Zangief's Stratagy
Any old school Street Fighter knows how to win with
Zangief. Even people that never used him in their lives
know how to win with him. Three letters, SPD! However,
in the versus games, Zangief has got a lot more options
open to him. Though i know that I'm not the best Zangief
player in the world, I'm good enough to give advice to
you people! Well here we go.....
Advantages
Strength, size, throw priority and strength are
Zangief's strong points. The occasional punch here and
the throw there will often be enough for Zangief to win.
Master the 360 motion on the joystick to get the most
out of the big Russian.
Would you believe that Zangief can air combo? Even
though he can't exactly rack up the points on the combo
meter, his measly three hit air combos do incredible
damage. Also, his launcher is incredibly useful because
it beats out most air moves.
The grab range has been increased for all of Zangief's
special throws. It's harder for your opponent's to get
away from his grabs, making Zangief one of the better
characters in the hands of a master.
Zangief charges the super meter like crazy. Just
fight for a while and before you know it, you'll find
that the meter has maxed out.
Mega Zangief is unstoppable in the air. Nothing will
stop him if he does his Siberian Splash. Sure, your
opponent might get off a punch or two, but he'll land
right on top of them. He'll be able to follow up with
any special throw.
Disadvantages
Slow, slow and slow! Zangief is just slow. His dash
is even slower than his normal walk. The best way to
approach your opponent is by super jumping at them. To
top it off, Mega Zangief is even slower than normal
Zangief.
Zangief's SPD's and FAB's have been weakened yet
again. Gone are the days of killing your opponent with
two SPD's and one FAB. The increased range makes up for
it though.
Zangief cannot win against people that can play keep
away. If he can't get close to his opponent, he's
useless. Also, Zangief does not know the meaning of
chipping damage. If you plan to win by cheesing your
opponent to death, don't use him. Mega Zangief has his
Siberian Blast to help him out but he's not much better
at penetrating keep away defense.
The small characters really give Zangief a hard time.
Megaman and Roll are almost impossible to grab with the
SPD and they're too short to be hit with either Lariat.
Stick to using sweeps and the Running Bear Grab against
them.
Offense
As i previously stated, Zangief has to be up close to
win. Do whatever you can to get near them. Walk, dash,
jump or super jump. You can even let Zangief take some
hits, just make sure to get near your opponent. - SPD,
SPD and even more SPD's are the way to go with Zangief.
When you've got your super meter charged, then go for
the FAB. If you're unsure about your SPD ability, use
the Running Bear Grab. It is a lot easier to pull off
and it does almost as much damage.
Zangief's jump ins are extremely important to his
game. Depending on what you want to do, there is a
specific attack that works best. For setting up air and
ground combos, J.Roundhouse is the best. The Knee Stomp
is good for ticking into SPDing and the Siberian Splash
has great priority in the air. Watch out for air
defenders while Siberian Splashing.
When air comboing with Zangief, learn how to use the
SPD and his Lariat as AC Finishers. This will maximize
the damage that you can get out of his AC's. It's harder
to SPD the smaller characters though.
Unless you're really good at the 360 motion and are
kicking ass, don't go for the Ultra Final Atomic Buster.
You'll probably miss and waste three levels of super
meter in the process.
Defense
Anyone fighting Zangief will either try to kill him with
projectiles or by overwhelming him with theuir speed.
Here's how to survive with the big Russian Bear.
Be careful of people that like to play keep away. A
good trick to use is to jump at them, make them attempt
an anti air move, block and then switch. Your incoming
partner will hit them and teach them not to try it again.
His Lariat is very useful as air defense or during
air fights. It is a very highly prioritized move and
will knock the opponent across the screen, doing good
damage.
If you have the 360 command down to a science, you
can use the SPD as an anti air, anti dash move! As soon
as you see them jumping, jump up and pull off an SPD.
When you see them coming in with a dash, pull off a
Fierce ground SPD. In both cases, the opponent will be
unable to escape in time as long as you have good timing.
Having this ability will truly make you unstoppable.
As Mega Zangief, beware of beam supers. He takes
more damage from beam supers than regular characters. He
can avoid them by constantly doing air SPD's. The
missed grab animation keeps him in the air and safe from
those big bad beams on the ground.
Onslaught
Second Form - Ahh....now Zangief can handle this
guy! What I like to do is just jump and block while
avoiding the majority of the chipping attacks. Then,
when you can see Onslaught's ugly face, jump up and do
a J.Roundhouse --> Air Lariat combo whenever you see an
opening. This'll kill him in no time because of
Zangief's attack power.
ighting Zangief
Get to know your opponent's level of skill with
Zangief. If he's really good at SPD's then stay away and
never ever jump at him. If they're not that good, you
should still watch out for the Lariats. It's best to
dash at him or hit him with a high priority jump in.
If you get knocked down, try to either roll or jump
as soon as you get up. Chances are he's setting you up
for a Running Grab or FAB.
Learn how to tech hit. Zangief will throw you very
very often. The good thing is that you can tech hit out
of his SPD's and other special throws as well. It's
quite hard to do but it is possible.
Don't fight Mega Zangief in the air. The body splash
will always beat you out. Stay on the ground and try to
pelt him with fireballs and other keep away moves.
Don't get overconfident. Zangief has a lot of
surprise attacks that most people don't anticipate. The
Lariat is a great air defender, his launcher has very
good priority and his jump ins will set up his special
grabs very easily. Be careful.