Sf6 zangief too much damage And from manon and zangief I find playing against manon much more oppressive. This means where one character might need to land follow-up attacks or string a combo in order to claim victory, Zangief can win in V, his combo damage was not much stronger than most other cast, and doing 200~220 damage when finally having a chance to punish isn’t much of a reward when other characters’ low-risk combos can easily do close to that, if not Just go watch some SF4 Zangief's play and you will understand why Capcom is really careful with giving him anything too strong. He also has some armor moves that goes thru proyectiles AND two reversals supers that do a lot of damage, his anti air game is just as good as ken's and sometimes does a lot more damage thab him with 3 inputs. Big damage on a command grab takes work to get the right spacing and read. Between lariat, stLP, crHP, stHK, jLP, and air SPD, he has a lot of ways to defend aerial approaches from a lot of ranges. Literally just press the special button for spd. Depends on your style. Does 3335 individual damage when the attack lands as a Punish Counter. After I block some of the hit I’m burnt out without realizing. SF6: Zangief // GBVSR: Ladiva UK // PSN: SygBoss. You cant play him as a fast rushdown character, you need to just walk up and bully people with buttons first like crlp, stmp, sthp, antiair with lariat, and once they start blocking a lot then you go for spds and pressure them on wakeup. With SF6 around the corner, I said I'd let everyone on r/sf know that FAT is now ready for the next chapter of SF, with SF6 being fully supported in app!. SFV had mid-screen throw loops 5 years ago as a universal feature. A subreddit to discuss the Fire Emblem series of games, and associated media. Most "grapplers" use their grabs to convince you to jump, and then they combo you, but Zangief uses his combos to convince you to block, and then he grabs you for a mix. This is why I fireball so much and try to gap close fast with dashes despite knowing dashes are bad. In all these iterations, green hand was never a part of Zangief's gameplan outside of punish combos. Unless you play modern controls. Zangief's deal isn't chaining together long combos. doesn't do much drive damage, nor chip damage when opponent is in burnout huge startup animation (18f) that allow most people to guard on reaction awful frame data making you vulnerable for more than 2 seconds cannot anti air for Every character in SFV have their nemesis in the game (maybe more then one). How many gief do you ever see even use Crouching hardpunch? They won't even touch the new moves. While he doesn't use particularly long combos, he There are very few normal attacks with frame advantage in SF6. I can't counter-poke or dash in effectively. A simple normal ->DR headbutt->headbutt-> medium can drain > 3 bar, if you try to reversal or D. As you know, Marisa has a lot of armored moves and if you're not careful about what you're throwing out and when you're throwing it out, you will eat a lot of damage. So yeah she needs too much for too little. Taking too much damage could slowly deplete your drive meter and put you in a burnout state. Zangief in SF4 and Zangief in SFV are completely different characters. tap for feint, hold for real projectile) i. 50% minimum damage scaling; applies 5% immediate damage scaling when comboed into 15% immediate damage scaling from 236HK (1st hit) only; Manon's SA3 is an invincible command grab with range slightly below that of her LP Manège Doré. 5: 5-7. Modern does not have a broad 20% damage nerf across the board. As for beating him, try backdashing out of his range after doing a frame trap or something. Usually, though, a well-timed SPD or Air SPD often does way more damage. only if they give back "The Green Hand" to him the universal mechanics in sf6 all point to a much more dynamic neutral game, in addition gief spd damage has been significantly buffed in damage. Holding a direction will chose that direction and prevent the sideswap, but only do 3060 damage. You're doing EX lariat most of the time since the normal version doesn't recover fast enough or give good damage. The exceptions being Gief and Jamie, Gief just flat out does more damage and Jamie gets to combo after his and drink levels increase his damage. And to add insult to injury she is also relatively easy to play, being able to perform decently with little investment compared to many other characters. Zangief is such a powerhouse in Street Fighter 6. The Zangief Official Character Guide will also bring you up to speed. From the creator of Pony Island and The Hex comes the latest mind melting, self-destructing love letter to video games. MP are useful for catching opponents roughly level with Zangief. Webapp (Fully up to date) . I also think I need to relearn the game because I noticed that I have the habit of being impatient and just holding forward and YOLO. The absolute top level beasts are more responsible for the character winrates than the characters themselves. I think a damage buff would be really healthy for her competitive play, but it would make her busted outside of high ranks. I tested it out later and found out that his heavy punch take away a whole bar on block and his other normal take more than half a bar. He has incredible damage and good convertions. I'm learning Manon and found that the crLK-crLP-qcfHK(1st hit)-lvl3super combo deals only 2990 damage IN TOTAL while raw lvl3 super deals 4000. Zangief has many tools to keep you grounded and punish you for trying to escape. Characters like Akuma and Cammy were consistently top tier because they had so many options and damage and a relatively small nerf to health was a trivial downside. One hit confirm from a skilled Sakura in 4 who has resources is like half a healthbar gone. It really felt like I was playing a game of keep away the whole time. There are some posts and comments about buffing Zangief with various means and almost all of them include bringing back Green Hand. : He does less damage because he's the only character that can effectively deal significant damage through your block and he can make you block a fair bit due to setups, zoning, very positive normals and long range limbs. Even in sf6 the reason zangief can't get proper oki is because he'd be too oppressive if he The subreddit for all things related to Modded Minecraft for Minecraft Java Edition --- This subreddit was originally created for discussion around the FTB launcher and its modpacks but has since grown to encompass all aspects of modding the Java edition of Minecraft. He's the grandfather of all grapplers. Most characters in SF6 can kill in 3-4 touches if at least 1-2 are punish counters like what happened in OP. (edited 3 months ago) KGs_OP 3 months ago #2. Too many variables to kind of outright say its more useful than what it is. Gief is such a fucked character because he can just stand there, do nothing, and be so threatening. Jumping in on Zangief is very tough. Like for instance there are plenty of times people are able to throw 1 or 2 hits and STILL have time to drive impact meanwhile my zangief feels too sluggish to even react if I hit a button. 3F gaps enemy Marisa's and JP's can armor/counter, 4F+ gaps Zangief can armor, and 5F+ Dhalsim can teleport out . You can also cancel the drive rush directly into SPD which will catch many players consistently and is an easy source for a lot of damage in neutral just be careful about players getting wise and jumping out as you drive rush in as you'll have to adjust your follow ups accordingly. Hello, kinda new to the SF series here and there's one mechanic in SF6 that I found very weird. Green Hand don't fits Zangief on many layers. I play Dhalsim and he’s my easiest matchup by far. But, his slow mobility and massive bulk make him a huge target. It is percentage based. Health tweaking . He's an unfun character who was built completely around command Damage scaling is too high. In my experience and from tournament clips, its much harder to hit an SPD in sf6 than it is in sf4 and 5. However, the Zangief players has envolved so much and nowadays I consider the match very hard (I'm Super Gold ranked). Speed is your ally when going up against the gargantuan Zangief. Many just need a well timed jab. Put Akuma against Zangief. SF6 seems to have pretty small adjustments as well with Gief only sittin 10% higher than the norm, which seems like a good middle ground to me. Because traditional grappler command grabs like SPD have to do comparable damage to regular combos to be worth using- that's just balance. I've heard a lot Zangief players complaining she is the anti-Zangief. The input isn't that bad. He's a bully with a big damage grab that is being used as a conditioning tool since everybody respect the grab so much that they played right into his hand. patolixo. I still play a lot of Alpha and, for me, Gief is a solid mid tier in A2, maybe top tier is too much. Enemies on average difficulty can cause wipe on first wave. Blocking And with this shit netcode, a decent number of my mixup chances are lost to stuttering lag. The argument that EX grabs (and by extension Zangief's hp. MP is also often a good option for this, because j. I just don't understand why all the hate, the zangief damage for modern is nerfed very much so I don't understand why people have such a huge problem with modern controls. j. I just don't get why Zangief should have almost free "get in" tool in such game as SFV. iOS (Fully up to date) . However, if you add too many attacks to your combo (especially light attacks) Zangief SF6-0. Stun Setups - Foolproof setups are 2F gap or lower. The whole thing can make it feel like playing against the character rather the other player which I Zangief has the weaknesses he as always had but he also has the same strengths to, so if your familiar with zangief you will probably do better and go further. Yesterday I fought a Zangief for the first time after the patch . Backdash puts you airborne, but it's not otherwise invincible and pretty risky even if Thanks for the reply. FAT 3. That's what makes him so dangerous. 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. Gief has high damage but landing it takes work a lot actually. I can't get anywhere near him reliably and take so much damage from the constant chipping. The entire match is just a gigantic mental stack where I get a life lead and then turtle and stay frosty as hell because 1 mistake in execution can equal half my lifebar gone and a complete reversal of advantage. LP and j. Home of Street Fighter on reddit, a place to collect Street Fighter content from everywhere on the The answer is yes! You'll find that using drive-rush cancelling too much to extend combos can actually result in less damage - especially if ending with a special or super - due to damage scaling. Critical Arts are similar in usage and requirements to Super Combos, providing an attack that deals a large amount of damage while also requiring and emptying a full Critical Gauge. SPD) are doing similar damage to combos that have a similar starter holds water but Manon's lvl 1 command grab isn't doing anywhere close to that damage and I suspect non EX command grabs are doing noteably less damage as well (I remember Marisa's command grab doing 20-ish percent but am unsure). Activates from beyond ~1/2 screen; 2-hit armor lasts until throw becomes active; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; refers to Punish Counter damage; immediately transitions to grab animation after absorbing a strike; Run Speed: 0. For now it's a zangief thing and i'm telling you too, again: - SF6 is the best Street Fighter game ever and Drive system is the best thing about it. It's not a secret Zangief in SFV is considered low tier character. Action Movies & Series; Animated Movies & Series; Comedy Movies & Series; Crime, Mystery, & Thriller Movies & Series; Documentary Movies & Series; Drama Movies & Series Too many bad experiences making the right read and having it not work reliably enough for me to trust it. A lot of Zangief's anti-airs give him easy meaties too, as well as a lot of stun and damage. In short, V-Shift hurt his offense much more than it helped his defense. Here's an example (modern controls): Jump and HK, Hellstab, L2, Hellstab, OD air SPD: 3948 (2 drive gauge bars) The problem with Zangief is that he is designed to be the one true character that depends on his command grab. but I saw way too many Gief's trying to throw that shit out raw like it was a good idea. I think Gief does 4800 and 5300, sa3 and CA. I think that's valid, but I also think it gives characters a lot of flare. My spacing is poor in both matchups because I don't know where I'm vulnerable and where I'm relatively safe. From everything I've seen, most people can't use her too well (including modern, which cut a chunk out of her combo that really hurts people, on top of the damage cut). 090 (38f~) / 0. It's getting far enough into the game that I can confidently say Zangief is, beyond a shadow of a doubt, bottom 3 if not bottom two. I like watching Zangief but noI hate playing against him and other grapplers so much because they force you to play their game. He needs some help or else SF6 Zangief will stay in bottom tier throughout the It does around 50% Damage because its A. The towering fighter is designed around dishing out big damage, with some feeling that she deals too much damage for her own good. When playing a grappler, you have to play the opposite side of the gamble and commit to calling out the command grab sometimes when you think it might happen (with Giefs, this means pretty much any time they are anywhere near you). This nets me about 5500 damage or so iirc, I havent labbed too many full optimals but i found in the corner the most damage i get is to start with a DR. I can imagine in the right hands Zangief. His combos are not too flashy, often maxing out at around 3 to 5 hits. Pretty much the only character that can't be carried by some BS and it's all about how good you are in the game. I see Manon in ranked just spamming this move. His neutral feels horrible right now. I’ve been high ranked in a few games and fear I wouldn’t be able to stop playing until I was respectable or emotionally decimated. That doesn't mean all characters have to be fast rushdown characters with a lot of tools to open up the opponent in neutral to then leverage that first hit into high combo potential. I've heard Stupendous and DrDannyPham constantly talk about how bad Gief is compared to the roster and it got me thinking since they did bring up some valid points like his SA1, wake up game and his Lariat being useless dealing with cross-ups. Blanka SF6-0. Fire Emblem is a fantasy tactical role-playing video game franchise developed by Intelligent Systems and published by Nintendo. Raw EX/OD lariat into level 3 barely affects the damage at all. Big SF6 fan, Zangief is also good with his new addition using the overhead kick and Auto H combo dealing 5k damage which uses his SA3 The OD-air grab change is fine but it doesn’t really get you much damage and being able to combo into L2 better would be great if scoring L3 wasn’t a priority. For context the motion input for light spd does more damage and triple the range. "Next time we meet, I'm gonna break your arms!" (Console versions) Super Street Fighter II Turbo HD Remix "You can't throw a wrestler!Hahaha!" "Sooner or later, I piledrive everyone! "I am the Red Cyclone. If you tend to shy away from attacking your opponent directly and like waiting for your opponent to make mistakes, then it could be a risky strategy. LP is the faster of the two, but j. The SPD is scary, but Zangief has some of the lowest damage in the game outside of SPD. hp out of the equation despite being such a long range neutral tool. 4. When up close to his opponents, he can deal some serious damage, but closing the As a Zangief player I have the bad habit to use too much the SPD (the meme of the other day -connect SPD- was right xD) and of course that means that if I whiff (easy to happen in this S3) that attack I expose myself to a great counter combo and of course great damage. Zangief can do a large chunk of damage from a single Special Move. I have zero idea if it will impact the meta at all, but it at least seems to work against way, way more moves. I just had a set of really frustrating matches against a very good Zangief player. The MP version occupies the middle ground for both attributes. It also does huge damage since, for all of Zangief SA1’s With most of her unique kit not working she is pretty much the most *raw* character in the game, you can win only with fundamental and neutrals. so technically using gief in modern controls can almost give u the best of both worlds. Frame Data via FAT . Like I cannot imagine a world where akuma and Zangief have the same HP pools without making gief seem insane or neutering Akuma. I stayed out of grab range as much as possible and remembered to jump when I saw Pretty sure all sa3's do 4000 damage raw, so 40% on a 10k health character. Critical Arts are the only moves that can KO a blocking opponent via chip damage. SF6 Zangief is definitely not a good character, but at least he's fun and has a functioning game plan. I'm not saying she doesn't do a lot of damage, she absolutely does. What makes the Red Cyclone such a dangerous opponent is the damage that comes from his grapples. reversal that situation and get baited, thats 5 bar or your entire bar gone from 1 interaction. If no direction is pressed, Zangief will do 3160 damage and side swap after he body slams the opponent. The reason Zangief does so much damage per instance is to compensate how hard he has to work to get into range against most characters. It is generally worse as combo 297K subscribers in the StreetFighter community. LK/f. Observe the particular player you've met and counterplay it. cancelling the projectile if the opponent Yea I have to agree you’re pretty much done with 3 of her command grabs or two grabs and any mediocre combo. Burnout. For example, The main types of damage scaling in SF6 are: Starter Scaling: When starting a combo with this move, Making Lariat crossup would be the most obvious buff for sure. Her damage output is too high In basic situations. When the move is used as the Overdrive version, without a Punish The range and damage vary according to button strength, with LP having the lowest damage and longest range, while HP has the highest damage and shortest range. Instead, you set up nice, easy button inputs that follow up with devastating grabs. e. I don't think Jamie has that many problems but having to give up all oki to power up when every good character can snowball an entire round from one knockdown (while carrying you from one corner to the other). If you do, Everything Zangief has She doesn't need damage, her problem is that her gimmicks become weaker as you adapt to them. Since sfv only gave us 2 sf4 characters, how many sf4 characters do you think sf6 will give us? 5. lk to stop my dashes. The match was a draw at 50% health even if Akuma only had 4500 hp left and Zangief 5500 left. 099 (close proximity or after Charge Punching the boom is really strong when pairing to the fact that there is no chip damage unless you are in which means he has to walk up to Zangief, which makes Zangief very happy. Modern Gief doesn't have the standing HK that I use in some of them. Big, scary, and hairy, his SPD does *SO* much now so he's terrifying! Never seen you play but you might be playing too aggressively. So for example Zangief's light SPD has the longest range but it does the least damage + has the slowest startup Manon is kind of different, where her damage is 100% based on medals, but her startup on light is much slower than on medium / on heavy. Anyone who says Gief is a "free win" against most of the cast is an idiot, people don't even care to play him differently than any other variation of zanigef. SFV Zangief has no neutral, no combos really, and has to take a million risks to win. gief is one of the slowest characters and you have to get used to doing standing spds to learn him so theres a bit of an execution barrier. EX SPD leaves Zangief closest post knockdown, deals as much damage as hp SPD, deals 300 stun, and has range in between lp and mp SPD. Laura - Much more mobility, very good damage, very scary v-trigger Abigail - INSANE damage, Very few chatacters in the game can beat neutral jump in the corner. 094 (31-37f) / 0. Let's Watch Some Street Fighter 6!Submit Your Own Clips Here: https://forms. parry, drive rush, and the wild damage in sf6 are great but he's got no defense options and you only get one level 3 per set (and sometimes not even that if you lose two straight) He can be zoned out very quickly and if he's unable to get in he can quickly lose, it's why Zangief does so much damage when he DOES get in as a reward. It's a significant damage nerf on command grabs, so much so I don't bother with it. Most Modern Zangief players will be mashing that Screw Piledriver like their lives depend on it, which leaves them wide open for you to punish them. Check how much damage their moves do. I think a lot of the game will be played at mid range as many characters have good range but awful frames That goes for zangief too and its the main ways these characters get damage so you can atleast expect the grab but what if they mash u huh? Thats a nice chunk of health gone and a knockdown into drive rush and repeat the process over and over again until u start acting like u belong in arkham asylum lmao. Well, the issue with this is in sf5 Luke literally made every other shoto obsolete, so that's a bit of a bad example. I see Bison spamming c. They can decide when modern is too limiting and it's time to move on. Overview Getting Started. as a midscreen opponent can easily Back Rise too far to remain in throw distance. He beat me 12 to 3. I destroy everything in my path!" "After wrestling bears, you're not much of a challenge. Some advice from another Ken player helped me figure out how to maybe in the future minimize how often Zangief get's his easy counter damage, but that does not change my argument of how he gets too much for too little with Modern controls. A colossal wrestler nicknamed the Red Cyclone. Additionally, Deejay's lack of many cancellable pokes means Zangief can get a lot of mileage out of 5[HP]'s upper body armor. LP because it comes out very fast at an angle that hits above it, and your opponent will be above you if they jumped first. Plus he has more tools now to It works if you do it on a prediction, but it's usually too slow to make for an effective fireball punish. While EX SPD has no invincibility, it’s one of Zangief’s best tools for damage which lead to offensive pressure. The data is valuable, yes. Luke is at least top 5, perhaps top 3. i grinded it out through sf5 and, while he was bad there too, it was a different kind of bad. You could buff him to the point where the matchup was somewhat fair, but that would probably mean Zangief would absolutely destroy characters he has a good matchup against already, etc. I skipped SF4 and SF5, so I have no clue how Zangief has changed until playing him again in SF6. Many characters struggle to punish when well-spaced, despite being very unsafe on paper. Zangief is dedicated to physical improvement and instructing his students. If it turns out too OP, you can tweak it to maybe have the buff go away if Zangief is hit, or maybe even if he has to block! I'd give Gief one more special move: Cossac Kicks, done with Because traditional grappler command grabs like SPD have to do comparable damage to regular combos to be worth using- that's just balance. Our Zangief wiki page contains a basic description of the character's moveset, as well as his stats, some frame data and combos. I don't agree. So, in SF5, you could actually combo into Gief's lvl 3. 11 votes, 42 comments. Why should a grappler of all characters have the privilege? He could jab anti air it in 5 and hoo boy, pressuring that character was hell. 4HP > DI (4F gap) 6HK > DI (1F gap) 5LP~LP > DI (4F gap) DR 2MP > DI (2F gap) Post Throw KD in corner (3F gap) Post Lvl 3 KD (7F gap, safe to normal throws but can be command grabbed) 2- In general, the throw range is inversely related to how much damage it does. So she is really strong in most ranks and falls off as players get better. mixing up the modern Posted by u/throwaway063498756 - 1 vote and 4 comments Zangief I think is a character whose style and charisma is very defined by how limited he is compared to the rest of the characters in each game, supplementing that with explosive moments where player skill comes through and absolutely rolls an opponent in the most dominating way possible: I knew what you were going to do before you did it, because I scared you into doing it. His command grabs do a lot of damage which makes Zangief a terror Critical Arts (クリティカルアーツ, Kuritikaru Ātsu?) are special attacks introduced in Street Fighter V. Don't remember if punish counters increase super damage tho. Trying to find out if he has a wakeup attack similar to something like a dp that can be thrown out to stop agression. XenotheWise135 (Topic Creator) 1 year ago #9. There's no question that Zangief is one of the biggest winners of the latest Street Fighter 6 updateas the Russian wrestler received a myriad of buffs that help him dole out damage like no one's Zangief’s power means he doesn’t have to do much to defeat an opponent. Playing Too Defensively. gle/ZtbUHEfzPou9gxJZ7https://youtu. The window feels way too tight, and the fact that stupidly slow, it's easily blocked, easily jumped over, and not even invincible make me hate it so much. 050. Note: Ongoing character discussions only list latest season FANG's overall damage output is lower than other characters since his cost of opportunity is also generally lower. Posted by u/Sabrewylf - 126 votes and 77 comments I don't think it's unfair. He is slow as shit, The whole point of modern is too ease the barrier of entry for new players, allowing them to do cool shit without going through the learning process. Either that or I still suck too much to make her strengths work consistently. be/4Asqg2yj4Jghttps://youtu. But you're wasting drive meter just to get basic BNB damage where As we now know, heavy SPD nets Gief a whopping 3,300 damage, meaning it takes 33% of the opponent's 10,000-point health bar. Its much harder to play against zangief basic game play even if you guess correctly, and thats before we talk about the damage and super art meter buff. My main observation though of watching tons of people that got stomped on by Marissa are the same story: A sweep with massive range and good damage, essential to Zangief's mixup game. vs1 flex is good Introduction. ) His only reversal (or not) bait you, Jump the whole super, parry it, or outright block it. #29. MP puts the opponent into a juggle state on counter hit, allowing Zangief to combo into a TK OD Borscht Dynamite (j. So you get a few good hits in followed by Oki 50/50 and now Guile If an 1850+ player loses against other 1850+ players too much, they will fall How do you play Zangief? In Street Fighter 6, despite being a slower character, Zangief is incredibly powerful, particularly with his throws. Hey, I like rushdown characters too. finding it hard to get out of corners against rushdown characters. H Screw Piledriver (When near opponent) H. (ex/od lariat alone makes sf6 zangief way more interesting than sfv zangief) he has an insane amount of ways to do massive amount of damage, and plenty of ways to steal a command grab. You just have to make his normal better and give OKI to the wake up of his command grab. I put myself into grab range too many times and didn't jump when I saw Siberian Express coming from a halfway across the screen. MK hit below Zangief, making Thank you for this. What's New? The 8 beta characters are extremely well fleshed out, with only minor testing needed on the changes made between that vs. Portals are way too flexible (timed OR manual trigger OR teleport, OD version creating too many setups turning many situations into 1:6 dice rolls in JPs favour), his Drive Rush while not the fastest covers way too much ground for a zoner, being able to feint after the fact (input should be swapped, I. Whiff at the wrong time and you're usually losing 20 percent (minimum) of your health being punished On the flip side a crouch medium or heavy punch combo for big damage takes the right spacing and read. I've seen entire sf6 pro sets where the gief only attempts one SPD, rarely more. His throws are faster and already do crazy damage from jump, He has 10% more health, he has armored moves, some good pokes and is pretty scary meeting you in the air or on wake-up. 360KK) if he lands before the opponent. You can’t commit a mistake in front of her. Double Lariat (PP) is Zangief's only strike special move, and therefore most of Zangief's combo routes end with this move to deal solid damage and score an oki-capable knockdown. But busted is a little too much. For beginners, she's awful. The fact is you face somebody as zangief they play a keepout game for a reason. You can't do the highest damaging combo but you can do the second highest one. I play with Menat. Modern controls allow u to use the 360 motion for all spds including ex, air spds cam be manualled too, running bear as well and I can also perform the classic 720 Lvl3 while on modern which it retains the original damage based on classic controls when used. Jul 10, 2023 @ 6 The same attacks doing the same bar damage no matter who you face makes the game easier to understand and learn. He should be forcing players to think about strategy not spamming light punch. I have also beaten Modern Zangief, and it was because I was smart. I was losing too much until I noticed that. She doesn't deal damage, she's so weak. CA's do 4500. Street Fighter 6 characters with high mobility and quick-hitting attacks are perfect against him. 7) Parry isn't a good alternative lol That was long explanation) Boro, i'm understand his concept, i know how it works, the only thing i'm talking about is his grapps has a bit to much damage, when it was hard to input like in preview games, that damage was ok, cos it was skill capped, in SF6 it's much easier to input those grapps and some of characters has no projectiles or they This is often used to make combos/juggles more consistent without making the hitbox too large in other contexts. LK and j. Zangief does his damage from mid to close-range. I'm just trying to enjoy the game but my opponents abuse this against me when they realize I can't react. The last I saw it looked as thought the health is much more standardized but there is reason to believe there are at least a small number of characters who seem to have slightly different health values (like Gief, as has already been mentioned). I’m very tempted to join in but I have an issue where I become a rank grinder in games and have a hard time stopping. Like hit s. If Zangief chooses to take to the skies, his option spread increases dramatically. He can even armor through the jump normal with v-skill or a well timed stHP. LP/s. Throw loops aren't strong in SFVI because they are corner only. And it's not much of a significant change to now as many characters in SFV have pseudo-loops in the corner (Juri and Sakura most famously) so instead of dealing with a walk forward you're looking at a dash instead. Currently there isn't too much of a reason to NOT hold up when Zangief gets close. One of the biggest Just like every other SF6 readily perform too, so the huge damage of OD SPD may not come up as much as you'd initially fear. if you jump carelessly towards modern gief then level 1 super is an extremely easy punish yes but it does practically no damage and is kinda worthless, down heavy is a much better Some but not all. Zangief looks to overwhelm opponents by getting in close to them and destroying them with his earth-shattering grabs. i. The SF6 combo damage penalty seems unreasonably high to me. MP in this game tends to universally be a move for your character that puts your opponent into a limited juggle state, meaning you can potentially Make the gief do something YOLO like random jump and begin your pressure off the anti air. 5. Making his drinking rekka +1 would be a good start. after a Stun, or after some specific wall splats like Zangief Punish Counter 3HK or Jamie Punish Counter 214PP. He has pretty decent buttons and isn't built completely around command grabs. Looking for some advice from geif players. Every other character has easy counters to basic tactics, but Zangief has an extremely shallow toolkit. Dhalsim is built around zoning, a good Dhalsim will never let someone get in on him easy, and the fact that your literally listing the specific scenario you can beat a Dhalsim is proof that those weren't good Dhalsims. A blockstring gap of 6f or more can be thrown, while 9f can be jumped out of (10f for Lily/Zangief) Combos on dizzy opponents begin at 80% damage scaling, then continue to decrease by 10% per hit as usual; The opponent can be hit for the next 195 frames from the moment they hit the wall; if untouched, they fall over into a Hard Knockdown state There's so many unique and diverse ways that a lot of the cast are viable and just bumping up damage to astronomical numbers for very simple combos feels the laziest by far. I have the hardest time in this matchup. Most characters in SF6 can To be clear, Modern damage is only gimped assuming you use a shortcut super. " Yes, SF is a game built on having diverse characters that play differently. Zangief needs a nerf (sf6) Discussion I believe he dose too much damage in comparison to the rest of the cast. How good this will all make Zangief in SF6 remains to be seen Damage is decent - roughly the same as a light SPD. Kinda reminds me of fighting millia in What makes no sense is that she essentially outperforms Zangief, with none of his shortcomings and with a lot more tools and agility and with several safe options. That's not fair. It's too early to tell where characters are going to end up, but there's a decent chance they overshadow other characters with a similar gameplan. Marisa is a heavy hitter in Street Fighter 6. SF6 Season 1 Tier List. That pretty much takes s. Your pressure against zangief should start from punishing him in neutral somehow. Like Zangief winning against Guile, because any Zangief at that level knows how to deal with Sonic Boom to a certain degree. Unlike Zangief's SA3, it can unfortunately be jumped after the Super freeze, making it a much worse defensive as a plat 3 modern control gief, here’s what i see that punishes me well: neutral jumps, neutral jumping and back dashing especially in corner play can be hard to counter, remember gief aims to grab. Command grabs are an inherent risk, and if it whiffs you're probably taking just as much damage from a punish as the SPD would have dealt to your opponent. Then it's the easiest input and easiest wins in the game. I want to believe that Zangief will be amazing in 6. Characters like Ken, Cammy, and The crying makes no sense too. And tweaking how much damage characters do accomplishes much the same thing as health tweaking anyway. TICK-THROW NORMALS A large portion of the characters in sf6 are fast, pressure characters, and they all nullify Zangief instantly just by button smashing. Being the aggressor in neutral against zangief can be dangerous because a failed attempt can leave you at the mercy of his throw game which you want to avoid at all costs. And yes, Zangief can V-Shift too, but he was always a character built around snowballing offense, not so much built around his lackluster defense. Marissa does too much damage she just needs to land 3 simple combos and your dead. XBL: ccKoolCat PSN: S1lentSt0rmx. I think she only becomes a good character at high level when people are good at executing stuff. I personaly prefer to play against grapplers rather than mashing rushdown characters. If you nerf Zangief just because of Modern Controls, you'll fuck over anyone who's playing on Classic Controls. Higher difficulties are nearly impossible. be/Lb6zGr90yPwWhil I feel like he’s a character that is very matchup dependent, so it’s kind of tough to nerf or buff him too much. There are 5 ways to deplete your drive meter by being too defensive. For more in-depth information, check out the following resources. Inscryption is a narrative focused, card-based odyssey that blends the deckbuilding roguelike, escape-room style puzzles, and It's just something you have to be mindful of any time he has level 3 available. SF6: SoleSamurai | Xbox i think they maybe think a little too much about the absolute bleeding edge of perfect play The timing is a little tricky, but the utility is surprisingly useful. I know the thread is about gief but lily losing a whopping 1k damage per throw with the modern input and gets the heavy range. You lack access to a few I think the thing is that mechanics like parry or drive rush benefit him with closing distance or huge spd damage off any DI or missed parries. Street Fighter II series Street Fighter II "My strength is much greater than yours. She seems more dangerous than Zangief, more mobile, Maybe I'm just pulling a James Chen and want to download my character. Really hard to balance. It is quite whiff punishable and vulnerable to Drive Impact, so it must be used carefully. If you jump and they whiff a command grab, you get a full jump combo, which is a ton of damage too. As for how it forces a different behavior, it depends on who you're playing against. In comparison, 2MP has more active frames and less pushback, making it better as a meaty tool. A Tier: Ken, JP, Dee Jay, Cammy, Luke, Juri, Guile: The thing about Marisa is that she just has way too much damage. Real talk though: There's a lot of buffs you could give zangief without making him too strong but I honestly think the biggest trick to pull off with this character is somehow making classic Zangief fair and balanced without simultaneously making Modern Zangief degenerate as hell. Some single attacks do a lot of damage, but people who think the damage in this game is so much higher than in 4 or 5 are kidding themselves. While Zangief in sf6 does dish out tons more damage than sf4 and 5 gief. MK, buffer 720, hit a 2-hit combo into the super. It's easier for him to constantly do I've mainly played V-Zangief in Alpha 3, K-Zangief in CvS2, and new-Zangief in ST. Android (Fully up to date) . 54: D: 3300 : Immediate scaling 10%; 7000: 0-10000: 4000: Throw: With Classic Controls Does 3795 individual damage when the attack lands as a Punish Counter With Modern Controls Does 3795 individual damage when the attack While Dee Jay can punish Zangief with incredible damage while controlling the neutral, Zangief is uniquely equipped to contest a good chunk of Dee Jay's offense thanks to the incredible speed and range of Screw Piledriver. Zangief's primary concern when confirming into Lariat is range; From 2LP, Lariat can only combo on its first active frame, and so combos into Lariat may drop if the opponent is too far away due to Lots of zangief players (plat and below) can't react to driverush throws, some of them spam DI, some jump way too much. SF6: Zangief // GBVSR: Ladiva UK // PSN: SygBoss (edited 3 months ago) Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) Can whiff on crouching opponents longer ranges; Cancel Hitconfirm Window: 16f Drive Rush cancel advantage: +11 oH / +8 oB; Rashid's other plus on block normal alongside 5MP. 045 (28-30f) / 0. Usually light buttons are best for this, in Zangief's case j. A way to keep some of the stuff from sf5 would be to make it so lariat is a motion input with the usual 3 variations and an Ex and the heavy pulls the opponent in like that one v-skill. My highest ranked character was plat1 yesterday (Juri) but I wanted to make a point to my friend on DC that Gief was easy so without even looking at his moves or going through trials I did placements on him, went 7-3, and got placed in Plat 5. Of course, the damage would need to be scaled down just like his VT2 was, but it would still give him an expanded combo game and reward for hitting the enemy. Differing from the traditional stun of past Street Fighter games that saw you get dazed if you took too many hits in quick enough succession, in Street Fighter 6 a burnt out player will become I've been looking at online comments about the modern controls and have noticed a lot off people hate on modern control users, especially for Zangief. So I could have each character at 50% of their health. I've lost to Modern Zangief, but it was because I was stupid. In SF6, the only thing that combos into it is DI. 057. Its really easy to make Zangief annoying as fuck. "Zangief can't do the thing this other character can. See the Defense page for information about defending against Throws. . pwvi xfdw vzad iszbrh kwxwnqh kxgars nkr coizd mmbmh icfti