00:00Grazie a tutti.
00:36Hi guys, welcome to the Character Guide for Zangief, where you will learn everything
00:40you need to know about the Iron Cyclone in Street Fighter V.
00:55Zangief's crouching life punch is a quick normal with long reach.
00:58While it doesn't do much damage, it'll beat many mid-range pokes.
01:01Standing life punch is a great anti-air for when the opponent is trying to jump directly
01:05on you or trying to cross you up.
01:10Crouching medium punch can link into your stand light kick for a good amount of damage.
01:13Use this to start one of his few combos.
01:16Standing medium punch is a little bit slower than your crouching life punch, but will net
01:20you more damage.
01:21Use this when you're pressuring the opponent up close to keep them grounded.
01:28Crouching heavy punch can be used as an anti-air.
01:31Landing a crush counter will send the opponent flying in the air, where you can follow up
01:35with an EX air grab.
01:36Standing heavy punch is chargeable and has one hit of armor.
01:39This also causes a crush counter on counter hit, where you can move in for a throw, and
01:43jump heavy punch is a good attack for coming down on an opponent.
01:49Crouching light kick hits low and can link into your other light normals for a small amount
01:52of damage.
01:53Standing light kick is special cancelable, where you can go for a lariat or go for a running
01:56bear grab for a mix up.
01:58Jump light kick is a cross up with a very small hit stun.
02:01Using this can create a throw mix up when jumping in.
02:07Crouching medium kick has longer reach than your crouching light kick.
02:10This is also special cancelable to go for some guaranteed damage.
02:13Standing medium kick is a decent mid-range poke, and jump medium kick is good for jumping
02:17in on opponents from a distance.
02:24Crouch heavy kick scores you a knockdown on hit, but is unsafe on block.
02:29Standing heavy kick is great for keeping the opponent grounded when they're trying to jump
02:32away from your grabs, and will score a crush counter on counter hit.
02:35And jump heavy kick is good when jumping in from a far distance.
02:47Zangief's front throw will throw the opponent to mid-range.
02:50This throw is good if you're looking to keep your opponent in the corner.
02:58Zangief's back throw leaves the opponent right next to them, where you can go for a stand
03:02heavy kick or a screw pile driver.
03:12His headbutt attack causes above average stun, and is a fairly quick attack that can lead
03:16into a super on hit.
03:22This attack goes over low attacks, and can't be thrown.
03:25Use this to help get your way in.
03:26This also can be used to help keep the pressure up close.
03:32This will be your go-to cross up attack.
03:34At certain ranges it becomes hard to tell whether or not you're going to cross up.
03:37Use this with your jump light kick attack to mix up the opponent when you're jumping in.
03:48Zangief spins around a few times, hitting all that are in sight.
03:51This attack has lower hitbox on startup, allowing it to combo against smaller characters.
03:56In addition to being a good combo ender, this also helps Zangief around projectiles, due
04:00to its projectile invincibility.
04:02This move gives Zangief a way to score damage even when the opponent is blocking.
04:06The light version has the biggest range, but does the least amount of damage, and leaves
04:09you far away.
04:10With the heavy version having the shortest range, but does the most damage, and leaves
04:13you next to the opponent.
04:15And the EX version having throw invincibility.
04:17Zangief runs toward the opponent and grabs them.
04:20This attack is quite good, and that has more range than it seems, and is quite fast.
04:24The difference between each version is the distance Zangief runs before attempting to
04:27throw.
04:28The EX version has one hit of armor to blow through attacks.
04:33This is Zangief's air spinning pile driver.
04:35The main difference between each version is the distance and strength, with light being
04:39the weakest, yet grabbing the furthest, and heavy being the strongest, yet having the
04:43shortest range.
04:44Use the EX version to tack on some extra damage.
04:56Zangief grabs the opponent and plants them into the ground.
04:59This is the fastest critical art in the game.
05:01So much that the opponent must be jumping prior to the flash for this to miss, yet it is also
05:05most difficult to perform.
05:07In addition to being so quick and damaging, Zangief can also combo into this critical art,
05:11making it one of the more useful critical arts in the game.
05:19Zangief uses his muscles to absorb whatever comes his way.
05:22During the start, Zangief can absorb two attacks, and while walking, two more.
05:26If Zangief begins walking, he will always end the walk with a flex that will blow through
05:30opponents attacks.
05:31During his V trigger, Iron Muscle's armor increases to 100 hits.
05:36Zangief turns into a War One and sucks the opponent in.
05:38He can choose to pull the opponent in up to three times.
05:42If the V trigger is held, Zangief will continue spinning and launch the opponent up.
05:47Zangief uses his muscles to push the opponent back.
05:50This puts you in perfect range for the light screw pile driver.
06:00Now that we got specials and normals out of the way, it's time to do some combos.
06:04Here's a few to help get you started.
06:58Zangief is your typical grappler who needs to be near the opponent to succeed.
07:02Luckily for him, he has more than enough tools to help him achieve that goal.
07:06Using Zangief's Iron Muscle V skill to absorb attacks is critical in pushing the opponent
07:11to the corner.
07:12Learning the maximum ranges of Zangief's spinning screwdriver will allow him to grab the opponent
07:16when they least expect it.
07:18If getting to the opponent proves to be difficult, use his V trigger to bring them in, and remember
07:22if the V trigger command is just tapped, it only uses one of three charges.
07:26That gives Zangief multiple opportunities to pull the opponent in and guess the right option.
07:40Zangief is strong up close due to his high damage output, throws, and reasonably fast pokes.
07:45He's decent at mid-range as he has some powerful, longer range pokes such as stand medium kick and crouching
07:50heavy kick.
07:51From far range he's a bit more limited, having to rely on stand heavy punch and light spinning screwdriver.
07:57Crouching heavy punch can be used as a decent anti-air along with lariat.
08:07Now it's time for a quick recap.
08:09Zangief has high damage, long range command grabs, strong critical art, strong V trigger, and high stamina.
08:17He does however have slow walk speed, a big hitbox, difficult V skill, and not much in the way of
08:23combos.
08:28Thanks for watching, and remember click character select at the bottom to check out the rest of the cast.
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