Zangief Moves and Hitboxes

Zangief moves, stats and hitboxes

How to play Zangief in Street Fighter 5

Zangief is the iconic grappler of the Street Fighter series.

His goal is to get close to the opponent or score a knockdown and start your command grab mixups.
He get’s close by using his good normals, V-Skill and anti airs to form a wall and force the opponent in a bad spot

You can also use his V-Trigger to vaccuum the opponent to a disadvantage position.

His defensive option are lacking so your blocking has to be on point when playing Zangief.

Stats:

Vitality: 1050
Stun: 1050
V-Gauge: 900
Forward Walk Speed: 3.0
Backward Walk Speed (Pixels Per Frame): 2.3
Dash Duration (Total Frames): 25
Dash Distance (Total Pixels): 104.6
Backdash Duration (Total Frames): 25 (frames 1-10 throw invincible; frames 3-16 airborne)
Backdash Distance (Total Pixels): 106.5
Pre-Jump Frames: 5
Jump Duration (Total Frames): 39
Forward Jump Distance (Total Pixels): 156
Backward Jump Distance (Total Pixels): 156

Normal Moves

Light Punch

  • Used for anti-air situations and applying pressure on close range.
  • Used for setting up his command throw (tick throw).
  • Startup: 7
  • Active: 4
  • Recovery: 7
  • On hit: 5
  • On block: 3
  • Damage: 40
  • Cancels into: SP/VT/CA
Zangief Medium Punch Hitbox - Normal Move


Medium Punch

  • One of his farther reaching pokes.
  • Used in mid-range and footsies.
  • Allows late V-Trigger cancel on block.
  • Startup: 6
  • Active: 2
  • Recovery: 12
  • On hit: 4
  • On block: 2
  • Damage: 70
  • Cancels into: VT/CA


Hard Punch

  • Chargeable
  • Upper body armor from frame 3 to 33 when hold.
  • Crush Counter properties.
  • Allows late V-Trigger cancel on block.
  • Startup: 13/37
  • Active: 4/4
  • Recovery: 23/23
  • On hit: 2/KD
  • On block: -3/1
  • Damage: 100/130
  • Cancels into: VT/CA
Zangief Light Kick Hitbox - Normal Move


Light Kick

  • Moves forward when used.
  • Also used for setting up his EX Siberian Express (tick throw).
  • Startup: 5
  • Active: 2
  • Recovery: 12
  • On hit: 2
  • On block: 0
  • Damage: 30
  • Cancels into: SP/VT/CA
Zangief Medium Kick Hitbox - Normal Move


Medium Kick

  • One of his best footsie tools because of its horizontal range.
  • Startup: 9
  • Active: 3
  • Recovery: 17
  • On hit: 0
  • On block: -3
  • Damage: 70
  • Cancels into: VT/CA
Zangief Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush Counter properties.
  • Will miss crouching opponents.
  • Great anti-air.
  • Startup: 11
  • Active: 4
  • Recovery: 22
  • On hit: 2
  • On block: -2
  • Damage: 90
  • Cancels into: VT/CA
Zangief Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Used for setting up his command throw (tick throw).
  • Good for walling out the opponent because of its range and + frames on block.
  • Startup: 4
  • Active: 3
  • Recovery: 6
  • On hit: 4
  • On block: 3
  • Damage: 30
  • Cancels into: SP/VT/CA
Zangief Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Frame traps when used in succession.
  • Used for setting up his command throw (tick throw).
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 5
  • On block: 3
  • Damage: 60
  • Cancels into: SP/VT/CA
Zangief Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Airborne on frames 10 to 21.
  • Main anti-air move against jump-ins.
  • Startup: 9
  • Active: 6
  • Recovery: 20
  • On hit: 2
  • On block: -4
  • Damage: 100
  • Cancels into: SP/VT/CA
Zangief Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Stops opponents trying to jump your throw setup.
  • Used for setting up his command throw (tick throw).
  • Startup: 4
  • Active: 2
  • Recovery: 8
  • On hit: 4
  • On block: 2
  • Damage: SP/VT
  • Cancels into: SP/VT/CA
Zangief Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • One of his better low hitting moves.
  • Startup: 8
  • Active: 2
  • Recovery: 16
  • On hit: 0
  • On block: -4
  • Damage: 60
  • Cancels into: SP/VT/CA
Zangief Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush Counter properties (prevents quick recovery).
  • Startup: 10
  • Active: 3
  • Recovery: 26
  • On hit: KD
  • On block: -10
  • Damage: 100
  • Cancels into: VT/CA
Zangief Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Used for setting up his command throw (tick throw).
  • Great air-to-air.
  • Startup: 5
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 50
  • Cancels into: ~
Zangief Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Used during neutral jump in anti-air situations.
  • Startup: 6
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 80
  • Cancels into: ~
Zangief Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Good meaty move to use close to the ground.
  • Startup: 7
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 100
  • Cancels into: ~
Zangief Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Can Cross-up.
  • Startup: 6
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 50
  • Cancels into: ~
Zangief Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Can be used as an surprise instant overhead.
  • Main jump-in move.
  • Startup: 7
  • Active: 3
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Zangief Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Gets outclassed by jumping Heavy Punch.
  • Startup: 9
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 100
  • Cancels into: ~
Zangief Atomic Drop Hitbox - Throw

(Neutral or Forward)

Atomic Drop

  • Less whiff recovery then command throws.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 130
  • Cancels into: ~
Zangief Captured Hitbox - Throw


Captured

  • Leaves opponents at close range for potential follow-ups.
  • Less whiff recovery then command throws.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 130
  • Cancels into: ~

Unique Moves

Zangief Head Butt Hitbox - Unique Move


Head Butt

  • Beats single hit projectiles.
  • Good for beating light and medium pokes.
  • Used for setting up his command throw (tick throw).
  • Startup: 12
  • Active: 4
  • Recovery: 14
  • On hit: +7
  • On block: 2
  • Damage: 100
  • Cancels into: ~
Zangief Knee Hammer Hitbox - Unique Move


Knee Hammer

  • Frame 7 to 20 airborne.
  • Initiates mix-ups on hit.
  • Startup: 12
  • Active: 4
  • Recovery: 12
  • On hit: 3
  • On block: -3
  • Damage: 70
  • Cancels into: ~
Zangief Flying Body Press Hitbox - Unique Move

(During Forward Jump)

Flying Body Press

  • Can Cross-up.
  • Use as low as possible for most frame advantage.
  • Startup: 7
  • Active: 7
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 100
  • Cancels into: ~

Special Moves


(Close to opponent)
  

Screw Pile Driver

  • Light version has most reach.
  • Medium version is in between (not very useful/don’t use)
  • Heavy version has most damage.
  • EX gives most stun.
  • EX is throw invincible frame 1 to 6.
  • Startup: 5/5/5/5
  • Active: 2/2/2/2
  • Recovery: 52/52/52/52
  • On hit: KD/KD/KD/KD
  • On block: KD/KD/KD/KD
  • Damage: 180/200/220/
    220
  • Cancels into: ~


(During Neutral/Forward
Jump)
  

Borscht Dynamite

  • EX version does not stop own momentum.
  • Startup: 3/3/3/4
  • Active: 4/4/4/4
  • Recovery: 37/37/37/37
  • On hit: KD/KD/KD/KD
  • On block: KD/KD/KD/KD
  • Damage: 50*130/50*150/
    50*170/50*150
  • Cancels into: ~


 
Siberian Express

  • EX version has 1 hit of armor during frames 3 to 58.
  • Startup: 17/23/30/15
  • Active: 2/2/2/2
  • Recovery: 52/52/52/52
  • On hit: KD/KD/KD/KD
  • On block: KD/KD/KD/KD
  • Damage: 170/200/220/
    230
  • Cancels into: ~



Double Lariat

  • Can move forward or backward slowly.
  • Upper body invincibility frame 1 to 11.
  • Projectile invincibility during frame 1 to 41.
  • Great anti-air when performed from a crouch.
  • Whiffs against crouching opponents during first 3 frames.
  • Startup: 9
  • Active: 6(5)4(8)3
  • Recovery: 31
  • On hit: KD
  • On block: -35
  • Damage: 120
  • Cancels into: ~

V-Skills

  
Iron Muscle

  • Can move while holding both buttons.
  • Has 2 hits of armor from frame 1. (During V-Trigger increased to 100 hits).
  • Can release for a follow up attack from frame 22 to start a combo.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: 2
  • On block: -2
  • Damage: 50
  • Cancels into: ~
Zangief Muscle Explosion Hitbox - V-Reversal

(During Hitstun)

Muscle Explosion

  • No Knockdown.
  • Mediocre push-back.
  • Resets to neutral.
  • Startup: 12
  • Active: 2
  • Recovery: 24
  • On hit: 3
  • On block: -2
  • Damage: 60
  • Cancels into: ~

(Hold buttons to perform Special Lariat)

Cyclone Lariat

  • Suction spin can be used multiple times.
  • Projectile invincible during spin.
  • Startup: 27
  • Active: ~
  • Recovery: ~
  • On hit: KD
  • On block: ~
  • Damage: 20x9
  • Cancels into: ~

Critical Art

Zangief Bolshoi Russian Suplex Hitbox - Critical Art

(Close to opponent)
  

Bolshoi Russian Suplex

  • Invincible during frame 1 to 3.
  • Can grab opponents in Hitstun.
  • Startup: 1
  • Active: 2
  • Recovery: 65
  • On hit: KD
  • On block: KD
  • Damage: 50*50*300
  • Cancels into: ~

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