Zangief V-System Study:

zangief

#1

*Note: Until the game data is released, all figures are approximations at best, but will serve useful as a guide.
*V Skills and V-Reversals require frame perfect execution or release, to maximise their use. Please factor these into your execution level.

V Gauge:
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[] Builds 1 V-Bar after taking 240 damage
[
] Builds V-Trigger (3 x V-Bar) after taking 720 damage
[] Need 2.5 Flex Hits to build 1 V-Bar Assuming your Flexing a medium attack that does 60 grey damage and you hit them for 50 damage. Just under 2 Flex Hits if your up against heavy attacks
[
] Grey damage recovers at an approximate rate of 15 health per second. So absorbing a medium attack of 60 damage takes 4 seconds, while a heavy attack of 90 damage takes 6 to 7 seconds
[
] If you block an attack, your healing is paused for about 2 seconds

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V Trigger (VT): Cyclone Lariat (HP+HK) (Hold Forward)

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[] Start up is 27 frames
[
] On activation: V Gauge timer lasts for 30 seconds (1800 frames) without further use
[] Vacuums do no damage and do not affect jumping opponents.
[
] Initial vacuum is free on activation, but each further vacuum depletes the V Gauage timer by 50%, so you get a maximum of 3 attempts.
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[] On activation, you have 5 seconds (300 frames) to vacuum them into a Full V-Trigger from max range
[
] After that time, distance will factor into your damage, as you will lose hits from the Cyclone Lariat the further you are away
[] You can still get the Full V-Trigger at 7 seconds (420 frames), but you must be close to offset damage lost from the vacuum distance
[
] If you are at the 29 to 30 second mark, you can still get the Half V-Trigger, providing you are close when you vacuum them
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[] Thus when faced with an almost empty V-Gauge, it is more important to be closer THAN to have more V-Gauge time, because you don’t lose any hits over distance, and can still score the Half V-Trigger damage of 120
[
] Full V-Trigger: Damage is 180, Stun is 250 with full juggle (their entire body spins completely higher than Zangief’s head)
[] Half V-Trigger: Damage is 120, Stun is 200 with no juggle (half their body spins around Zangief’s head)
[
] Other V-Trigger: You can get Full V-Triggers that have reduced hits due to distance, as well as low damage Half V-Triggers
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[] V Trigger activation Lead Ins: V-Skill (Flex hit), Standing HK, non charged Standing HP, Crouching HP
[
] V Trigger activation Lead Ins on counter hit: Standing MP, Standing MK, Crouching MP, Crouching MK, Crush Counter Standing HP, Crush Counter Standing HK, Crouching HP
[] V Trigger post juggles: non charged Standing HP, charged Standing HP, Standing HK, Knee Hammer, Headbutt, Body Splash, Lariat, EX Boscht Dynamite, V Skill (Flex Hit)
[
] During V-Trigger, can cancel and combo out of every grounded attack except Crouching LK (can cancel but won’t combo), Crouching HK, Knee Hammer, Headbutt, V-Skill (Flex Hit) and all special moves
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[] As an anti-projectile has over 50% screen range, the range is increased to about 60% due to the projectile throwers limb extension hurtbox. eg. Ryu’s Hadouken palm.
[
] Suction range can be increased by holding forward on startup, to make Zangief slide forward. This is crucial for max range Standing HP cancelling into VT, otherwise the combo will drop
[] Can move backwards once they are caught, and upon testing, I don’t think it makes any difference
[
] The Backwards VT also prevents Dhalsim Teleport outs, best to wait till he floats over your head before going for the EX Boscht Dynamite, as your VT hits him from behind.
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V-Skill: Iron Body or Flex (MP+MK) (F+MP+MK)

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[] 6 x V-Skill (Flex hit) on hit builds 1 V-Bar (build rate equates to taking 40 damage)
[
] 12 x V-Skill (Flex hit) on block builds 1 V-Bar (build rate equates to taking 20 damage)
[] Iron Body maximum charge duration is 1 second (60 frames) then V-Skill transitions to an automatic Flex hit
[
] Flex charge duration appears infinite, but you constantly move forward
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[] Flex Attack Speed: Cannot hit Ryu’s Crouching LP (vulnerable frames 8), Ryu’s Standing LP (vulnerable frames 9)
[
] Flex Attack Speed: Can hit Zangief’s Crouching LK (vulnerable frames 10), Ryu’s standing MP (vulnerable frames 13)
[] Vulnerable Frames = Active Frames + Recovery Frames
[
] Thus it appears that Flex, is fast enough to counter anything with 10 vulnerable frames (active + recovery), which would include medium and heavy pokes
[
] Note: For ranged pokes that can hit you on their last active frame, you should use purely their recovery frames ONLY, to determine whether their attack is vulnerable to Flex.
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[] Testing Iron Body Frame Advantage on absorb
[
] Can not Iron Body and Crouching LP: Zangief’s Standing LK (Vulnerable frames 14)
[] Can Iron Body and Crouching LP: Ryu’s Crouching MP (Vulnerable frames 15)
[
] Can Iron Body and SPD: Ryu’s Crouching MP (Vulnerable frames 15)
[] Results can vary, but I believe it depends solely on when you release the Iron Body. At best your Iron Body recovers in 10 frames, allowing you to punish moves that are vulnerable for 15 or more frames with SPD
[
] At best it appears Iron Body has 10 frames of recovery on absorb, if you release frame perfect on contact
[
] Iron Body + CA would be an extremely quick punish. Almost god like.
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V-Reversal: Muscle Explosion (F+KKK)
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[] Can V-Reversal Ryu’s Crouch MP (Vulnerable frames 15), Ryu’s Standing MP (Vulnerable frames 13), Zangief’s crouching MP (Vulnerable frames 15), Ryu’s Standing LK (Vulnerable frames 14)
[
] Can not V-Reversal Ryu’s Standing LP (Vulnerable frames 9), Zangief’s Standing LP (Vulnerable frames 10), Zangief’s Standing LK (Vulnerable frames 14), Zangief’s Standing MP (Vulnerable frames 14)
[] Testing appears to be inconsistent, and thus would depend on whether or not you could executive the V-Reversal on the first block frame
[
] I suspect hit stop in this game, would differ in that light hit stop being the shortest, than medium and finally heavy, which would make lights much more difficult to V-Reversal
[*] Thus I would suggest to only V-Reversal medium and heavy attacks, and even then the range is quite short. Eg. You can’t V-Reversal the tip of Ryu’s Crouch MK
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Frequently Asked Questions (FAQ):

I’m listing here, some questions which would be valuable to investigate. And will hopefully find answers to

1. What is the best way to build V Gauge?

You build V-Trigger naturally when your health depletes to 280. In fact, your life bar has enough health to give you access to 4 V-Bars, leaving you with 40 health, but you need to use 1 V-Reversal to get there.

From range, Iron Body used on a projectile, such as Ryu’s Hadouken will net you 60 grey damage, 25% of a V-Bar, 8.3% of a V-Trigger, and give you a 4 second risk/cool down period. Absorbing a second Hadouken will double that cool down to 8 seconds, while you still carry over 100 grey damage. There is that accumulative risk that is added to your footsies, if you intend to absorb multiple projectiles - the payoff of which is to have access to your V-Trigger sooner. Keeping in mind that you will eventually have access to the V-Trigger anyway. Thus, it is recommended that, when it is safe to do so, absorb the projectile, and await the cooling period before absorbing another one, or even engaging in combat, to minimize risk.

V-SKill Flex on the other hand, is a much more rewarding way to build VT. When used properly against the correct predicted pokes, you Flex their attack to take their health down 50 damage, while sustaining somewhere from 60 to 90 grey damage, and on top get the V-Gauage bonus (equivalent to absorbing a further 40 damage; 20 from successfully absorbing the hit and 20 from the Flex counter attack). You are also at +2 frame advantage. So when executed properly, you are offset by 40 to 50 grey damage with a positive position.

2. Can I build TWO V-Triggers in the one round?

Yes. Because you need to sustain about 1440 damage, it would be extremely difficult and risky to build TWO stocks of V-Trigger. You need to absorb 440 extra damage on top of your own Health depleting to ZERO. This extra 440 damage equates to about 30 seconds cool down to regenerate, and that is if you don’t get hit. Keep in mind, that recovery rate will be temporarily halted if you block an attack. But with SFV’s no chip KO, I don’t suppose why you can’t do a Dead Man Walking Double VT? There is also that bonus you get from a successful FLEX counter, that doesn’t deplete your health, on top of what you have absorbed. If you FLEX hit, 4 times in the round, you would have lost about 240 to 360 grey health and get a 80 V-Gauge bonus, so your almost there, while also shaving 6 seconds off your cool down.

3. What is the safest way to activate VT?

There are three main ways to activate VT:

a) Confirmed:
b) With Advantage
c) Without Advantage

  1. What are the best enders for the Full V-Trigger?

  2. When should I use V-Skill Iron Body?

  3. When should I use V-Skill Flex?

  4. Which is better V-Skill Flex or V-Reversal in the same situation?

**6. When should I use V-Reversal? **

To prevent yourself from losing via a chip KO, you will need to use V-Reversal. For example, being chipped to death by Ryu’s crouch MK xx CA (Shinku Hadouken). First you must block the incoming poke, then during block stun or even during the CA pause, activate the V-Reversal, allowing you to become invincible against the CA, pass through and counter Ryu.


#2

(reserved)


#3

awesome work! ill try to contribute when i get time.


#4

Good read. Thanks. This is what in would expect from a chess aficionado.