(Add a side switching combo inspired by https://www.youtube.com/watch?v=kb3vBUVzqGo) |
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| Difficulty = {{clr|7|Easy}} | | Difficulty = {{clr|7|Easy}} | ||
| Notes = The easiest hit confirm after {{clr|H|6HP}}. Hold 6 during {{clr|10|PPP}} to improve reliability. Can fail to combo at longer ranges. | | Notes = The easiest hit confirm after {{clr|H|6HP}}. Hold 6 during {{clr|10|PPP}} to improve reliability. Can fail to combo at longer ranges. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|j.2HP}}, {{clr|M|3MP}} > {{clr|5|PP}} | |||
| Position = Anywhere | |||
| Damage = 2560 | |||
| Drive = 0 | |||
| Super = 0 | |||
| Difficulty = {{clr|7|Easy}} | |||
| Notes = Switches sides. | |||
| Video = | | Video = | ||
|}} | |}} |
Revision as of 10:16, 2 January 2024
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Links and Starters
Normal Hit
2LK > 2LP > 5LP > PPP
Double Lariat (PP) is Zangief's only strike special move, and therefore most of Zangief's combo routes end with this move to deal solid damage and score an oki-capable knockdown.
Zangief's primary concern when confirming into Lariat is range; From 2LP, Lariat can only combo on it's first active frame, and so combos into Lariat may drop if the opponent is too far away due to pushback. Lariats from longer range can also drop against opponents who are crouching. OD Lariat is faster and can help to mitigate this issue, but 2LP or 5LP even canceled into OD Lariat will drop at their outer range. From point-blank, the general rule is that Zangief can chain 2 light normals into regular Lariat, or 3 light normals into OD Lariat. From farther ranges, fewer chained normals can be done, and confirming into Lariat may be impossible at poking range without utilizing Drive Rush.
When comboing into Lariat, hold forward for the duration. This helps move Zangief closer to the opponent while spinning, making oki easier afterwards.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LK > 2LP/5LP > PP | Anywhere (close) | 1480/1570 | 0 | 0 | Easy | Subject to whiffing when slightly spaced. | |
2LK > 2LP > 5LP > PPP | Anywhere (close) | 1890 | 2 | 0 | Easy | Hold 6 during PPP to improve reliability. Can fail to combo at longer ranges. | |
2MP/3MP/6HP > PP | Anywhere | 1900/2000/2100 | 0 | 0 | Very Easy | 6HP > PP is Zangief's most damaging combo without additional frame advantage or resources. | |
6HP, 2LP > PPP | Anywhere | 2400 | 2 | 0 | Easy | The easiest hit confirm after 6HP. Hold 6 during PPP to improve reliability. Can fail to combo at longer ranges. | |
j.2HP, 3MP > PP | Anywhere | 2560 | 0 | 0 | Easy | Switches sides. | |
j.8HP, j.360KK | Anywhere | 3800 | 0 | 0 | Medium | Only works if the opponent is also in the air when the headbutt connects. |
Punish Counter
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6HK, 3MP, PP | Anywhere | 3320 | 0 | 0 | Easy | Can opt for PPP ender for 3560 damage and better oki. | |
6HK, 3MP, PPP, tk j.360KK | Corner | 5360 | 4 | 0 | Moderate | Most damaging punish counter combo without spending super meter. | |
5HK, 3MP, tk j.360KK | Anywhere | 4100 | 2 | 0 | Moderate | Maximum range 5HK won't connect into 3MP or tk j.360kk, but can combo into other options via Drive Rush. | |
5HK/6HK, 3MP, SA1 | Anywhere | 4100/4460 | 0 | 1 | Moderate | Max range 5HK will cause 3MP to whiff but will still connect into SA1 in corner. SA1 must be buffered to connect. 6HK ground bounce is finicky on airborne opponents. | |
j.[HK], tk j.360KK | Anywhere but too close to corner | 4500 | 2 | 0 | Moderate | ||
j.[HK], 3MP, SA1 | Anywhere but too close to corner | 4700 | 0 | 1 | Easy | ||
3HK, SA3 (CA) | corner | 5520 (5970) | 0 | 3 | Easy | At further ranges, Zangief must dash in to be within SA3 range, making it more difficult to land in time. |
Drive Rush
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5LP/2LP > DR~2LP, 2MP > PP | Anywhere | 1812 / 1712 | 3 | 0 | Drive Rush 2LP can help Zangief convert longer range light pokes into a Lariat knockdown. | ||
2MP > DR~5MP > 5MP > 5MP | Anywhere | 2234 | 3 | 0 | Extra frame advantage from Drive Rush allows 5MP to combo into its TC. | ||
6HP > DR~6HP, 3MP > PP | Anywhere | 2917 | 3 | 0 | |||
6HP > DR~5HK, 3MP > PP | Anywhere | 3002 | 3 | 0 | Advanced | DR~5HK, 3MP is a tight link and may be easy to drop for only marginally more damage. 5HK whiffs crouchers |
SA2 Combos
Holding down any punch button during Zangief's SA2 will cause Zangief to continue to spin in place rather than transition into one of his slam finishers. Once Zangief has started his third spin, the punch button can be released, as Gief is already committed to the spin version. This version deals less up-front damage than a "normal" SA2, but launches the opponent into a juggle state, from which Zangief can potentially extend the combo to get higher damage than would otherwise be possible. Follow-up combos that deal more damage than the default finisher require additional Drive Gauge or super meter, so there may be cases where using the normal SA2 finisher is preferred.
This is the most basic way to combo after Held SA2. Simply hold up-forward while Zangief is spinning. Once you see Gief jump, input 360KK (since you already have an "up" input from your jump, this can be done as just 41236KK).
All of the combos below use a 6HP > SA2 starter in order to accurately compare damage, although they are all possible off any ground combo into SA2, including doing raw/reversal SA2. The air juggle version of SA2 provides a worse juggle state, disallowing further juggles with 5HK or 3MP without Drive Rush. It's worth noting that j.2HP is a cross-up which always links into 6HP against a grounded opponent.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6HP > SA2 | Anywhere | 4060 | 0 | 2 | Easy | SA2 with normal ender, for comparison purposes. | |
6HP > SA2[P], dash, 3MP, tk j.360KK | Anywhere | 4440 | 2 | 2 | Hard | ||
6HP > SA2[P], dash, 3MP > 236236K | Anywhere | 4390 | 0 | 3 | Very Hard | ||
6HP > SA2[P], dl 5HK, tk j.360KK | Corner | 4600 | 2 | 2 | Hard | Slightly higher damage alternative to 3MP tk j.360KK combo in the corner | |
6HP > SA2[P], dash dl 3MP > PPP, tk j.360KK | Corner | 5190 | 4 | 2 | Very Hard | A short delay is required for 3MP > PPP to juggle properly into tk j.360KK. | |
J.[HK], 3MP > SA2, 360KK | Anywhere but the corner | 5280 | 2 | 2 | Hard | Requires a Punish Counter, such as a fireball read or a punish on certain OD/Super reversals | |
J.[HK], 3MP > SA2, SA1 | Anywhere but the corner | 5230 | 0 | 3 | Hard | Requires a Punish Counter, such as a fireball read or a punish on certain OD/Super reversals |
Drive Impact
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI, 360HP/360PP | Anywhere | 3270/3680 | 1 / 3 | 0 | Gives no meaningful okizeme but does the most damage for the fewest resources. | ||
DI, 63214HK/KK | Anywhere | 2990 / 3520 | 1 / 3 | 0 | Leaves Zangief close enough for Drive Rush oki. 63124KK builds considerable super meter and is useful for closing out rounds. | ||
DI, SA3 | Anywhere | 4320 (CA: 4670) | 1 | 3 | |||
DI, 6HP > PP/PPP | Anywhere | 2520 / 2730 | 1 / 3 | 0 | If you don't want to spend any resources, do this. Can instead opt for delay 3MP or j.HK > PP for slightly better oki at the cost of slightly reduced damage (2440 vs 2520). | ||
DI, 6HP > SA2, etc. | Anywhere | 3892+ | 1+ | 2 | Damage shown is for normal finisher. Higher damages are possible by using SA2 to juggle (see SA2 combos). | ||
DI, neutral jump j.8HP, land DR~3MP > PP | Anywhere | 2684 | 2 | 0 | Slight addition to normal DI -> Lariat combo. gives a later hit of lariat allowing far superior oki | ||
DI, neutral jump j.8HP, land DR~5MK | Anywhere | 2072 | 2 | 0 | Autotimed safe jump into a very deep J.MP, J.HP will connect in the corner | ||
DI, neutral jump j.HK, land DR~5MP | Anywhere | 2013 | 2 | 0 | Autotimed safe jump into a very deep J.HP, loses to anti-airs/reversals faster than 5 frames. | ||
DI, dl.3MP > PPP, tk j.360KK | Corner | 4150 | 5 | 0 | The only reason to use 3MP over 6HP is that a delayed 3MP will create an airborne juggle state, which allows Zangief to do his OD Lariat -> OD Borscht combo in the corner. | ||
DI, 6HP > DR~5HK, 3MP > SA2, tk j.360KK | Anywhere | 3888 | 6 | 2 | Advanced | Technically uses your entire Drive gauge, but you'll build back about half a bar before the combo is done. DR~5HK, 3MP is a tight link and may be easy to drop for only marginally more damage than using DR~6HP, 3MP. | |
DI, 6HP > DR~5HK, 3MP > SA2, 3MP > SA1 | Anywhere | 4460 | 4 | 3 | Advanced | DR~5HK, 3MP is a tight link and may be easy to drop for only marginally more damage than using DR~6HP, 3MP. | |
DI, forward jump, J.2HP, 360KK | Anywhere | 3100 | 3 | 0 | intermediate | side switches | |
DI, forward jump, J.2HP, SA1 | Anywhere | 3000 | 1 | 1 | easy | side switches, buffer SA1 in the direction you started | |
DI, forward jump, J.2HP, PP/PPP | Anywhere | 2330/2500 | 1/3 | 0 | easy | side switches meterlessly |
Drive Impact Wallsplat
Damage in parenthesis is if the Drive impact is not blocked
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI, 3MP > PP | 1660 (2280) | 1 | 0 | easy | Best meterless damage on wall splat | ||
DI, 2MP, tk. 360kk | 2720 (3160) | 3 | 0 | hard | 2mp will whiff on high wall splats. 3MP doesnt pop up high enough to connect into tk.360KK | ||
DI, 3MP > SA1 / DI, 3MP > SA2, SA 1 | 2880 (3190) / 3200 (3610) | 1 | 1/3 | hard | Highest damage without using additional drive gauge | ||
DI, 3MP > PPP , tk. 360KK | 3520 (3990) | 5 | 0 | hard | wont work on high up wallsplats |
Stun Combos
Damage in parenthesis is if the Drive impact is not blocked
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DI, 360P/360PP | 2510 (3110)/ 2920 (3520) | 1/3 | 0 | easy | Best meterless damage without advanced setups | ||
DI, J.HP, 6HP, PP/PPP | 2190 (2790)/ 2370 (2970) | 1/3 | 0 | easy | highest meterless damage while keeping oki and without advanced setups | ||
DI, jump back, PP, tk.360KK | 2960 (3560) | 3 | 0 | Hard | you must drift forward during lariat for it to connect | ||
DI, jump back, PP, SA1 | 2910 (3510) | 1 | 1 | intermediate | you must drift forward during lariat for it to connect | ||
DI, J.HP, 6HP, SA2 | 2960 (3560) | 1 | 2 | easy | |||
DI, J.HP, 6HP > DR~6HP > DR~5HK, 3MP > SA2 | 3885 (4485) | >4 | 2 | Very hard | uses entire drive gauge, highest damage without CA or j.[HK] set ups | ||
DI, SA3 /CA | 3560 (4160) / 3910 (4510) | 1 | 3 | easy | |||
DI, J.[HK], 3MP > PP / PPP | 2480 (3280) / 2660 (3460) | 1/3 | 0 | Very Hard | Can be auto timed with jump back j.lp into 22MK on block or j.2HP into 22MK on hit. Dropkick charge must be manually timed frames 8-12 of the jump. | ||
DI, J.[HK], 3MP > PPP, tk.360KK | 3860 (4660) | 5 | 0 | Very Hard | Can be auto timed with jump back j.lp into 22MK on block or j.2HP into 22MK on hit. Dropkick charge must be manually timed frames 8-12 of the jump. |