Street Fighter 6/Zangief

From SuperCombo Wiki


Introduction

A colossal wrestler nicknamed the Red Cyclone. Zangief is dedicated to physical improvement and instructing his students.

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.

Zangief's plan is very simple: Play the throw game. Gief's huge size allows him to poke at longer distances than most of the cast, making it difficult for them to respond to his advance without surrendering space or committing to a high-risk option. 5MP, 5HP, 5LP, and 5MK can wear down the opponent while he looks for an opening. When the opportunity arises, Zangief lurches forward and grabs his opponent with the signature Screw Piledriver. This command grab has completely absurd range, is incredibly fast, and deals monstrous damage on hit. SPD has the potential to instantly turn the tide of a match and sets up the remainder of the Zangief's gameplan.

From here, Zangief continues to approach his opponent, moving between safer options and risker options to capitalize on the mistakes of his opponents. Zangief has dozens of ways to set up tick throws and punish poor decision making. He also has a bunch of unique tools for hard reads, like Siberian Express. Additionally, Zangief's signature Lariat allows him to become projectile invulnerable for a while, giving him the ability to punish fireballs thrown from too close. Coupled with his solid pokes, Zangief's tools make him a midrange menace who is well-equipped to muscle his opponent to the corner, where his offense becomes all the more terrifying.

While Zangief's offense is effective, he is notably not a vortex-style character like some other famous grapplers. Every time Gief uses Screw Piledriver, he sends the opponent nearly fullscreen and must take a big risk to keep the momentum going. Zangief is notably weak to keepaway, and in general must play very patiently. There are many strong zoners on the SF6 roster, which can make his life quite difficult. Even still, a good Zangief player is more than capable of overcoming his bad matchups compared to previous games. Choosing to stick with the Red Cyclone will let you live the wrestler power fantasy of your dreams while terrifying your opponents into submission.


Pick if you like: Avoid if you dislike:
  • A powerful throw game with unique options for every situation
  • Contesting the midrange with large buttons
  • Long-ranged abare to challenge spaced offense
  • Incredible Punish Counter damage from both strikes and throws
  • Making hard reads for high reward
  • Getting into your opponent's head
  • Having the largest health pool in the game
  • Having to approach your opponent slowly
  • Relying heavily on Drive to complete combos and chase knockdowns
  • Weak and inconsistent conversions from pokes and lights
  • Unconventional supers which can lack flexibility
  • Slow Anti-Airs that struggle to contest cross-ups or deep jump-ins
  • Limited reversal options
  • Very unfavorable matchups


Classic & Modern Versions Comparison

List of differences with Modern Zangief
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Crouching Medium Kick (2MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Smetana Dropkick (3HK)
  • Power Stomp (22MK)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • Modern Zangief has access to instant SA3, allowing for punishes and use in neutral that would otherwise be extremely difficult. Modern input SA1 is coded to do less damage than the classic input (2625 vs 3500) and then the typical 80% modern scaling is applied on top of that, leading to less damage from raw to minimum scaling.

Zangief loses access to some of his best neutral tools with Modern, 5MK and 2MK, both very valuable for being pokes with huge range that are still quite safe from drive impacts, he also loses 5HK which typically allows for immediate high-damage punish counter options with 5HK, 3MP> SA1 or 5HK, 3MP, OD Borscht Dynamite (360KK)

3HK, which is a situationally useful low/throw invincible option, is gone. J.HP has been gutted in favor of going all-in on his normally difficult Borscht Dynamite (360k) aerial grab with its Modern one-button input.

Generally modern Zangief has lost a lot of his important long-range kicks for the sake of his inputs being made considerably easier for his rewarding specials. One-button inputs have made his anti-air with SA1 and Borscht Dynamite (360K), which are very rare to see, much more consistent and common. Screw Piledriver (360P) (and SA3) is extremely scary on Modern, he can whip it out as a reaction without fear of accidentally missing, (SA3 also doesn't require a jump) but he will still need to do the standard input if he wants to use Light/Medium SPD at longer ranges, or to get the full value of SA3's insane damage.

As a character with notoriously difficult inputs, Modern can curb some of the frustrations of playing Zangief normally, while also creating new ones due to the removal of important tools.


Zangief
SF6 Zangief Portrait.png
Vitals
Life Points 11000
Ground Movement
Forward Walk Speed 0.0364
Backward Walk Speed 0.025
Forward Dash Speed 22
Backward Dash Speed 25
Forward Dash Distance 1.007
Backward Dash Distance 0.712
Drive Rush Min. Distance (Throw) 0.327
Drive Rush Min. Distance (Block) 1.455
Drive Rush Max Distance 3.040
Jumping
Jump Speed 5+38+3
Jump Apex 2.115
Forward Jump Distance 1.725
Backward Jump Distance 1.406
Throws
Throw Range 1.02
Throw Hurtbox 0.43
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Zangief 5lp.png
SF6 Zangief 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7(4) 3 9 Chn Sp SA 400 LH +4 +2
  • Chains into itself and 2LP/2LK.
  • Ridiculously long range for a light, but 7f startup and has more pushback than most lights.

Zangief's only +2 light, making it one of his only ways to go into a real tick-grab without the need for Drive Rush.

Despite its classic animation, it is not an anti-air option.

5MP
Standing Medium Punch
5MP
SF6 Zangief 5mp.png
SF6 Zangief 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 17 TC 700 LH +2 -2

Only combos into its TC follow-up on Counter Hit, Punish Counter, or when used after Drive Rush.

A solid midrange poke that allows Zangief to pester the opponent in neutral. While it is somewhat vulnerable to Drive Impact due to its middling frame data and lack of special cancels, its large size allows Zangief to stuff approaches, punish whiffed attacks, and meaty the opponent at range.

5HP
Standing Heavy Punch
5HP
SF6 Zangief 5hp.png
SF6 Zangief 5hp hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
(6~22)+10 3 22(24) - 1000 LH +3 -3
  • Can be charged by holding HP during startup.
  • The armor is upper-body only, meaning attacks with low enough hitboxes can ignore it.

Normally this move has no armor unless held. However, Zangief does get 1 hit of upper-body armor on frames 4-6 if he holds the HP button for at least 4-6F before releasing it (it will still be 16F overall if you release HP before frame 7).

Fully charged 5HP gains 1 hit of upper-body armor on frames 4-34, deals 400 extra damage, knocks down on hit, and is +3 on block.

Can be useful as a pseudo-Drive Impact to blow through fireballs, single pokes, and even Drive Impacts.

5LK
Standing Light Kick
5LK
SF6 Zangief 5lk.png
SF6 Zangief 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2 17 Sp SA 400 LH -2 -4

A quick poke that is useful for whiff punishing lows or cancelling into Drive Rush. Combos into Lariat at close range, but requires OD Lariat at longer ranges.

5MK
Standing Medium Kick
5MK
SF6 Zangief 5mk.png
SF6 Zangief 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 19 - 900 LH +1 -4

A great long-ranged poke that reaches over most low attacks, and has a decent disjoint (compared to most moves in the game).

5HK
Standing Heavy Kick
5HK
SF6 Zangief 5hk.png
SF6 Zangief 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 21 - 1000 LH +3 +1
  • Whiffs against crouching opponents.
  • Zangief's kicking leg is invincible to airborne strikes on frames 13-22

Quite slow, but a great horizontal anti-air.

Can combo into OD Borscht Dynamite without needing a Punish Counter (vs airborne opponents), making it a great call-out against opponents who like to jump away during pressure or in certain combos.

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Zangief 2lp.png
SF6 Zangief 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6(3) 2 8 Chn Sp SA 300 LH +6 +1
  • Chains into itself and 5LP/2LK.

A large button for its speed, 2LP makes for a useful defensive option and can harass opponents who try to approach from the ground.

2MP
Crouching Medium Punch
2MP
SF6 Zangief 2mp.png
SF6 Zangief 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16 Sp SA 700 LH +3 -1
  • Poor range, but can combo into SA2.

While not particularly valuable on its own, 2MP is a solid option when combined with Drive Rush. On block, it becomes +3 and allows Zangief to attempt a mixup without allowing the opponent to mash, and on hit it becomes +7, allowing Zangief to link into Hellstab (3MP).

2HP
Crouching Heavy Punch
2HP
SF6 Zangief 2hp.png
SF6 Zangief 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 9 35 - 1000 LH KD +20 -20
  • Works well as a basic anti-air, but struggles with crossups.

A large anti-air that can hit high into the air. Outside of airborne punish counters, it has poor reward while being less reliable than Double Lariat (PP). Due to its abysmal frame data, it sees no use in pressure or combos and is inferior to options such as 5HK in punishment scenarios.

2LK
Crouching Light Kick
2LK
SF6 Zangief 2lk.png
SF6 Zangief 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4(3) 3 12 Chn 250 L 0 -3
  • Chains into itself and 5LP/2LP.

Zangief's fastest abare option and one of the largest 4f buttons in the game. While it is less advantageous on block than Zangief's 2LP and 5LP and cannot be special cancelled, it is an invaluable defensive option.

2MK
Crouching Medium Kick
2MK
SF6 Zangief 2mk.png
SF6 Zangief 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 L +3 -2

A long-ranged low poke with a great disjointed hitbox, though vulnerable to Drive Impact due to its speed. Good for pestering the opponent in neutral in conjunction with 5MP.

2HK
Crouching Heavy Kick
2HK
SF6 Zangief 2hk.png
SF6 Zangief 2hk hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 27 - 1000 L HKD +32 -13
  • Hard Knockdown on hit.

An incredibly long-ranged sweep with great damage, though very vulnerable to Drive Impact and Parry.

When used in combos, such as after a Punish Counter Drive Impact, it knocks the opponent away on hit, providing inferior okizeme.

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Zangief jlp.png
SF6 Zangief jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H +11 +8

A fast air-to-air option with solid range. If done while rising against an airborne opponent, it can leave you disadvantageous or even outright punishable on hit.

j.MP
Jumping Medium Punch
j.MP
SF6 Zangief jmp.png
SF6 Zangief jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 700 H +10 (+14) +7 (+11)

Another solid air-to-air, j.MP is somewhat on the slower side but is usually quite advantageous on air hit.

j.HP
Jumping Heavy Punch
j.HP
SF6 Zangief jhp.png
SF6 Zangief jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H +15 (+21) +7 (+13)
  • Spikes down airborne opponents on hit.
  • More hit-stun and block-stun than j.HK, leading to 6HP combos and frame-traps more consistently.

A solid jump-in and air-to-air option, j.HP gives Zangief reliable frame advantage on air hit and gives him superior combos as a jump-in.

j.LK
Jumping Light Kick
j.LK
SF6 Zangief jlk.png
SF6 Zangief jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 3 land - 300 H +2 (+11) -1 (+8)
  • Hits cross-up.

A jump-in and air-to-air option. As a jump-in, it leaves Zangief with only a small amount of frame advantage and provides an immediate advantage. Mix it in with his other jump-ins to catch the opponent off guard and create sneaky mixup opportunities. As an air-to-air, it is small but can catch crossups somewhat reliably. Occasionally disadvantageous or punishable on air hit.

j.MK
Jumping Medium Kick
j.MK
SF6 Zangief jmk.png
SF6 Zangief jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 8 3 land - 500 H +6 (+14) +3 (+11)

An invaluable jump-in and air-to-air option due to its large size. As a jump-in, it hits quite early while still leaving Zangief advantageous as he lands, making him difficult to anti-air. As an air-to-air, it works well when paired with a backwards jump to cover options where Double Lariat (PP) or 2HP would be too risky.

j.HK
Jumping Heavy Kick
j.HK
SF6 Zangief jhk.png
SF6 Zangief jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H +12 (+15) +8 (+11)
  • Decent range, good damage, great for long-range jump-ins.

Can be charged by holding HK during startup, which can extend the startup by up to 22 additional frames (32f startup total).

Fully charged j.HK deals 700 extra damage and launches the opponent backwards on hit. However, this version is also extremely punishable on block.

Charged j.HK can be released early, but will not gain the extra properties.

On Punish-Counter, charged j.HK wall-bounces the opponent, allowing for a 3MP or OD Air SPD pick-up. Most frequent use as a hard fireball read, a DP punish on DeeJay, Juri, and Luke, or especially laggy supers.

Command Normals

3MP
Hellstab
3MP
SF6 Zangief 3mp.png
SF6 Zangief 3mp hitbox.png
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3MP
Hellstab
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 21 Sp SA 800 LH -1 -3


A decently fast attack with a slight disjoint, crucial to Zangief's most damaging combos. Has a slight horizontal and vertical disjoint that makes it a situationally useful anti-air and counterpoke.

Its ability to force stand on hit allows Lariat to combo consistently. In addition, it launches airborne opponents high into the air, allowing for various different combos. Against opponents high in the air, it can combo immediately into OD Borscht Dynamite (j.360KK). Against opponents low to the ground, it can combo into OD Double Lariat (PPP) and then into OD Borscht Dynamite (j.360KK). In either situation, it will consistently combo into Aerial Russian Slam (236236K) and is his most reliable means of doing so.

6MK
Knee Hammer
6MK
SF6 Zangief 6mk.png
SF6 Zangief 6mk hitbox.png
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6MK
Knee Hammer
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 7 13 - 700 LH +1(+7) -3(+3)
  • Can be up to +8 on hit at max range, allowing for combos.
  • Can hop over low-profile attacks.

Slow on paper, but can catch unwitting opponents off guard as it can be difficult to tell whether the move will land or whiff during its late active frames, allowing for sneaky command throw mixups. A crucial part of Zangief's ability to get in and surprise his opponent and, when paired with Drive Rush, a solid meaty option after various grabs.

6HP
Headbutt
6HP
SF6 Zangief 6hp.png
SF6 Zangief 6hp hitbox.png
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6HP
Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 5 15(17) Sp SA 1000 LH +7 +4

A whopping +4 on block while dealing significant damage to the opponent's Drive Gauge. One of Zangief's primary pressure tools, allowing for frame traps with Hellstab (3MP) or a throw attempt.

Sees use in combos as Zangief's most damaging cancellable attack and links into Hellstab (3MP) on Punish Counter or after Drive Rush.

Has some pretty significant hurtbox extension after active window.

6HK
Cyclone Wheel Kick
6HK
SF6 Zangief 6hk.png
SF6 Zangief 6hk hitbox.png
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6HK
Cyclone Wheel Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
22(24) 7(5) 25 - 1300 H KD +28(+30) -9(-5)
  • Ground-bounces on Punish Counter. It is worth noting that this bounce is more consistent against grounded opponents.
  • Low-crushes on frames 13-28. Not actually airborne.

First 2 active frames can only hit airborne opponents, making it effectively 24f startup against standing opponents and 26f against crouching opponents.

A gigantic forward-advancing overhead, though quite unsafe even when spaced. An ineffective mixup tool, but a situational low crush and one of Zangief's best Punish Counter options against reversals. Waiting for the opponent to land and then ground-bouncing them with the Punish Counter version allows a consistent juggle into 3MP. This sets up the perfect height for OD Double Lariat to hit the opponent late on the second hit, allowing for a pickup into OD Borscht Dynamite when near the corner.

3HK
Smetana Dropkick
3HK
SF6 Zangief 3hk.png
SF6 Zangief 3hk hitbox.png
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3HK
Smetana Dropkick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 40 - 1000 LH KD +21 -18
  • Low Wall-Splats the opponent on Punish Counter near the corner
  • Low-crushes on frames 5~26. Not actually airborne

A slow, low-crushing normal with a great disjoint but horrendous recovery. Zangief's most consistent low crush option but by far the riskiest. Largely unrewarding midscreen or on normal hit, but a potent Punish Counter starter in the corner, allowing Zangief to combo into any of his command grabs.

22MK
Power Stomp
22MK
SF6 Zangief 22mk.png
SF6 Zangief 22mk hitbox.png
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22MK
Power Stomp 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 TC 500 LH +4 -3
  • Moves Zangief forward a decent amount.

An overall strange command normal due to its unusual input and niche usage. Generally not very useful, but can allow for sneaky resets since it leaves Zangief +4 on hit and within grab range.

j.2HP
Flying Body Press
j.2HP
SF6 Zangief j2hp.png
SF6 Zangief j2hp hitbox.png
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j.2HP
Flying Body Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 9 8 land - 900 H +14 (+18) +10 (+14)
  • Can hit crossup

The classic body splash, Flying Body Press is an invaluable crossup tool with solid range and reward. As Zangief's hurtbox shifts upwards during the attack, it can be somewhat tricky to anti-air when mixed in with his other options.

Can be used to sideswitch after Punish Counter Drive Impact, comboing into Double Lariat (PP) with solid okizeme.

j.8HP
Flying Headbutt
j.8HP
SF6 Zangief j8hp.png
SF6 Zangief j8hp hitbox.png
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j.8HP
Flying Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 3 land Sp 900 H +18 (+21) +13 (+16)
  • Special cancellable

A specialized and powerful tool, Flying Headbutt can be used to punish vertical jumps and crossup attempts for incredible reward as it can combo into OD Borscht Dynamite (j.360KK).

Target Combos

5MP~MP~MP
Machine Gun Chops
5MP~MP~MP
SF6 Zangief 5mp mp.png

SF6 Zangief 5mp mp mp.png
SF6 Zangief 5mp mp hitbox.png

SF6 Zangief 5mp mp mp hitbox.png
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5MP~MP
Machine Gun Chops 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 20 TC 600 LH +2 -6
  • Only combos from 5MP on Counter Hit, Punish Counter, or when used after Drive Rush.
  • Can be cancelled into on whiff

A follow-up to Zangief's large 5MP. Without additional frame advantage, it cannot be combo'd into, but can catch an opponent trying to jump away on hit or block. If this second hit connects, Zangief can either finish the combo for corner carry and guaranteed damage or attempt a mixup.

Due to the followup having the same range as Zangief's 5MP, it can whiff due to pushback or if 5MP strikes an extended hurtbox, leaving Zangief open for a punish.

Incredibly vulnerable to Drive Impact.

5MP~MP~MP
Machine Gun Chops 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 32 - 900 LH KD +27 -17
  • Can be cancelled into on whiff

On hit, knocks the opponent away with solid corner carry but poor okizeme.

Be wary when cancelling into this final attack on block or whiff, as it will leave Zangief wide open if it fails to hit.

22MK~MK~MK
Power Stomps
22MK~MK~MK
SF6 Zangief 22mk mk.png

SF6 Zangief 22mk mk mk.png
SF6 Zangief 22mk mk hitbox.png

SF6 Zangief 22mk mk mk hitbox.png
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22MK~MK
Power Stomps 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 19 TC Sp SA 500 LH -3 -4
  • Only combos into the third hit of the TC on Counter Hit.

An incredibly situational target combo that you should rarely, if ever, use. On hit, Zangief can attempt a mixup between a frame trap with the third stomp, a delayed throw attempt, or a delayed strike with another normal.

22MK~MK~MK
Power Stomps 3
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Sp SA 700 LH -2 -10
  • Special cancellable

A high risk, low reward frame trap option after 2MK~MK.

Unsafe on block and the only safe cancel options available to Zangief are Drive Rush and Drive Impact.

Throws

Neutral Throw (5LPLK)
Neutral Throw
5LPLK
SF6 Zangief 5lplk.png
SF6 Zangief 5lplk hitbox.png
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Hitboxes On

5LPLK
Bodyslam
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200,600 (2040,600) T KD +22(+0) -
  • Input can be held for an additonal hit (+600 additional damage, but less advantage)
  • Punish Counter: Increases damage to 2040 (2640 if held) and forces a Hard Knockdown.

An alternative to Spine Buster (3LPLK), Body Slam is generally less useful, as it does the same amount of damage but gives worse okizeme. Uniquely, however, the input can be held to make Body Slam the most damaging normal throw in the game at the cost of poor okizeme. This allows Zangief to finish off weakened opponents in situations where other normal throws may not while having less whiff recovery than attempting a command throw.

Forward Throw (6LPLK)
Forward Throw
6LPLK
SF6 Zangief 6lplk.png
SF6 Zangief 6lplk hitbox.png
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6LPLK
German Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1500 (2550) T KD +10 -
  • Punish Counter: Increases damage to 2550 and forces a Hard Knockdown

While more damaging than most normal throws, German Suplex provides poor okizeme, even on Punish Counter. Generally inferior to Spine Breaker (3LPLK) if you want okizeme and held Body Slam (5LPLK) if you want damage.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Zangief 4lplk.png
SF6 Zangief 4lplk hitbox.png
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4LPLK
Capture Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1400 (2380) T KD +8 -
  • Side switches
  • Punish Counter: Increases damage to 2380 and forces a Hard Knockdown

Does less damage than Zangief's other back throws, but gives marginally better okizeme.

A solid defensive throw that switches sides while keeping the opponent close. The okizeme after backroll midscreen is poor, but if you throw the opponent into the corner or if they do not backroll (such as after a Punish Counter), then Zangief can threaten the opponent with a strike/throw mixup.

Neutral Crouch Throw (2LPLK)
Neutral Crouch Throw
2LPLK
SF6 Zangief 2lplk.png
SF6 Zangief 2lplk hitbox.png
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2LPLK
Brain Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1500 (2550) T KD +14 -
  • Side switches
  • Punish Counter: Increases damage to 2550 and forces a Hard Knockdown

An alternative to Capture Suplex (4LPLK), dealing improved damage at the cost of okizeme. Can be used fairly interchangeably with Russian Drop (1LPLK).

Forward Crouch Throw (3LPLK)
Forward Crouch Throw
3LPLK
SF6 Zangief 3lplk.png
SF6 Zangief 3lplk hitbox.png
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3LPLK
Spinebuster
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +33 -
  • Punish Counter increases damage to 2040 and forces a Hard Knockdown

A uniquely powerful normal throw, and a third element to add to Zangief's mixup game on top of his strikes and command grabs. Even against backroll, Zangief gets incredible okizeme anywhere on screen.

Against backrolls midscreen, you can dash up and mix the opponent up between strikes and SPD. Alternatively, you can Drive Rush to increase the threat of your strikes or Spine Buster again, letting Zangief loop the mixup. This is something entirely unique to Zangief, as no other character can throw loop midscreen.

If the opponent does not backroll or is cornered, the mixup becomes even stronger, allowing you to throw loop without a Drive Rush.

Back Crouch Throw (1LPLK)
Back Crouch Throw
1LPLK
SF6 Zangief 1lplk.png
SF6 Zangief 1lplk hitbox.png
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1LPLK
Russian Drop
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1500 (2550) T KD +9 -
  • Side switches
  • Punish Counter: Increased damage to 2550 and forces a Hard Knockdown

An alternative to Capture Suplex (4LPLK), dealing improved damage at the cost of okizeme. Can be used fairly interchangeably with Brain Buster (2LPLK).

Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Zangief hphk.png
SF6 Zangief hphk hitbox.png
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HPHK
Double Russian Chop
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Zangief 6hphk.png
SF6 Zangief 6hphk hitbox.png
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6HPHK
Reverse Russian Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Zangief mpmk.png
SF6 Zangief mpmk hitbox.png
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MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Zangief 66.png
SF6 Zangief 66 hitbox.png
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66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Double Lariat (PP)
Double Lariat
PP
SF6 Zangief pp.png

SF6 Zangief ppp.png
SF6 Zangief pp hitbox1.png

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PP
Double Lariat
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 2(3)2(4)2(8)2(6)2 27 SA3 1400 LH KD +27(+56) -12(-41)
  • Projectile invincible on frames 6-45
  • Invincible to airborne strikes on frames 6-16 (great anti-air tool on the first hit, albeit a bit slow start-up)
  • No head hurtbox on frames 1-5 and further shrinks his hurtboxes on frames 6-16
  • Can hold forward or back to move around slightly during the Lariat.
  • Connects only once on hit, but four times on block, though all hits but the first whiff vs crouching opponents.

A slow but reliable anti-air, Double Lariat's large size allows it to cover a variety of jump-ins and aerial special moves. Despite the animation, it can’t hit crossups.

It can also be used as an anti-fireball tool, but its high recovery and poor knockdown make it a high-risk, low-reward option.

PPP
Double Lariat
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(2)2(3)2(6)2(4)2 26 SA2 SA3 (1st) 700,1000 (1700) LH KD +38(+57) -11(-30)
  • Projectile invincible on frames 1-36
  • Invincible to airborne strikes on frames 6-13 (great anti-air tool on the first hit)
  • No head hurtbox on frames 1-5 and further shrinks his hurtboxes on frames 6-13
  • Can hold forward or back to move around slightly during the Lariat.
  • Connects only twice on hit, but five times on block, though all hits but the first two whiff vs crouching opponents.
  • The first hit can be canceled into Cyclone Lariat (236236P) on hit or block

A faster version of the regular Double Lariat, OD Double Lariat boasts improved anti-air and anti-projectile properties and will often grant a superior knockdown.

In combos, the faster startup of the attack allows it to connect in situations where regular Lariat would whiff or be blocked. Against airborne opponents at the right height, such as after a low-to-the-ground Hellstab (3MP), the first and second hits have a significant gap, granting a juggle into OD Borscht Dynamite (j.360KK).

Screw Piledriver (360+P)
Screw Piledriver
360+P
SF6 Zangief 360lp.png
THIS is why you play Zangief

SF6 Zangief 360pp.png
SF6 Zangief 360lp hitbox.png
THIS is why you play Zangief

SF6 Zangief 360pp hitbox.png
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360+LP
Screw Piledriver
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 54 - 2500 (2875) T HKD +30 -
360+MP
Screw Piledriver
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 54 - 2900 (3335) T HKD +28 -
360+HP
Screw Piledriver
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 54 - 3300 (3795) T HKD +28 -
360+PP
Screw Piledriver
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 54 - 3400 (3910) T HKD +28 -
  • When used in combos, the regular versions count as two hits of scaling and the OD version counts as one

A highly damaging command grab and Zangief's signature move, Screw Piledriver boasts excellent range, damage, and speed but poor okizeme. This combination of traits makes Screw Piledriver an excellent punishment and mixup tool.

Like most command grabs, the H version does the most damage but has the least range, the L version does the least damage but has the most range, and the M version is somewhere between the two. As for the OD version, it deals slightly more damage than the H version while having slightly less range than the L version.

Like his other grabs, Screw Piledriver can be combo'd into after Punish Counter Drive Impact or Punish Counter Smetana Dropkick (3HK) in the corner. The OD version is particularly adept at this, being one of Zangief's most damaging follow-ups after either move.

After landing Screw Piledriver, Zangief's options are limited. Even with Drive Rush, he cannot hit the opponent during their wakeup, but he can catch jumps with Drive Rush Cyclone Wheel Kick (6HK), stuff slower buttons with 5MP, or catch a patiently blocking opponent with another Screw Piledriver. The L version has slightly more frame advantage, but the situation afterwards is largely the same.

Borscht Dynamite (j.360+K)
Borscht Dynamite
j.360+K
SF6 Zangief j360k.png

SF6 Zangief j360kk.png
SF6 Zangief j360k hitbox.png

SF6 Zangief j360kk hitbox.png
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j.360+K
Borscht Dynamite
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 21(36)+16 land - 2900 (3260) T HKD +19 -
j.360+KK
Borscht Dynamite
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 21(36)+16 land - 3000 (3375) T HKD +19 -
  • Fastest possible startup of 10f (5f prejump, 1f airborne, 4f move startup)

Aerial command grab. Fast startup allows it to be used as an air-to-air. Can be done instantly after leaving the ground by performing 360K, or the input can be stored for up to 20f to catch opponents high into the air.

OD Version has slightly improved range and can be juggled into from other moves. Notably, j.8HP cancels and combos into OD Borscht.

The okizeme afterwards is largely identical to that of Screw Piledriver (360P), preventing Zangief from hitting the opponent during their wakeup but leaving him advantaged enough to threaten with other options.

Russian Suplex (63214K Close)
Russian Suplex
63214K (Close)
SF6 Zangief 63214k close.png

SF6 Zangief 63214kk close.png
SF6 Zangief 63214k close hitbox.png

SF6 Zangief 63214k close hitbox.png
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63214K (Close)
Russian Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 50 - 2900 (3335) T HKD +26 -
  • Switches sides on hit
  • When used in combos, counts as two hits of scaling

Zangief's other unreactable command grab, Russian Suplex trades speed, range, and damage for superior okizeme.

While it's much less versatile than Screw Piledriver (360P), Russian Suplex is still a valuable tool in Zangief's arsenal. On hit, Zangief can Drive Rush at the opponent to threaten with a meaty 5MP or Knee Hammer (6MK), a meaty L or M SPD, a delayed Headbutt (6HP), or a delayed normal throw. However, the poorer speed and range make Russian Suplex more difficult to threaten with, and the sideswitch paired with the screen carry can often cause Zangief to put himself in the corner.

63214KK (Close)
Russian Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 50 - 3200 (3680) T HKD +27 -
  • Switches sides on hit
  • When used in combos, counts as one hit of scaling

Although generally not worth the meter as a mixup, OD Russian Suplex uniquely builds a massive amount of super gauge on hit. Comboing into this move from a Punish Counter Drive Impact will yield almost an entire bar of super, making it Zangief's most rewarding way to close out a round.

Siberian Express (63214K Far)
Siberian Express
Running Bear Grab
63214K (Far)
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Fine. I'LL come to YOU then!

SF6 Zangief 63214kk far.png
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Fine. I'LL come to YOU then!

SF6 Zangief 63214k far hitbox1.png
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                  No results
  • When used in combos, counts as two hits of scaling
  • The very far version has 1 hit of armor from frame 10 until active frames

Zangief lunges forward and grabs the opponent. Has slow startup, but canceling certain normals into Siberian Express may surprise people.

When done from a moderate distance, Zangief will immediately rush towards the opponent to grab them. At certain ranges, an opponent can cause the grab to whiff just by walking backwards. If done from farther away, starting from a little under round start distance, Zangief will pause to raise his hands before rushing forwards up to just over an entire screen length. The "very far" version of Siberian Express has armor to cover the much longer startup but is otherwise mostly identical.

On hit, Zangief can Drive Rush in to meaty with 5MP or press his luck with a Knee Hammer (6MK). In addition, he can stop short and use L Screw Piledriver (360LP) to space out and punish any mash attempts.

63214KK (Far)
Siberian Express
Startup Active Recovery Cancel Damage Guard On Hit On Block
54(81) 2 40 - 3000 (3450) T HKD +29 -
  • When used in combos, counts as one hit of scaling
  • The very far version has 2 hits of armor from frame 3 until active frames

Largely identical to the regular version, OD Siberian Express is more noticeable but is overall faster, giving it a unique tradeoff as a reactable mixup.

The very far version also has a niche, but useful property. When it armors through a strike, it will immediately transition to the grab portion. This can be used to counterpoke certain attacks such as Dhalsim's many long-ranged pokes.

Tundra Storm (22HK)
Tundra Storm
22HK
SF6 Zangief 22kk.png
You’ll probably forget he has this move
SF6 Zangief 22kk hitbox.png
You’ll probably forget he has this move
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22HK
Tundra Storm
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 50 24 - 2400 - HKD +5 -

Counters any standing kick move that makes contact with the parry hurtbox, including specials and certain characters' Drive Impacts but excluding supers.

An overall niche special with extremely high risk and moderate reward. Builds significant Drive Gauge on hit.

Moves Countered by Tundra Storm
Normals: 5LK, 5MK, 5HK
Command Normals: 4MK, 6MK
Drive Impact
Normals: 5LK, 5MK, 5HK
Command Normals: 4HK, 6HK
Specials: Spiral Arrownote, Cannon Spikenote
Drive Impact, Drive Reversalnote
5MK, 5HK
Command Normals: Serenity Stream: Tenku Kick
Specials: Hundred Lightning Kicks, Tensho Kicksnote
Drive Impact, Drive Reversalnote
Normals: 5MK, 5HK
Command Normals: 6MK, 4HK
Specials: Rolling Sobat, Funky Slicer, Waning Moonnote, Maximum Strike
Drive Impact, Drive Reversalnote
Normals: 5LK, 5MKnote, 5HK
Command Normals: 4MK, 4HK
Normals: 5MK, 5HK
Command Normals: 3HK
Normals: 5MKnote, 5HK
Command Normals: 4LK, 4/6MK, 3HK, 6HKnote
Specials: Somersault Kicknote
Drive Impact
Normals: 5MK, 5HKnote
Command Normals: 2KK, 6MK, 6HKnote
Specials: Arrow Kicknote, Bakkainote
Drive Reversalnote
Normals: 5MK, 5HK
Command Normals: 6MK, 6HK
Normals: 5HP, 5LK, 5MK, 5HK
Command Normals: 6HP, 6MK, 4HK
Specials: Fuhajin, Go Ohsatsu, Tensenrinnote
Drive Impact, Drive Reversalnote
Normals: 5LK, 5MK, 5HK
Command Normals: 4HK
Specials: Bushin Senpukyakunote, Torso Cleaver, Neck Hunter, Arc Step
Drive Impact
Normals: 5LK, 5MK, 5HK
Normals: 5MK, 5HK
Command Normals: 4HK
Normals: 5MK, 5HK
Command Normals: 4MK
Specials: Rond-point, Grand Fouetté, Dégagé (HK, OD)note
Drive Impact
Normals: 5MK, 5HK
Command Normals: 6HK
Specials: Quadriga
Normals: 5MK, 5HK
Command Normals: 4HK, 6HK
Specials: High Blade Kick
Normals: 5LKnote, 5MK, 5HK
Command Normals: 6MK, 3HKnote, 6HK
Drive Reversalnote

Super Arts

Level 1 Super (236236K)
Aerial Russian Slam
Level 1 Super Art
236236K
SF6 Zangief 236236k.png
"I AM THE PROTECTOR OF RUSSIA’S SKIES!"
SF6 Zangief 236236k hitbox.png
"I AM THE PROTECTOR OF RUSSIA’S SKIES!"
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236236K
Aerial Russian Slam
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 7 13+47 land - 3500 T HKD +29 -

Discount Heavenly Potemkin Buster. A ground-to-air command grab super that's invincible on startup but cannot hit grounded opponents, making it a poor defensive option.

While Aerial Russian Slam may look like a powerful anti-air, do not be fooled. Its slow speed, input time, and awkward hitbox make it a poor choice for stopping jump-ins.

However, it is much more consistent when catching neutral or back jumps and combos consistently from Hellstab (3MP) in juggles and a held Cyclone Lariat (236236[P]), allowing Zangief to dump all of his resources into a devastating combo.

To compensate for its limited combo potential, Aerial Russian Slam is the most damaging Level 1 Super Art in the game and gives Zangief okizeme similar to that of Siberian Express (Far 63214K). On hit, Zangief can Drive Rush in to meaty with Knee Hammer (6MK) or 5MP. Alternatively, he can stop short and use L Screw Piledriver (360LP) to space out and punish fast buttons and counter hit slow buttons.

A potent option select exists when paired with Zangief's normal throw. If Zangief performs a normal throw and then buffers Aerial Russian Slam, he will either successfully throw the opponent, the opponent will perform a throw escape and the super will not come out, or the opponent will avoid the throw and Aerial Russian Slam will come out, catching neutral and back jumps. While this option select loses to forward jumps and backdashes, it is still a potent tool in Zangief's arsenal.

Level 2 Super (236236P)
Cyclone Lariat
Level 2 Super Art
236236P (HOLD OK)
SF6 Zangief 236236p.png
Thankfully doesn't turn Zangief into an owl this time around

SF6 Zangief 236236p hold.png
SF6 Zangief 236236p hitbox1.png
Thankfully doesn't turn Zangief into an owl this time around

SF6 Zangief 236236p hold hitbox1.png
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236236P
Cyclone Lariat
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 102 52 - 3160(3060) LH HKD +5(+1) -35

No results

236236[P]
Cyclone Lariat (hold P)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 105 25(52) - 0,60x9,560 (1100) LH KD +87 Launch -35

Zangief spins and creates a whirlwind that pulls opponents close on hit. Can be used to punish fireballs, Drive Impacts, or certain slower moves on reaction. Slow startup makes it easy to bait when used as a reversal.

If Cyclone Lariat hits, Zangief has access to a few different follow-ups.

  • If no input is made, Zangief will slam the opponent behind him, side-switching and causing a knockdown.
  • If Left or Right is held, Zangief will perform a different ender that deals slightly less damage, but allows him to control which side the opponent ends up on. The same-side input will leave you with less advantage than the side-switch.
  • If a punch button is held, Zangief will repeatedly spin in place, then eventually launch the opponent. This deals much less up-front damage than the other enders, but allows Zangief to combo afterwards with normals, Drive Rush, Level 1 Super, or OD Borscht.

Level 3 Super (720+P)
Bolshoi Storm Buster
Level 3 Super Art
720+P
SF6 Zangief 720+p.png
SMILE FOR YOUR FANS!

SF6 Zangief 720+p(ca).png
CA version grants 500 extra damage. Somehow doesn't break the bridge at Ranger's Hut.
SF6 Zangief 720+p hitbox.png
SMILE FOR YOUR FANS!

SF6 Zangief 720+p hitbox.png
CA version grants 500 extra damage. Somehow doesn't break the bridge at Ranger's Hut.
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720+P
Bolshoi Storm Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
6+0 2 116 - 4800 T HKD +26 -
720+P
Bolshoi Storm Buster (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6+0 2 116 - 5300 T HKD +26 -
  • Long range, between LP and MP SPD.
  • Invincible startup and entirely unreactable
  • Counts as two hits of scaling when used in combos

An incredibly potent defensive and mixup option, Bolshoi Storm Buster boasts impressive speed, damage, and range.

While it cannot be used in combos except after Punish Counter Drive Impact and Punish Counter Smetana Dropkick (3HK) in the corner, Bolshoi Storm Buster has two major upsides to compensate.

First and foremost, unlike other command grab supers, Bolshoi Storm Buster cannot be jumped or backdashed on reaction to the super flash. If the opponent is not already airborne, out of range, or invincible to throws as the super flash starts, they will be grabbed. Second, Bolshoi Storm Buster deals 800 more damage than other Level 3 Super Arts, making it the single most damaging attack in the game. These two factors, when combined with the move's incredible range and fast startup, make the move perhaps the strongest invincible reversal in the game. While expensive, once Zangief can perform the move, the opponent need act with extreme caution, lest they be consigned to oblivion.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Zangief 5pppkkk.png
"My beautiful body is built better!"
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
"My beautiful body is built better!"
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5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
194 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Zangief 6pppkkk.png
"You'd be right at home in the ring!"
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
"You'd be right at home in the ring!"
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
227 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Zangief 4pppkkk.png
"You're lacking, just bring it!"
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
"You're lacking, just bring it!"
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
202 (total) - - - - - - -

Down Taunt (2PPPKKK)
Down Taunt
2PPPKKK
SF6 Zangief 2pppkkk.png
"The power of Zangief is limitless!"
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
"The power of Zangief is limitless!"
Hitboxes Off
Hitboxes On

2PPPKKK
Down Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
210 (total) - - - - - - -



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