LP Screw Pile Driver 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
180 |
| Stun |
250 |
| Meter Gain |
40/80 |
MP Screw Pile Driver 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
200 |
| Stun |
250 |
| Meter Gain |
40/80 |
HP Screw Pile Driver 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
240 |
| Stun |
250 |
| Meter Gain |
40/80 |
EX Screw Pile Driver 



| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
240 |
| Stun |
300 |
| Meter Gain |
-300 |
Screw Pile Driver: The command throw all others are judged against: Zangief flips his victim upside-down and launches skyward, spinning like a helicopter before slamming them onto the ground on their backs. The LP version has insane reach, the HP version deals insane damage, and the MP version is in between. The EX version reaches almost as far as the LP version, deals the same damage as the HP version, and is throw-invulnerable during startup. LP and HP SPD will suffice for virtually all situations: either you want max possible reach to increase the odds of success for footsie throws/reversals/tick-throws, or you know you’re flush and you’re going for max damage anyway. The throw invulnerability of the EX version is not really worth using EX Gauge considering the usefulness of EX Siberian Express, EX Borscht Dynamite, and Bolshoi Russian Suplex, Zangief’s Critical Art.
SPD uses the classic 360 motion, and you can certainly perform it by simply spinning the stick or d-pad and hitting
—Zangief actually has more pre-jump frames than any other character specifically to make stick-spinning SPDs more reliable. However, a strict circle is not actually what the game is asking for. The minimum required to trigger SPD is four non-repeating and opposed cardinal or intercardinal inputs. Basically, you input any leftward direction, any rightward direction, any downward direction, and any upward direction, in any order you want. That means that 


qualifies as an SPD input, and so does 


. You can even go non-circular with 


or 


and still register the motion. This isn’t really relevant except for players using keyboards or button-centric custom controllers, but it at least explains why an incomplete “270” circle motion works.
Regardless of which method you use, find one you’re comfortable and consistent with. It’s crucial that you can SPD at will from any position: from a standing position on the ground, with proper timing after “tick” pokes and jump-ins, immediately after forward dash and Knee Hammer, and after Crush Counter standing
(among other uses).
Double Lariat 


| Startup |
9 |
|---|---|
| Active |
6(5)4(8)3 |
| Recovery |
31 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-32 |
| Cancel |
— |
| Damage |
100 |
| Stun |
200 |
| Meter Gain |
10/60/30 |
Double Lariat: Zangief twirls with his arms outstretched, bashing anyone nearby for three spins. While spinning, Zangief is totally immune to projectiles, which will pass through his body without dissipating. You can hold
or
to move slowly in that direction while Zangief twirls. After the third spin, he comes to a stop while flexing and is briefly vulnerable.
This is a deceptively complex move, considering its simplicity of execution. The first three active frames strike directly in front of Zangief while he’s wheeling into his first spin. These frames are upper body invincible, making them great anti-air, but only for a brief window. These frames also still hit low enough to the ground (from Zangief’s wrist and forearm to the top of his shoulder) to beat low-profile pokes like sweeps or shoto crouching
. For the next three active frames, Zangief completes his first rotation by hitting both sides with a shoulder-height spin, and then there are small gaps between the second and third spins. These spins whiff over the heads of crouching characters and are also not as good at anti-air as you’d think because Zangief’s head is vulnerable higher up than his whirling arms.
Basically, the very beginning of this move is excellent both as anti-poke and anti-air, but the rest of it is unwieldly and will get you into trouble against players with good habits and reactions. Up close, they can simply crouch and wait for the recovery flex at the end, then feed you a full combo; Zangief was much less vulnerable at the end of a Lariat in SFIV. From farther out, the opponent will probably be able to at least walk forward and sweep the flex. Using Double Lariat as a mid-range to close-range footsie tool can still have value just to remind your adversary that they need to be aware of it, but it is dangerous to use.
On the other hand, a useful 

special is priceless since you won’t ever worry about execution under pressure. Double Lariat is an excellent non-deep anti-air, especially since the input means that you can begin it from a crouching posture. This keeps Zangief’s profile low all the way through the initial three active frames, meaning basically only Dhalsim jumping in irrationally with early
can reach down far enough to hit Zangief’s vulnerable lower body during the beginning of Double Lariat. Double Lariat is also great for crushing neutral jumps, like when someone jumps straight up in Zangief’s face hoping for an SPD whiff to punish. It also easily snuffs out ill-timed cross-ups when you’re upright and ready for them (like when your opponent pokes from mid range and then just goes for the cross-up, hoping you won’t be watching for it). Double Lariat won’t suffice against deep, meaty jump-ins and cross-ups, though. Against airtight pressure, you’ll still have to just block (and if you really want some relief, blow a V-Reversal).
LK Siberian Express 


| Startup |
16+1 after contact |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
170 |
| Stun |
200 |
| Meter Gain |
40/80 |
MK Siberian Express 


| Startup |
22+1 after contact |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
200 |
| Stun |
200 |
| Meter Gain |
40/80 |
HK Siberian Express 


| Startup |
29+1 after contact |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
220 |
| Stun |
200 |
| Meter Gain |
40/80 |
EX Siberian Express 



| Startup |
14+1 after contact |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
200 |
| Stun |
200 |
| Meter Gain |
-300 |
Siberian Express:Street Fighter V’s version of Zangief’s running grab. Up close, Zangief has a minimum startup time (depending on version) before he goes for a one-frame grab that has about the reach of MP SPD. Success leads to the quick and brutal Siberian Express slam, while failure leads to a whiff animation sure to invite reprisal. If no target is close after startup, Zangief lumbers forward, arms outstretched. He’ll go for a grab if an enemy is close on a horizontal plane (even if they’re just jumping above), or at the end of his lumbering range (about half the length of the screen). Once he’s off and lumbering, all grabs are functionally the same one-frame grab. LK Siberian Express is almost shockingly fast for this kind of attack, and you can make foes very anxious and jumpy by showing your willingness to sometimes cancel close-range crouching
or
into LK Siberian Express. The MK and HK versions sacrifice speed for damage. EX Siberian Express is an incredible attack, activating even faster than LK Siberian Express and coming equipped with armor that will absorb one incoming hit. From mid range, it can plow through a poke or projectile before grabbing; as an early anti-air, it can soak up a jump-in and grab back.
This move is great, but abusing it will diminish its effectiveness. If you’re predictable with your attempts and/or if the opponent focuses all their mental resources on just watching for Siberian Express, it’s pretty easily punishable. Keep it in your arsenal, but be prepared to fake Siberian Express/SPD more often, leaving gaps for your adversary to neutral jump. You can then punish them with crouching
, Double Lariat, or even Borscht Dynamite.
LP Borscht Dynamite 

during neutral or forward jump
| Startup |
3 |
|---|---|
| Active |
4 |
| Recovery |
25 in air, 12 landing |
| Guard Level |
Air Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
180 |
| Stun |
250 |
| Meter Gain |
100 |
MP Borscht Dynamite 

during neutral or forward jump
| Startup |
3 |
|---|---|
| Active |
4 |
| Recovery |
25 in air, 12 landing |
| Guard Level |
Air Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
200 |
| Stun |
250 |
| Meter Gain |
100 |
HP Borscht Dynamite 

during neutral or forward jump
| Startup |
3 |
|---|---|
| Active |
4 |
| Recovery |
25 in air, 12 landing |
| Guard Level |
Air Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
220 |
| Stun |
250 |
| Meter Gain |
100 |
EX Borscht Dynamite 


during neutral or forward jump
| Startup |
3 |
|---|---|
| Active |
4 |
| Recovery |
25 in air, 12 landing |
| Guard Level |
Air Throw |
| On Hit |
D |
| On Guard |
— |
| Cancel |
— |
| Damage |
200 |
| Stun |
200 |
| Meter Gain |
-300 |
Borscht Dynamite: Zangief finally has an air SPD! On contact with a jumping foe, Zangief spins them around into a Screw Pile Driver that begins from mid-air. The command motion is the same as for SPD; it just has to be activated during a neutral or forward jump. Likewise, the same input mechanics apply as for Screw Pile Driver: spin circles, do a 270, use four opposing directions, whichever. You can perform this very low off the ground by starting a 270 from
, rolling
, holding
for just a touch (long enough for pre-jump frames to expire and Zangief to actually become airborne), then pressing
as late as possible after the motion.
Depending on how telegraphed your opponent’s jumps are, and from what range, you may be able to simply snare them with “tiger knee” LP Borscht Dynamite when they jump in. Simply jumping at prepared challengers from mid range is just about the worst Street Fighter tactic, though, so you probably won’t run into much of that. More likely, opponents may neutral jump frequently at close to mid range, hoping to rise above whiffed standing
, SPD, Double Lariat, or Siberian Express, all of which they can punish while descending. Enemies will be encouraged to jump frequently against Zangief anyway, and if you get a feel for when a given opponent typically seems to jump, you can leave gaps and then be ready to pounce with this high-damage counter. This is the highest tier of difficulty punishing neutral jumps, though. You can also get by with crouching
or Double Lariat against descending foes, then upgrade to Borscht Dynamite punishes when you’re sure of your execution.
Normal versions vary in range and damage, with lighter reaching farther and heavier hurting more. For the normal versions, Zangief loses all momentum during his grab attempt, then falls afterward; think Metro City Mayor Mike Haggar “hugging” himself with command grab attempts in mid-air in Marvel vs. Capcom 3. From a “tiger knee” Borscht Dynamite attempt just off the ground, Zangief’s jump becomes sort of a short jump, albeit an extremely slow and punishable one. Still, opponents may not expect the altered arc on a whiffed Borscht Dynamite attempt, especially if they’ve already committed to some other action on anti-grappler instinct.
EX Borscht Dynamite has two major differences from normal versions: for one, it doesn’t alter Zangief’s jump arc at all. He keeps moving during the active grabbing frames of the EX version, which gives him a slightly bigger grab area and arc than the LP version. Another difference is that EX Borscht Dynamite actually has a strike hitbox, not a throw hitbox. This means that it has much better range because it’s targeting the foe’s hurtboxes instead of their smaller central “pushbox.” This also means it can grab opponents in aerial hitstun! This is extremely important because it allows you to juggle with EX Borscht Dynamite in many situations. These include after counter-hit standing
, after counter-hit standing
against someone jumping, after a full Cyclone Lariat (Zangief’s V-Trigger; see the Combos section), and after your V-Reversal hits an airborne foe (which might occur if you V-Reversal against low to the ground airborne specials/unique attacks). Besides saving EX Gauge for Bolshoi Russian Suplex, EX Borscht Dynamite is your best use of meter.