1.3. xx V-Trigger 2

3.3.1.3.1. Jump in

3.3.2. st.HP

3.3.2.1. st.HK

3.3.2.1.1. You need to walk in slightly depending on the distance of connection, will convert at almost max range on the HP

3.3.2.1.2. 192/300

3.3.2.1.3. xx V-Trigger 2

3.3.2.2. xx V-Trigger 2

3.3.2.2.1. st.LK

3.3.3. st.HK

3.3.3.1. xx V-Trigger 2

3.3.3.1.1. EX Borscht dynamite

3.3.3.2. xx V-Trigger 2

3.3.3.2.1. Flying head butt

3.3.3.3. Point blank connect

3.3.3.3.1. xx V-Trigger 2

3.4. Jump in combos

3.4.1. j.MK

3.4.1.1. cr.MP

3.4.1.1.1. st.LK

3.4.1.1.2. st.LK

3.4.2. j.HK

3.4.2.1. Head butt

3.4.2.1.1. st.LK

3.4.2.1.2. st.LK

3.4.2.2. Close connect

3.4.2.2.1. cr.HP

3.4.2.3. Far connect

3.4.2.3.1. st.HK

3.5. Mid-air connect juggles

3.5.1. CC anti-air st.HK

3.5.1.1. Head butt

3.5.1.1.1. 188/340

3.5.1.2. EX Borscht dynamite

3.5.1.2.1. 268/380

3.6. V-Trigger 2 combos

3.6.1. cr.LK

3.6.1.1. cr.LP

3.6.1.1.1. xx V-Trigger 2 MP SPD

3.6.2. cr.MP

3.6.2.1. st.LK

3.6.2.1.1. xx V-Trigger 2 HP SPD

3.6.3. Head butt

3.6.3.1. st.LK

3.6.3.1.1. xx V-Trigger 2 HP SPD

4. Neutral Game

4.1. Anti-fireball

4.1.1. Block

4.1.1.1. Block is always an option

4.1.1.2. You take chip damage

4.1.1.3. Loses some screen position from bush back

4.1.1.4. Prevents grey life from regenerating

4.1.2. Lariat

4.1.2.1. No push-back so retains screen position

4.1.2.2. A unique quality of lariat is that unlike all other special moves it gains you no meter when used

4.1.3. Head butt

4.1.3.1. No push-back so retains screen position

4.1.3.2. Doesn't stop grey life regenerating

4.1.3.3. Hard to time, at closer distances becomes more of a prediction to the fireball. Is risky to throw out as a prediction as the move has long recovery so you're vulnerable to jump ins

4.1.4. Iron muscle

4.1.4.1. V trigger 1 is strong against characters with a strong fire ball so building V meter should be a priority

4.1.4.1.1. Absorbing a few fire balls is probably worth the grey life you take on to build V trigger as fast as possible and to retain screen position

4.1.4.2. No push-back so retains screen position

4.1.4.3. Accumulates grey life which is hard to build back, you take your life into your hands each time you use it

4.1.4.3.1. Buuut.. with the armour changes making it so that you only take 50% damage when armouring you can tank a lot more damage with the V-skill

4.1.5. V-Trigger 1

4.1.6. Jump

4.1.6.1. Neutral

4.1.6.2. Forward

4.1.6.2.1. Gain screen position

4.1.6.2.2. Risk of being anti-aired or punished on landing so best used from far out where you can't be punished, or as a prediction to punish a fire ball from close with a jump in

4.1.7. st,HP

4.1.7.1. you can charge the HP when up close and use it's hit of armour to blow through the fireball and punish it.

4.1.7.1.1. A charged punch will get you a knockdown which is nice

4.1.7.2. Risk of being jumped in on

4.1.7.3. Won't beat multi hitting fireballs

4.2. Pokes

4.2.1. cr.LP

4.2.2. st.HP

4.2.3. st.MP

4.2.4. st.MK

5. Specials

5.1. Lariat

5.1.1. 100/200

5.1.2. Zangiefs combo ender (His only special that isn't a grab)

5.1.3. Passes through fire balls

5.1.4. You can move while Giefs spinning by holding left or right. This is important as it allows you to connect some combos that you otherwise can't by moving the Lariat in so it hits

5.2. SPD

5.2.1. All SPDs 5 startup and 2 active frames

5.2.1.1. LP SPD

5.2.1.1.1. 200/250

5.2.1.2. MP SPD

5.2.1.2.1. 210/250

5.2.1.3. HP SPD

5.2.1.3.1. 220/250

5.2.1.4. EX SPD

5.2.1.4.1. 220/300

5.2.1.4.2. Is throw invincible

6. Knockdown Oki (and frame kills)

6.1. QR = Quick Recovery

6.1.1. NR = No Recovery

6.1.1.1. BR = Back Revovery

6.2. After SPD KD

6.2.1. LP SPD

6.2.1.1. Dash up

6.2.1.1.1. QR

6.2.1.1.2. NR

6.2.2. MP SPD

6.2.2.1. Dash up

6.2.2.1.1. MP SPD

6.2.2.1.2. st.HK

6.2.3. HP/EX SPD

6.2.3.1. Dash up

6.2.3.1.1. HP SPD

6.2.3.1.2. Throw

6.2.3.1.3. cr.LK

6.2.3.1.4. st.HK

6.2.3.1.5. Against characters with no 3 frame

6.2.4. As with all versions of SPD if the opponent neutral jumps it they will absolutely blow you up. You take a big risk every time you use it on their wake up.

6.3. After running bear grab KD

6.3.1. LP/MP/HP

6.3.1.1. QR

6.3.1.1.1. Mid screen you're -1 after a dash up

6.3.1.1.2. In the corner it leaves you close so you can get meaty preasure

6.3.1.2. NR

6.3.2. EX

6.3.2.1. QR

6.3.2.1.1. Mid screen you're -6 after a dash up, DON'T dash up

6.3.2.1.2. In the corner it leaves you close so you can get meaty preasure

6.3.2.2. NR

6.4. After Lariat KD

6.4.1. Grounded KD

6.4.1.1. QR

6.4.1.1.1. You're -5 after a dash up, DON'T dash up or you'll be punished for it

6.4.1.2. NR

6.4.1.2.1. you can react to the no recovery, dash up, and pressure a mix up

6.4.1.3. BR

6.4.1.3.1. you are 0 after dash up so you can chase the back recovery with a dash on reaction and still be safe

6.4.2. Anti-air KD

6.4.2.1. Leaves you much closer to the opponent

6.5. After forward throw

6.6. After back throw

6.6.1. QR

6.6.1.1. 0 after dash up

6.6.1.1.1. Vs characters with a 3 frame you don't have the advantage but otherwise it's neutral. You will be point blank either way which is great for Zangief so it can be worth it even if they have a 3 frame

6.6.1.2. NR

6.7. After Borscht Dynamite

6.7.1. EX

6.7.1.1. QR

6.7.1.2. NR

6.7.1.3. EX is the same as a heavy SPD

6.7.1.3.1. Same KDA and distance on knockdown

7. Normals

7.1. Normal

7.1.1. startup/on hit/ on block

7.2. st.LP

7.2.1. 5/5/3

7.2.1.1. Anti air

7.3. st.MP

7.3.1. 7/4/2

7.3.1.1. Decent for whiff punishing

7.3.1.2. Decent range and 3 active frames makes it a decent poke in the neutral

7.3.1.3. Faster and more advantageous on a connect (hit or block) than st.MK but slightly less range and more pushback

7.4. st.HP

7.4.1. Tap 12/2/-3

7.4.1.1. Has a hit of armour during it's start-up

7.4.1.1.1. Good for blowing through fireballs when in range of the st.HP

7.4.1.2. Crush Counter Normal

7.4.2. Hold 37/KD/1

7.4.2.1. Crush Counter Normal

7.5. cr.LP

7.5.1. 4/3/3

7.5.1.1. Great poke

7.5.1.1.1. Amazing range for it's speed and recovery

7.5.1.2. 40 damage which is decent for a light,

7.5.1.3. +3 on block so good for ticks into SPD

7.5.1.4. Very low push back after buff.

7.5.1.4.1. Can now connect up to four cr.LP before it pushes out of range

7.5.1.4.2. You can connect up to 3 cr.LP before it pushes out of range for an SPD. This is crazy good as there's three guesses you can force the opponent to make

7.5.1.4.3. After 2 LP you can still grab the opponent with a HP SPD after a tini-tiny pixel walk in

7.5.1.4.4. It still pushes back the same as pre buff on block though. So if they block two LP the third connect will push them outside SPD range regardless of weather is hits or is blocked.

7.6. cr.MP

7.6.1. 6/5/3

7.7. cr.HP

7.7.1. 9/2/-4

7.7.1.1. Anti air

7.8. st.LK

7.8.1. 5/-1/-3

7.8.1.1. Combo normal, moves Gief in so lariat will more easily connect

7.8.1.2. Bugged after season 3 so its minus on hit and block, only use this for cancels, either in a combo, or cheeky running bear grab tec

7.8.1.3. Good for a tick into running bear grab

7.8.1.4. decent whiff punish in certain situations, can empty cancel into lariat (or into super if you have god levels spinning)

7.9. st.MK

7.9.1. 10/2/-3

7.9.1.1. Semi ok range for use as a poke

7.9.1.1.1. More range and less push-back than st.MP but worse in almost every other aspect

7.9.1.2. Doesn't push back much and plus two on hit means you can pressure an SPD after a connect

7.10. st.HK

7.10.1. 11/2/-2

7.10.1.1. Crush Counter Normal

7.11. cr.LK

7.11.1. 4/4/2

7.11.1.1. Hits Low

7.12. cr.MK

7.12.1. 8/2/-4

7.12.1.1. Hits Low

7.12.1.1.1. Doesn't push back much and plus two on hit means you can pressure an SPD after a connect

7.13. cr.HK

7.13.1. 10/KD/-10

7.13.1.1. Standard sweep

7.13.1.2. Hits Low

7.13.1.3. Crush Counter Normal

7.14. Head butt - f.HP

7.14.1. 12/7/2

7.15. Knee hammer - f.MP

7.15.1. 12/3/-3

7.15.1.1. Acts as a command dash with a hit-box to cover your approach

7.15.1.1.1. Post season 3.5 nerf it's next to useless though, at least for getting in

7.15.1.1.2. it's a total 31 frames so it's 6 frames slower than a dash

7.15.1.2. Hops over lows

7.15.1.2.1. an be used in certain situation to hop a move and punish the opponent with an SPD

7.16. Air Normals

7.16.1. Hits Overhead

7.16.1.1. j.LP

7.16.1.1.1. Comes out very fast and hits quite low down. Good for when you absolutely need to hit the opponent as early as possible.

7.16.1.2. j.MP

7.16.1.2.1. Good air to air

7.16.1.3. j.HP

7.16.1.3.1. j.HK is pretty much always better than this in every situation so not really worth ever using it

7.16.1.4. j.LK

7.16.1.4.1. Cross Up

7.16.1.4.2. Has very fast startup and recovery so can be whiffed to fake a jump in and get effectively an empty jump

7.16.1.4.3. Can instant air overhead

7.16.1.5. j.MK

7.16.1.5.1. Hits very low

7.16.1.6. j.HK

7.16.1.6.1. longest horizontal range jump in

7.16.1.7. Flying body press - j-d.HP

7.16.1.7.1. Cross Up

7.16.1.8. Flying head butt - nj-u.HP

7.16.1.8.1. Most damaging jump in, used for maximum damage after a dizzy, for example, or some punishes

8. Punishes

8.1. Crush Counter Punish

8.1.1. Close punish

8.1.1.1. 12 Frame startup

8.1.1.1.1. st.HP

8.1.2. Far punish

8.1.2.1. 12 Frame startup

8.1.2.1.1. st.HP

8.2. None CC punishes

8.2.1. 10 Frame startup

8.2.1.1. cr.HK

8.2.1.1.1. 100/150

8.2.2. 5 Frame startup

8.2.2.1. SPD

8.2.2.1.1. 200-210-220/250 (LP-MP-HP)

8.2.2.2. st.LK

8.2.2.2.1. xx CA

8.2.3. Close punish

8.2.3.1. 12 Frame startup

8.2.3.1.1. Head butt

8.2.4. st.MK

8.2.4.1. Will punish moves that aren't minus enough for heavy moves and are too far for an SPD, most commonly this is well spaced sweeps

8.3. Flying head butt punish

8.3.1. Flying head butt

8.3.1.1. st.HK

8.3.1.1.1. xx V-Trigger 2

8.3.2. Biiiiig punnish, there are only a few

9. Situations

9.1. After landing a st.HK after a MP SPD

9.2. After landing a st.HK after a HP SPD

10. Match ups

10.1. Laura

10.1.1. Basics

10.1.2. Zangief Match-up Specifics

10.1.2.1. When she uses st.HP into her electric projectile

10.1.2.1.1. V-skill through the HP xx into back dash to avoid the projectile

10.2. Ryu

10.2.1. Basics

10.2.1.1. Has an incincible reversal

10.2.1.1.1. Shoryuken

10.2.1.2. Has a 3 frame

10.2.1.2.1. st.LP

10.2.1.3. Has an overhead

10.2.1.3.1. f.MP

10.2.1.4. Advantageous moves

10.2.1.4.1. st.LP

10.2.1.4.2. st.MP

10.2.1.4.3. cr.LP

10.2.1.4.4. cr.MP

10.2.1.4.5. cr.LK

10.2.1.5. Disadvantage moves

10.2.1.5.1. st.HP

10.2.1.5.2. Fireball

10.2.1.6. Punishable moves

10.2.1.6.1. cr.HP

10.2.1.6.2. cr.HK (sweep)

10.2.1.6.3. f.MP

10.2.1.6.4. MP-HP-HK TC

10.2.1.6.5. Shoryuken

10.2.1.6.6. Tatsu

10.2.1.6.7. CA

10.2.2. Zangief Match-up Specifics

10.3. Chun-li

10.3.1. Basics

10.3.1.1. Has an incincible reversal

10.3.1.1.1. Her reversals require meter so she can be pressured for free when she doesn't have any

10.3.1.1.2. EX Bird kick

10.3.1.1.3. CA

10.3.1.2. Has a 3 frame

10.3.1.2.1. cr.LK

10.3.1.3. Has an overhead

10.3.1.3.1. df.MK

10.3.1.4. She has a command jump as her V-skill which she can use to jump further than her normal jump in the same amount of time

10.3.1.4.1. 6 frame landing recovery

10.3.1.5. Advantageous moves

10.3.1.5.1. st.LP

10.3.1.5.2. st.MP

10.3.1.5.3. cr.LP

10.3.1.5.4. EX Kikoken

10.3.1.5.5. b.HP

10.3.1.6. Disadvantageous moves

10.3.1.6.1. Kikoken (fireball)

10.3.1.6.2. df.MK

10.3.1.7. Punishable moves

10.3.1.7.1. cr.MP

10.3.1.7.2. cr.HP

10.3.1.7.3. cr.HK

10.3.1.7.4. Lightning legs

10.3.1.7.5. Spinning bird kick

10.3.1.7.6. CA

10.3.2. Zangief match-up specifics

10.3.2.1. When she has V-trigger 1 active

10.3.2.1.1. All her medium normals do 2 hits and all her heavy normals do 3.

10.3.2.1.2. Her normals juggle airborne opponents

10.4. Dhalsim

10.4.1. This is a brutal matchup for zangief

10.4.2. Basics

10.4.2.1. He has instant air overheads with long ranges making them safe-ish to throw out

10.4.2.1.1. However he has a very floaty long jump and once he's done the overhead he can't do anything else until he touches the grounb. So dash up after the overhead for pressure or even sometimes a punish depending on the range and weather or not you blocked it.

10.4.2.2. Advantageous moves

10.4.2.2.1. st.LP

10.4.2.2.2. st.LK

10.4.2.2.3. cr.LP

10.4.2.2.4. cr.HP

10.4.2.2.5. b.MK

10.4.2.2.6. V-trigger 1

10.4.2.2.7. EX yoga fire

10.4.2.2.8. H yoga flame

10.4.2.2.9. CA

10.4.2.3. Disadvantageous moves

10.4.2.3.1. cr.MP

10.4.2.3.2. Yoga flame

10.4.2.4. Punishable moves

10.4.2.4.1. st.MP

10.4.2.4.2. st.HP

10.4.2.4.3. st.MK

10.4.2.4.4. st.HK

10.4.2.4.5. b.HP

10.4.2.4.6. Yoga fire

10.4.2.4.7. EX yoga flame

10.4.2.4.8. Slides

10.4.3. Zangief matchup specifics

10.4.3.1. The hop

10.4.3.1.1. f.MP

10.4.3.2. st.MP and cr.MP and okfor preempting the limbs and tagging him out of the move. or just trusty old cr.LP works as well

10.4.3.2.1. A sweep can CC a move which gets a hard knockdown and a lot of time to dash up and gain space

10.4.3.2.2. st.MP is also good for whiff punishing

10.4.3.3. Yoga fire

10.4.3.3.1. Depending on the distance dashing on reaction is sometimes a good way to gain ground and if you're close enough go for an SPD or tag him with a cr.LP

10.4.3.4. The teleport

10.4.3.4.1. Behind teleport

10.4.3.5. No invincible reversal!

10.4.3.5.1. SPD vortex with no fear

10.4.3.5.2. ...Except CA

11. My iron body is invincible! So beware!

12. V System

12.1. V-Trigger 1 - Cyclone Lariat

12.2. V-Trigger 2 - Cossack Muscle

12.2.1. Raw SPD

12.2.1.1. LP SPD

12.2.1.1.1. 330/350

12.2.1.2. MP SPD

12.2.1.2.1. 340/350

12.2.1.3. HP SPD

12.2.1.3.1. 350/350

12.2.1.4. EX SPD

12.2.1.4.1. 350/400

12.2.2. Combo SPD

12.2.2.1. LP SPD

12.2.2.1.1. 280/300

12.2.2.2. MP SPD

12.2.2.2.1. 290/300

12.2.2.3. HP SPD

12.2.2.3.1. 300/300

12.2.2.4. EX SPD

12.2.2.4.1. 300/300

12.2.3. Ground SPDs leave you at -2 after dash up while the trigger is active

12.2.3.1. But BDs leave you +2 after dash perfect for a mix-up

12.3. V-skill - Iron Muscle

12.3.1. Stratup: 1/ Revovery: 10

12.3.1.1. Any move that's active frames + recovery frames are more than 10 can be punished if you absorb it with a flex

12.3.1.2. Most common use is the flex through a poke and then SPD them.

12.3.1.2.1. Makes it very risky for the opponent to throw out certain pokes in neutral. These pokes are often fairly risk free in other match-ups forcing the opponent to play more conservatively against Gief

12.3.1.2.2. Can be used to armour and punish pokes that you would otherwise have to jump over to punish. Since using V-skill in neutral is a lot less risky than jumping in it's a good alternative

13. Character Stats

13.1. Health

13.1.1. Vitality: 1050

13.1.2. Stun: 1050

13.2. Movement

13.2.1. Forward walk speed: 3.1

13.2.2. Back walk speed: 2.4

13.2.3. Forward dash

13.2.3.1. Frames: 25

13.2.4. Back dash

13.2.4.1. Frames: 25